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Things Betwixt: A Journey Beyond [OOC | Open] (Fantasy)

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Lazarian
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Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Things Betwixt: A Journey Beyond [OOC | Open] (Fantasy)

Postby Lazarian » Fri Mar 31, 2023 11:43 am

A Journey Beyond

Image

Art Credit: Tom Lopez, Artstation
As you awake from your slumber, you stare upwards into a purple sky, filled with twinkling stars.

To the south lies a sea of rolling hills - and behind you? A steep cliff, falling into…nothingness. The light slowly fades to a black void, as far as your eyes can see…

A voice calls behind you. Turning, you see a man wizened with age. A hunched-back elder with a beard that scrapes the ground stares at you, milky grey eyes scanning the depths of your soul. And then he speaks.

You’re searching for something, aren’t you.

Oh, there’s no need to answer. Everyone who comes here is. There is a curse to this place - one that pulls seekers and dreamers through the cracks of reality and into this realm. Whatever it is you seek…there is something here that can grant it.

But beware - this is not a place of honor.

This is a broken place, a fallen land, a place in between places. There are many dangers and toils on the path that awaits you…and few who set off on this journey return home.

But this realm would not have taken you from your home if you were unwilling. Whatever it is that drives you is worth every trial and peril you may face. For you see…your wish, whatever it is? It can be granted here. There are gods, men, and creatures that can lift you from your despair.

Most likely, you’ll die trying. But you’ve got just as good a chance as anyone else. Welcome to…


THINGS BETWIXT
IC

Welcome to Things Betwixt, a fantasy exploration RP!

All players begin with a party of five adventurers. Your characters have landed in the Things Betwixt, a land beyond time and space itself. Pulled here by an ancient curse, they shall chart a course based on your direction and decision in search of a power that shall grant their wish.

You may gain or lose members of your crew over the course of the adventure, depending on both the fickle whims of fate and the choices you make. Things Betwixt is not a slasher film, but neither is it a power-fantasy - your heroes may fail, your quests may go awry. But within adversity lies glory - those who survive the trials shall emerge in glory and splendor indeed.

You should expect to make an IC post once every 48 hours or so. These posts correspond to one day’s time in character, and will be resolved by yours truly to chart the course of your journey.

Your adventure will consist of many things, but first and foremost, your adventurers. These brave men and women will forge beyond into new frontiers, uncover mysteries, and fight against overwhelming horrors.


YOUR HEROES


Code: Select all
 [b]Application For The Chosen[/b]
[b]Party Name:[/b] (A short name.)
[b]Party Members and Classes:[/b] (Who makes up your group? Are you vagabonds, fleeing from the law? Wizards in search of an arcane power? Knights on a mission to save their kingdom? Provide names and a short (or long!) backstory for each character. Any backstories, species, or realms are acceptable, although original backgrounds/settings are preferred. Things Betwixt pulls from all places.)
[b]Mission:[/b] (What are you searching for? Everyone who is brought here is called for a reason. Some seek to bring back a fallen loved one. Others wish for riches beyond imagination. Others still strive for the power to save their falling kingdom, or to drive back the darkness that plagues their lands. So what are you here for?)
[b]Starting Equipment:[/b] Pick two Common Relics from the pool. You may have a combined total of 30 Rations and Wealth - it is up to you to balance these two resources. Your party will consume 1 Ration per turn.

These chaps won’t be in the story, but this is how a hypothetical app would look. Please feel free to add pictures of how they look and additional backstory! More flavor is always welcome. In fact, I would highly recommend adding more lore for your characters - I’m just keeping it short because I want to get this OP up.

Party Name: The Heir’s Hounds
Party Members and Classes:
Dismas [Scout] (Stealthy) - Dismas is a reformed highwayman thief, recruited into this band of mercenaries by a wealthy benefactor. He seeks redemption for his prior sins.
Reynauld [Soldier] (Slugger) - Reynauld is a fearsome crusader, in search of further battles to pursue.
Parcelsius [Surgeon] (Dissection Expert) - Parcelsius is an inquisitive doctor, renowned for her unconventional methods of healing and her unquenchable passion for discovery.
Junia [Sage] (Religious Scholar) - Junia is a former member of a sacred order, sent out into the world as penance for failure.
Alhazred [Sorcerer] (Twice As Bright, Half As Long) - Alhazred is a powerful mage, though he made a pact with a being beyond his comprehension to obtain such strength.
Mission: The Heir’s Hounds were mercenaries hired by a wealthy benefactor to find an artifact which had the power to seal an overwhelming corruption from their world.
Starting Equipment: Common Sword, Lucky Dice
15 Wealth, 15 Rations

A guide to understanding your heroes is as follows: Their stats, their classes, and their traits.



