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(I'm not sure exactly which playstyle I use. I'm used to character sheets but not necessarily with stats and dice)

Hello! Please call me Mythy! I have quite a few ideas I want to GM (as I write this, I can think of five), so I'll try and explain them briefly. Please feel free to tell me what interests you or ask questions about them, or both! (These are in no particular order of desire)

Phoenix Squad: Modern/Semi-futuristic -- build a resistance from ashes
In this world, technology - including guns and combat robots - are powered by crystals. What they do depends on the color and the cut of the crystal - a blue sphere-cut crystal can be squeezed to gush water into your mouth as many times as you want - after it recharges. The four kingdoms used to be at peace until one gained a new warmongering leader. Somehow they began to steamroll the others, and at the time the RP starts they have gotten to the capital of their rival. The players will be one of many groups of scattered military survivors and will formulate a resistance, cultivate alliances, and take their home back!

Soul Weapons: Fantasy -- Take revenge for your spoiled lives
In this world, named Meckhan, nature is still the ruler. Outside of large cities and walled villages, bandits and monsters roam.The seas are a dangerous beast that may be tamed through rituals, or simply ridden.

There are two types of magic. One is found through years of intense study, and is cast through rituals that consume materials, reagents and time. Many spells exist, all with varying effects. Through the use of ritual circles, reagents and chanting, one can tame nature, call upon the skies, and much else. It takes a precise hand and spirit to use these rituals, and their very nature makes it difficult to use in war, and near-useless in active combat. Weapons may be enchanted with runes carved into the metal, and then activated by a ritual. Once activated, these enchantments may be turned on and off via command words.

The other sort of magic is known as Soul Manifestation. It is much rarer than ritual magic, only manifesting in a small percentage of individuals per generation. It seems to be activated during their formative years, sometimes earlier if something traumatic happens. In any case, a Soul Manifestor learns of their power when their so-known 'Soul Weapon' forms in their hand as a defensive measure. This weapon can be in any style of weapon, but is unique to the individual. As it is a manifestation of their soul, its form, use, and powers are all tuned to the user, and it evolves with them.

There are three levels of power that a weapon can reach:

First Level, called Manifestation. The most basic form, the weapon appears in the Manifestor's hand as it is held over their chest. Resembling a custom weapon at this time, the biggest clue as to its nature is the fact that it glows the color of the user's aura. This level grants the ability to attack, as well as light-power passive effects and attack abilities.

Second Level, called Named Manifestation. Part of a Manifestor's training includes introspection, where they learn the true name of their soul. Some Manifestors adopt this name, others keep their birth name - but all use their soul names when awakening their second level manifestation. The weapon grows enters a low-power trueform sometimes called awakened, and the glow gets brighter. As well, the passive effects get stronger.

Third Level, called True Manifestation. This is the ultimate form, where the soul weapon forms it's full true form, usually including additions such as wings or armor. This can be incredibly draining over time, so True Manifestation is rarely used commonplace.

Manifestors, once they are found, will most often be drafted into the nation's military, or be taught within the Manifestor's tower how to control their powers. A Manifestor of any kind has great status, and quickly become famous and infamous once they reveal their powers.

The only thing that neither a ritual nor a Manifestor can do, is directly interfere with life. Instantly killing someone or bringing them back to life is out of the scope of magic. (Of course, the weapons can always cast attacks that kill or be used to kill)
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The PCs will be Manifestors learning in the tower, the day before they begin the process to learn their soul name. A tragedy will strike before the ceremony, of which the group will be survivors. Then we will adventure, learning about themselves and unraveling what happened.

Mocon: Steamfantasy -- Explore and discover the unknown
A steampunk-fantasy setting, where magic and tech are entwined - the epitome of which are the Airships and the Automata, the machines built with rudimentary intelligence and dog-like loyalty to the one bonded with their cortex. Magic, or Magia as named after the goddess that created it, is split into two forms, which an individual can only learn one of. Will Magia and Wild Magia - Manifestation of energy and manipulation of the environment. Technology is advanced by an individual gaining the spark of creation form the god Teknik, and creating a technology never seen before. Beyond that, technology is improved and enhanced by those with the knowledge, desire, and drive.

There are four races in the world. Ranked in order of the amount of Magia they hold, they are: Elves, Dwarves, Humans, and Orcs.