STATS


No two men are sculpted alike - all creatures, whether great or small, have their strengths and flaws. Each man has attributes and aptitudes, talents and shortfalls.

VITALITY
Healthiness, heartiness, the blood and ichor that keeps one alive.
Vitality is a meter which starts at 10/10 and decreases upon taking damage. If Vitality is depleted to 0, a character drops to Death’s Door, where the next hit has a ⅔ chance of instant death.

STABILITY
The grasp on one’s mental wellbeing - sanity, volition, and rationality.
Like Vitality, Stability also starts at 10/10 and decreases upon being stressed or scared. If Stability drops to 0, a character will have a mental breakdown. There are a variety of ailments and traits borne from breakdowns - and none of them good. After a breakdown, stability recovers to 3.

MIGHT
Martial skill, physical strength, and the willingness to inflict violence on foes.
Might is not a meter like Vitality and Stability, but a static score used in skill checks and combat. Might is a determinator of damage, accuracy, and physical challenges.


INSIGHT
Wisdom, comprehension, and understanding of both the arcane and the practical.
Insight is necessary to understand various clues and mysteries throughout the world. Insight functions similarly to Might and Dexterity - it is a static score used for checks and challenges.


DEXTERITY
Speed, agility, and quickness.
Dexterity determines combat order, the ability to escape from pursuers, sleight-of-hand, and other related feats. Dexterity functions similarly to Might and Insight.


NOTE: Stats are not fixed at their starting values forever. There are places and actions which can increase stats over the course of the adventure - and maladies and injuries which can decrease them.


CLASSES


You and your fellows were something before you were taken to this place - who, and what? Perhaps a wizened elder? Or a talented chiurgeon? Or a battle-seasoned veteran?

SOLDIER
A stalwart shield and a skilled fighter, the Soldier is the bread and butter of any group of heroes. This brave individual is sturdy, strong, and quick.
12 Vitality, 10 Stability, 8 Might, 4 Insight, 8 Dexterity

SEER
Visions stalk the hazy mists of dreams, whispers and riddles echo in the mind, and everything they see in this place they have seen before. Has their soul tread this place before?
The Seer will provide direction to your stated objective every turn, and provides an additional chance of revealing random information about the world every turn.
10 Vitality, 10 Stability, 4 Might, 4 Insight, 4 Dexterity

SAGE
A mind filled with many tomes, a quick wit, a pattern-decipherer and a secret-delver. This man or woman is one of learning and Insight. If anyone can learn the secrets of this place, this one can.
10 Vitality, 10 Stability, 4 Might, 8 Insight, 4 Dexterity

SORCERER
The candle has been lit. The pact has been made. The power of the stars for the sands of the hourglass. This individual has great power, though they must pay a price to sustain such power in this place.
The Sorcerer has a chance of losing 1 Vitality every turn.
8 Vitality, 10 Stability, 12 Might, 6 Insight, 12 Dexterity

SUFFERER
This one is broken, their mind tainted with delusion and insanity. But within madness lies the truth of this place. This genius individual has an exceptional understanding of the world, but they are an eccentric at best and a madman at worst.
The Sufferer has a chance of losing 1 Stability every turn.
10 Vitality, 8 Stability, 4 Might, 12 Insight, 4 Dexterity

SURGEON
With knowledge, patience, and skill, the maladies of the body can be set right. This man or woman has all three in spades.
The Surgeon has a passive action of potentially healing another hero’s Vitality damage every turn.
10 Vitality, 10 Stability, 4 Might, 6 Insight, 4 Dexterity

SOOTHER
A musician, a poet, a calming voice and a guiding light.
The Soother has a passive action of potentially healing another hero’s Stability damage every turn.
10 Vitality, 12 Stability, 4 Might, 6 Insight, 4 Dexterity

SCOUT
Fleet feet and sharp eyes. A scrounger, a shadow, a deft surveyor - this one is a keen informant indeed.
The Scout can be assigned to scout out one requested tile per turn, returning with a preview of what lies there.
10 Vitality, 10 Stability, 6 Might, 6 Insight, 12 Dexterity



TRAITS


A man is more than his mere origins - and more also than his profession or circumstances. It is abilities beyond these - some bloodied, some learned, all mastered - that give faith and flavor to those that walk the Lands Betwixt.

ALL CLASSES
Quick Reflexes: +1 Dexterity
Keen Wit: +1 Insight
Tough: +1 Vitality
Vigorous: +1 Might
Irrepressible: +1 Stability
Unyielding: Increased Deathblow Resist
Outlaw: Increased chance to persuade, connive, and intimidate shady characters and checkered souls.
Dreamer: Massively increased chance of passing Insight checks under the influence of psychoactive substances.
Sigil-Ridden: Your skin is branded with ominous tattoos, tribal and menacing. You will not grow old - but your life shall never be dull.

SOLDIER-EXCLUSIVE
Giant Slayer: +2 Might against large foes.
Manhunter: +2 Might against humanoid enemies.
Unshakable Warrior: +2 Might against anything eldritch.
Beast Hater: +2 Might against beasts.
Clutch Hitter: +2 Might against all enemies when at half or less Vitality.
Precise Striker: +10% Crit
Slugger: -2 Dexterity, +2 Might

SEER-EXCLUSIVE
An Eye for Treasure: Significantly increased odds of discovering Wealth in certain events.
Locked-On: Information regarding the primary quest is more specific.
Doomsayer: Will provide a warning if an interaction or check has a chance of an extremely dangerous outcome.
Living Lie Detector: Has a high chance of detecting dishonesty from NPCs.
A Foot On The Other Side: Provides a chance to obtain knowledge from the dead.
Attuned to Reality: Significantly increased chance for secondary knowledge check.

SAGE-EXCLUSIVE
Steady Mind: Increased resistance against taking Stability damage from Insight checks.
Geologist: Guaranteed comprehension of earth-based resources.
Biologist: Guaranteed comprehension of animal-based resources.
Botanist: Guaranteed comprehension of plant-based resources.
Language Expert: +2 Insight in language-based checks.
Religious Scholar: Increased chance to levy information from religious sources, argue esoteric matters of faith with strangers, or recognize secret cult signs for what they truly are.

SORCERER-EXCLUSIVE
Double or Nothing: +2 Might, increased chance of Vitality damage per turn
Great and Terrible: Inflicts Stability damage on foes when attacking.
Dying Rage: +6 Might against all enemies when at 3 Vitality or less.
Twice As Bright, Half As Long: +2 Might, reduced Deathblow resist.
Preemptive Striker: +4 Dexterity, -2 Might

SUFFERER-EXCLUSIVE
Substance Abuser: Can use two of a consumable resource before each check/battle instead of one.
Sees Things How They Truly Are: +2 Insight, increased chance of Stability damage per turn
Sociopath: +4 Might, adds small chance of inflicting Stability damage on allies per turn
Otherworldly Obsession: +2 Insight, increases Stability damage when taken
Psychometric Sensing: By focusing their Third Eye upon a physical object’s past as well as present, the Seer might glean a fragment of lore related to that object or its origins - at the price of risking their own Stability.

SURGEON-EXCLUSIVE
Steady Hands: Increased passive chance of healing.
Bedside Manner: Adds a small passive chance of healing Stability damage as well.
Ivory Tower Academic: +2 Insight, -2 Vitality
Battlefield Medic: +1 Vitality, +1 Stability, +1 Might, +1 Dexterity
Dissection Expert: Increases odds of obtaining items or rations from slain enemies.

SOOTHER-EXCLUSIVE
Trained Therapist: Increased passive chance of Stability healing.
Nursing Aide: Adds a small passive chance of healing Vitality damage as well.
Diplomat: Increased chance of success in Social actions.
Motivational Speaker: Adds a small chance of buffing a comrade’s stats before a check.
Exorcist: +4 Might against enemies which inflict Stability damage.

SCOUT-EXCLUSIVE
Tracksman: While performing the scouting action in the Mournweald, Barrows, and Highlands, all results are more informative.
Scavenger: Adds a small chance of gathering Wealth when Scouting and increases Wealth gained when Foraging.
Hunter: Adds a small chance of gathering Rations when Scouting and increases Rations gained when Foraging.
Stealthy: Decreases chance of combat encounter during scouting.
Quick: Increases odds of successfully retreating.


PUTTING IT ALL TOGETHER: How does it all work?