Elves are the dominant race and are split into castes and subraces based upon their features. These features are determined at birth by their lineage, but may change during the first few years to be more similar to a different caste due to their childhood environment. High elves are the noble caste, stone elves work in the cities. Wood elves are found more often in nature, and dark elves are often consigned to the dredges or as wandering nomads. Each caste has something special about them, such as the High Elves greater Magia pool, or the Dark Elven ability to meld with shadows, and each caste looks distinct from the others through coloration and their body type.

Dwarves are longtime allies of the elves, though their alliance was born of rivalry. They have a smaller magia pool than elves, but have long been pioneers in forging and creation, gaining the Spark much more often than Elves. They also created the art of Runesmithing, which is the art of imbuing magical runes into an object in order to let Magia flow through it. First from this art came magical weapons, and without runesmithing, the first Automaton would never have come into being.

Humans are an oddity on the world, as the first of their races appeared first on a steamship on the coast, and no trace of memory of their origin remained. They are said, though, to be the chosen of Teknik, as they have been gaining the Spark much more often than even dwarves. As well, they breed much faster than anyone else and thus are beginning to catch up to their numbers. Their magia pool is small but their ingenuity allows them to also become pioneers in spellcraft.

Orcs are a green-skinned, muscle-bound race that stand even taller than elves. They have a small magia pool and almost never gain the spark, but are blessed with powerful muscles and an uncanny knack for knowing how something works. This allows them to know how a machine works, and intuitively know how to fix it, improve it, or even break it. This, of course, also translates well to biological bodies...

Path of the Taelesol: Fantasy -- Dragonwolf-Riders Defending their home!

The players are of an elf-like race known as Aer. They inhabit their world of Shylyr Vasadi (Wondrous Paradise), where the world is full of natural wonders and resources. The Aer build their cities into forests and mountains, using the natural world as the foundation for their buildings.

The Aer have built a connection to one of the more powerful beasts of the land: Dragonwolves, or Pandrylyr. Canids large enough to ride, with feathered wings and horns on their head, they have become linked to the Aer in a powerful way. A Pandrylyr, when born, will sometimes feel a strong link to a young Aer, and when they are a few days old they begin their search for the Aer teen. Once they meet, they become inseparable and the younglings are inducted into training to become a Taelesol. They train until the Pandrylyr is old enough to fly, and beyond.

A Taelesol, during their training, finds the weapon that suits them the best, and forges one of their own. They gain armor crafted in the colors of their Pandrylyr, and learn to control the magic element that they share with their partner.

Taelesol are trained for good reason: Pasandrylyr, the Dark Dragonwolves. They are bipedal, hunched-over monsters that wield claws and crude weapons with deadly efficacy. Though all Aer are trained as guardians, it takes a Taelesol and their Pandrylyr to beat the insurmountable odds that are normally faced when Pasandrylyr attack.

The players would be young Adult Aer, newly found by their Dragonwolf and inducted into training. From there, they would be trained as a squad and face dangers, as well as normal life challenges.

Extinction War: Sci-Fi Mechs -- Defend Against the Devourer!
In this RP, there are three races that span a number of systems, all fighting together against an alien race that devours everything before it known as the Reus (inspirations: Tyranids, Zerg, etc)

Humans : Descended from an exodus from Terra, these humans were nomads for the longest time until coming across the Rani system and the cousin races. The technology they use to fight are WarTechs - heavy walking tanks based upon hard-hitting hardpoint weaponry - and infantry battle suits. (Inspirations: MechWarrior, Anthem)

Vohrani: The metal-impregnated cousin race of the Rani system, they have electro-sensitive tails that are used to manipulate their technology. For battle, they are heavily specialized both as infantry (as well as heavy warsuits), vehicles, and with the mecha-like machines known as Venatora. Their technology is flashy and effective, but specialized. (Inspirations: Gundam/Mecha (and Avatar to an extent))

Sairani: The other cousin race of the Rani system, they are a very empathic people with psychically-attuned horns. In battle they focus on versatility and support, with most units and machines able to do whatever is needed (they also have a heavy investment on AI) Their trump cards are the Aces and their Caraids - pilots and autonomous-able mechs that can fight in unison while piloted or separated. Every Ace is granted a unique AI for their Caraid, to which they grow bonded to. (Inspirations: Titanfall)
Magic 50%
Magic is rare, but not unheard of. Mundane characters may or may not believe in it. Magical characters may form small and exclusive pockets for study, protection, etc.
Technology 50%
Modern
Combat 70%
More combat than not. The setting may be at war, and the characters will likely get involved whether or not they seek it out.
Romance 40%
Romance is slightly desired, but the overall plot is more important.

Details: Occasional dice use, adjustable length posts, long-term RP partner preferred. Will be played with a small group of players.

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