I know this OP looks lengthy - but I promise that this isn't all that complicated in nature. Every turn consists of the following actions:

First, the MOVE action. Decide which direction on the map your team is going - North, North-east, East, South-east, South, South-west, West, or Northwest. They will move to that location at the end of the turn, encountering whatever event or location that may be on that tile.

Second, the INTERACT action. Most turns, your team will run into an obstacle, a ruin, a curiosity, a pass - and you’ll have multiple presented options. Choose the option or lay out an additional option of your own - and then it’ll be resolved at the start of next turn.

If there is no INTERACT event - or, if you choose to ignore the INTERACT event, your team has the following options:

#1) SCROUNGE: Search the region for useful resources, treasures, or rations.
#2) RECUPERATE: Everyone pitches camp, plays cards, and tends to their wounds. This provides an opportunity for Stability and Vitality healing.

That’s it! Once all six players have posted, all events and movements are resolved in an Update Post (from yours truly), and the game moves on to the next day.

Despite everything, the game is rather mechanically simple. Combat is run behind the scenes, as well as the rolls for success and failure. Written lore longer than twelve sentences will add a 5% chance to your success in any action, however, as I’d love to have roleplay in the roleplay. React to what happens! Explain your plotting! Describe how your heroes put down the foe! The dice may decide what happens - but you detail how it happens.
Last edited by Lazarian on Mon May 15, 2023 8:44 am, edited 7 times in total.

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri Mar 31, 2023 11:44 am

List of Common Items (Starter)

Lucky Dice
Fate, despite what one may believe, plays favorites.
Adds a very small positive modifier to all checks.

Bottle
Exactly what it says on the tin. Can store varying liquids, both fair and fell.

Common Sword / Short Spear / Club
A simple instrument of war, dull and cold.
Adds extra damage to enemies on successful hits.

Shortbow
A crude ranged weapon, but a ranged weapon nonetheless.
Allows hitting enemies from range, adds a small chance of additional Rations when Scrounging.

Climbing Kit
A small collection of ropes, stakes, and ice axes.
Improves outcomes in Rough Terrain events.

Shovel
Adds a small chance of additional Wealth when Scrounging.

Leather Boots
Adds a small positive modifier to Dexterity checks.

Thick Vest
Leather may not be the best armor, but it is certainly better than nothing.
Slightly reduces Damage taken.

Scholar’s Studies
A collection of useful scribblings, charts, and astrological patterns.
Adds a slight advantage to Insight checks.

Simple Scalpel
A small piece of sharpened steel. Such a small thing to stand between life and death - and yet, it does.
Adds a slight positive modifier to passive Surgeon healing.

Wooden Flute
Adds a slight positive modifier to passive Soother stability healing.

Seasoned Bracer
A tarnished and well worn thing - a witness of countless strikes.
Adds a slight advantage to Might checks.


Example Post

Here's an example of an update post and a following response.

HEIR'S HOUNDS
MOVEMENT: South.

The journey down the winding road is largely uneventful. Dismas and the others pass by fields of waving grain, a few scattered sheep, and isolated hovels.

However, the day is not entirely without incident. As the sunless sky begins to darken, the party wanders through a thick copse of trees. Suddenly, the sound of a sword sliding from a silver sheath slices through the air, followed by another, and another still! A man steps out from behind a tree, his mouth twisting into a jagged smile. He is missing an eye - and twisted scars line his face. At least seven others are behind him, their faces obscured by cloak and shadows.

"Well, well, well. Look'ee at what we've got here, boys. Another group of lost bleaters." he remarks, holding an open palm out to the Hounds. "Y'know...it'd be a real shame if they ran into some wolves..."

It's clear - these are highwaymen, looking for a mark. What shall you do?

#1) [PAY THE TOLL] - No matter how important the clinking coins in your purses are, they are not more valuable than your blood. Just hand over the toll as requested. You are outnumbered - bloodshed is not the right answer.
#2) [TALK IT OUT] - Bluff. Lie. You are the first members of a patrol, coming this way to root out crime on this road. You're feeling merciful today - if they leave you alone, you'll spare them.
#3) [FIGHT!] - 2 to 1? You like these odds. They're a bunch of scraggly outlaws. Their swords are rusty and dull. One of them is hardly a youth of sixteen. Show them the fruits of their foolish labors - death.


MOVEMENT: After event, move South.

INTERACT: TALK IT OUT. (DISMAS)

Not even a second passes before Dismas unsheaths his own weapon, leveling it at the bandit leader.

"I don't think we're as easy a mark as you might think." he says, eyes darting back and forth. "Five of us, eight of you - almost one to one odds. And we're killers to the core. You're a bunch of half-timing farmers. Even if you do win, it'll be damned costly. So I want you to think about it - is all this really worth it for a few pennies?"

Behind him, Parcelsius rips a Redcap open with her teeth (Consume 1 Redcap) and grins fiendishly, the rush beginning already hit.

"Wonder what they've got inside. Same biology as home? Or different?" she jokes to Reynauld, lifting her saw in the air. Reynauld has little to say, other than a brief snorting sound. The others broaden their stance, grip their weapons, and glare - ready to get down to bloody business.

"So." Dismas finishes, locking eyes with the foremost bandit, "You lot feeling lucky today?"

Stats & Passive Actions

Dismas (Scout, Stealthy)
[10/10 VIT, 10/10 STAB, 6 Might, 6 Insight, 12 Dexterity]
EQUIPPED: Castellan Blade

Parcelsius (Surgeon, Dissection Expert)
[8/10 Vitality, 3/10 Stability, 4 Might, 6 Insight, 4 Dexterity]

Alhazrad (Sorcerer, Twice as Bright Half as Long)
[6/8 Vitality, 10/10 Stability, 14 Might, 6 Insight, 12 Dexterity]

Reynauld (Soldier, Slugger)
[12/12 Vitality, 10/10 Stability, 10 Might, 4 Insight, 6 Dexterity]
EQUIPPED: Short Spear

Junia (Sage, Religious Scholar)
[10/10 Vitality, 7/10 Stability, 4 Might, 8 Insight, 4 Dexterity]

Dismas scouts Southeast of the current tile.



Rules, Hints, & Addendum


1. A Common Relic is worth approximately 2 Wealth.
2. TRANSPARENCY: I'm using Dicecord and labeling the roll beforehand. If you think I'm deliberately screwing you, I'll provide the rolls on request.
3. FREQUENCY: I'm targeting one update per week, and preferably more frequently than that. I understand that life happens, and I'm willing to retroactively run 1 turn behind. Any more than that? Your fellows are making a long camp.
4. LORE: Please write lore. I will be adding a small positive modifier to posts with at least a few paragraphs - and debuff to raw actions with no lore.
5. MOVEMENT: The map is based on a square tile grid - you can move North, Northeast, East, Southeast, South, Southwest, West, and Northwest. When travelling to Unexplored Tiles, movement is limited to the single tile. When backtracking over previously visited land, movement is limited at 5 Tiles per turn.
Last edited by Lazarian on Wed Apr 05, 2023 9:57 am, edited 7 times in total.

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri Mar 31, 2023 11:46 am

The Chosen

Lieutenant Nikolai Zakharov (Sorcerer, Great and Terrible)
8/8 Vitality, 10/10 Stability, 12 Might, 6 Insight, 12 Dexterity

Senior Sergeant Kravchenko (Surgeon, Battlefield Medic)
11/11 Vitality, 11/11 Stability, 5 Might, 6 Insight, 5 Dexterity

Junior Sergeant Okhchen (Scout, Hunter)
10/10 Vitality, 10/10 Stability, 6 Might, 6 Insight, 12 Dexterity

Corporal Pogodin (Soldier, Unshakeable Warrior)
12/12 Vitality, 10/10 Stability, 8 Might, 4 Insight, 8 Dexterity

Private Kaminsky (Soldier, Quick Reflexes)
12/12 Vitality, 10/10 Stability, 8 Might, 4 Insight, 9 Dexterity


Matriarch Donsol (Seer, Attuned to Reality)
10/10 Vitality, 10/10 Stability, 4 Might, 4 Insight, 4 Dexterity

Milk-Eye (Soldier, Sigil-Ridden)
12/12 Vitality, 10/10 Stability, 8 Might, 4 Insight, 8 Dexterity

Aksia (Scout, Stealthy)
10/10 Vitality, 10/10 Stability, 6 Might, 6 Insight, 12 Dexterity

Marvel (Surgeon, Battlefield Medic)
11/11 Vitality, 11/11 Stability, 5 Might, 6 Insight, 5 Dexterity

Moon-and-Star (Sorcerer, Twice as Bright Half as Long)
8/8 Vitality, 10/10 Stability, 14 Might, 6 Insight, 12 Dexterity


Mercy (Sorcerer, Preemptive Striker)
8/8 Vitality, 10/10 Stability, 10 Might, 6 Insight, 16 Dexterity

Eun (Soother, Trained Therapist)
10/10 Vitality, 12/12 Stability, 4 Might, 6 Insight, 4 Dexterity

Rahma (Seer, Doomsayer)
10/10 Vitality, 10/10 Stability, 4 Might, 4 Insight, 4 Dexterity

Chifundo (Surgeon, Steady Hands)
10/10 Vitality, 10/10 Stability, 4 Might, 6 Insight, 4 Dexterity

Yatzil (Sorcerer, Great and Terrible)
8/8 Vitality, 10/10 Stability, 12 Might, 6 Insight, 12 Dexterity


Courage (Soldier, Unshakable Warrior)
12/12 Vitality, 10/10 Stability, 8 Might, 4 Insight, 8 Dexterity

Cruelty (Soldier, Slugger)
12/12 Vitality, 10/10 Stability, 10 Might, 4 Insight, 6 Dexterity

Curiosity (Scout, Stealthy)
10/10 Vitality, 10/10 Stability, 6 Might, 6 Insight, 12 Dexterity

Contempt (Soother, Trained Therapist)
10/10 Vitality, 12/12 Stability, 4 Might, 6 Insight, 4 Dexterity

Confusion (Sufferer, Sees Things How They Truly Are)
10/10 Vitality, 8/8 Stability, 4 Might, 14 Insight, 4 Dexterity


Frak (Soldier, Vigorous)
12/12 Vitality, 10/10 Stability, 9 Might, 4 Insight, 8 Dexterity

Mrtak (Soldier, Unshakeable Warrior)
12/12 Vitality, 10/10 Stability, 8 Might, 4 Insight, 8 Dexterity

Nak (Sage, Language Expert)
10/10 Vitality, 10/10 Stability, 4 Might, 8 Insight, 4 Dexterity

Ak (Seer, An Eye for Treasure)
10/10 Vitality, 10/10 Stability, 4 Might, 4 Insight, 4 Dexterity

Grak (Seer, Living Lie Detector)
10/10 Vitality, 10/10 Stability, 4 Might, 4 Insight, 4 Dexterity


Marchog Tallech ap Hughes (Soldier, Precise Striker)
12/12 Vitality, 10/10 Stability, 8 Might, 4 Insight, 8 Dexterity

Alidor the Robber (Scout, Outlaw)
10/10 Vitality, 10/10 Stability, 6 Might, 6 Insight, 12 Dexterity

Father Steffan (Seer, Living Lie Detector)
10/10 Vitality, 10/10 Stability, 4 Might, 4 Insight, 4 Dexterity

Friar Eregon (Sage, Religious Scholar)
10/10 Vitality, 10/10 Stability, 4 Might, 8 Insight, 4 Dexterity

Sister Elwyn (Surgeon, Battlefield Medic)
11/11 Vitality, 11/11 Stability, 5 Might, 6 Insight, 5 Dexterity

A glimpse of places to come...

Image

A guardian. A hero. A petty thug. Or perhaps all three in one. Haggart awaits...

Image

The dead, unfortunately, do not sleep deeply in this place.

Image

A hundred winding footpaths twist through the woods. Gnarled trees, stooped and wizened from eons of growth, loom overhead, blocking out the light. You are not alone here - you can feel the eyes on your back.
Last edited by Lazarian on Mon May 01, 2023 11:06 am, edited 5 times in total.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Fri Mar 31, 2023 12:05 pm

Hey Laz, I'll start working on an app shortly.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Mar 31, 2023 12:21 pm

We stand ready.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Cybernetic Socialist Republics
Minister
 
Posts: 2202
Founded: May 17, 2019
New York Times Democracy

Postby Cybernetic Socialist Republics » Fri Mar 31, 2023 4:04 pm

I feel like I'm missing something with the 'common relics from a pool' thing

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri Mar 31, 2023 4:08 pm

Cybernetic Socialist Republics wrote:I feel like I'm missing something with the 'common relics from a pool' thing

Oh, sorry, that's on me - I was going to have a list of Common tier relics to pick from. That'll be up soon. The OP isn't 100% done - each Class should have 6 exclusive traits, but some are undergoing some last minute workshopping.

G-Tech Corporation wrote:We stand ready.

Welcome, welcome! I eagerly await Gregor and his lads - or whoever you'll toss into the arena.

Elerian wrote:Hey Laz, I'll start working on an app shortly.

Splendid! Happy to hear it.

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Talchyon
Negotiator
 
Posts: 5817
Founded: May 05, 2016
Authoritarian Democracy

Postby Talchyon » Fri Mar 31, 2023 9:36 pm

Lazarian -

I'm kind of in retirement now, but an RP like this makes me want to come back. I'm swamped right now and wouldn't be able to start making a character if I decide to join until at least a few weeks. I will think about it though.

Kind of like the idea of a seer, only from a high tech society. Something like a contingency specialist who gathers data and make good educated guesses based on the analytics of the probability of it all.
The Clockwork Circus - Welcome to a steampunk RP rife with crime, gangs, beggars, and starting off as the lowest of the low, in the lowest socio-economic place there is.


Louisianan wrote:Talchyon has great comedic writing, that is true.

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Ovstylap
Ambassador
 
Posts: 1133
Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Sat Apr 01, 2023 3:02 am

I'd be honored to partake, I'm in the process of onboarding tasks ready for a graduate job after the summer, and moving, but hopefully can crack out an app on or by the 5th at the latest. It looks absolutely grand!
Last edited by Ovstylap on Sat Apr 01, 2023 3:02 am, edited 1 time in total.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sat Apr 01, 2023 5:01 am

Time to settle a broken world. Weather the inhabitants, or the world itself, wants it or not.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Apr 01, 2023 7:56 am

Application For The Chosen

Party Name: The Lost Patrol

Party Members and Classes:
Lieutenant Nikolai Zakharov - The Sorcerer, Great and Terrible | A father to his men, a commander of some education and prodigious battlefield experience, it was Zakharov who was deciphering the banishment rituals when their position was submerged beneath the Horrors, and his connection to the Eldritch persists as a grave and dread power in this new place.
Senior Sergeant Kravchenko - The Surgeon, Battlefield Medic | Kravchenko saved hundreds of lives from Fascist bullets before being sent east as the Horrors overran more and more villages and factories. Hardened, hard-bitten, but still a fundamental believer in the socialist cause, he plays an impressive accordion despite having lost two fingers on his left hand to frostbite during the Winter War.
Junior Sergeant Okhchen - The Scout, Hunter | A Mongolian tracker attached to Zakharov's squad to hunt down the barrows where the Horrors shelter during the day, Okhchen is more comfortable atop a horse than on foot, preferring the shaggy mountain ponies to more supple breeds. He is a short man, squat, and taciturn, but implacable in combat and with hunting prowess of impressive depth.
Corporal Pogodin - The Soldier, Unshakeable Warrior | A boisterous brawler drawn from Sevastapol before she came under siege, Pogodin is loud and brash and handles the high explosives the team uses to collapse barrows upon the slumbering Horrors within. For a giant man he can be uncannily quiet on his feet, a survival trait of not waking the sleeping monstrosities, and he acts as the teams machine-gunner in better times. All but fearless, he claims the darkness in men's hearts is darker than even the foulest creature, and wears a non-regulation silver cross close to his chest.
Private Kaminksky - The Soldier, Quick Reflexes | Another body thrown on the pile, Kaminsky specifically requested to be assigned to Zakharov's squad out of a conscript platoon, when the rest of his unit was encircled near Kiev and the Lost Patrol managed to sneak through the Hitlerite lines with him in tow. Young enough he can barely grow a proper beard, he lacks the experience of the rest of the squad, but is learning at speed.

Mission: Zakharov and his squad were part of the People's Patriotic Front, defending the Motherland against the Horrors in the undeclared war of 1942 against the barrow-dwelling fiends which infested the Siberian wastes. An elite squad, dispatched into the wilderness along with other combat veterans to hunt down and destroy the lairs of the night-dwelling fiends, they fought for over a year before stumbling upon the ancient Tsarist bunker where the foolish sorcerers of Command 131 summoned the Horrors in the hope of turning them on the Fascist foe. Before they could decipher the ancient blood-soaked rituals to return their enemy to undeath, however, they accidentally breached a barrow of immense size below the bunker, and were overrun by their foes... and yet, they live, here, Between. The men of the Lost Patrol are hardy and committed still to their goal, to end this secret war, and return home in glory. If only they survive long enough to do so.

Starting Equipment: Scholar's Studies - ancient tomes of lore about the Between, scavenged from the ravaged corpses of the Cheka's failed sorcery.
Shortbow - a clever thing of horn and bone, Okhchen bears it on his back much as his ancestors did, and it is just as deadly.
20 Rations, 10 Wealth
Last edited by G-Tech Corporation on Mon Apr 03, 2023 2:39 pm, edited 1 time in total.
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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Sat Apr 01, 2023 9:07 am

The problem with this is that, because of the many cool possibilities you have created, I am now torn between various ideas that would all be fun to play. Yes, I do blame you somewhat for this.

A question on mechnics: for the three skills (might, insight, dexterity), is there an advantage in mechanics in having two or more party members with the same high skill? Or are the rolls made off of the highest skill in the party?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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Ovstylap
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Postby Ovstylap » Sat Apr 01, 2023 10:40 am

An interesting app from G-Tech there- what sort of tech-level is happening in this world? Are we more of a LOTR, more of a Darkest Dungeon sort of thing?

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G-Tech Corporation
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Postby G-Tech Corporation » Sat Apr 01, 2023 11:07 am

Ovstylap wrote:An interesting app from G-Tech there- what sort of tech-level is happening in this world? Are we more of a LOTR, more of a Darkest Dungeon sort of thing?


My impression is that Laz means literally anything to get pulled in, but folks should have a level playing field. Unreliable gunpowder, intermittent magic, all that jazz.
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Lazarian
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Postby Lazarian » Sat Apr 01, 2023 11:26 am

Great Confederacy of Commonwealth States wrote:The problem with this is that, because of the many cool possibilities you have created, I am now torn between various ideas that would all be fun to play. Yes, I do blame you somewhat for this.

A question on mechnics: for the three skills (might, insight, dexterity), is there an advantage in mechanics in having two or more party members with the same high skill? Or are the rolls made off of the highest skill in the party?

Both! There are certain events which check the stats of every party member, and others where you pick a single individual.

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Lazarian
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Postby Lazarian » Sat Apr 01, 2023 11:44 am

G-Tech Corporation wrote:
Ovstylap wrote:An interesting app from G-Tech there- what sort of tech-level is happening in this world? Are we more of a LOTR, more of a Darkest Dungeon sort of thing?


My impression is that Laz means literally anything to get pulled in, but folks should have a level playing field. Unreliable gunpowder, intermittent magic, all that jazz.

+1. Thematically, anything goes, from cavemen to future tech. Mechanically, it’s all the same. I will say that when the characters are pulled in, their equipment may or may not get pulled in with them.

In the place itself, technology levels vary dramatically.
Last edited by Lazarian on Sat Apr 01, 2023 12:10 pm, edited 2 times in total.

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Lazarian
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Postby Lazarian » Sat Apr 01, 2023 11:58 am

G-Tech Corporation wrote:
Application For The Chosen
Party Name: The Lost Patrol

Accepted, of course. Splendid application.

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Ralnis
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Ex-Nation

Postby Ralnis » Sat Apr 01, 2023 3:52 pm

Application For The Chosen
Party Name: The Cackling Refugees
Party Members and Classes:
Matriarch Donsol(Seer/Attuned to Reality): The spiritual and physical head of the Refugees in the land. She is the oldest of them by at least a year but is the most attuned with the shifting reality that they have been thrust into. It's by her magic that they get divination on their journey.
Milk-Eye(Soldier/Sigil-Ridden): The younger sister to the Matriarch and the second in command of the Refugees. She was a test subject to enhanced their demonic blood and had been discarded as she was considered a failure and blind in one eye, hence her name. However, she had became unable to age and the magic of the land attracts all sorts of chaos for the Rest of the Refugees, forcing Milk-Eye to take on the fighting role of the group.
Askia(Scout/Stealthy): A clanless hunter and expert infiltrator that managed to escape the destruction of an army before meeting Donsol and her sigil-ridden sister. He has become the head scout going forward into this new world with his sharing of a practical mindset and reclusive nature that is uncommon to his race, and a death sentence in the making.
Marwl(Surgeon/Battlefield Medic): A widower and former butcher, he was conscripted into becoming a surgeon as the war went on. He continued his work as his wife died in a siege from humans and elves while his daughter sells her soul to the Butcher to become one of his Fangs. He never wanted that to happen but as their race was being purged from their world, he grabbed his daughter and went with her friend Milk-Eye to a new world where they could find a new life.
Moon-and-Star(Sorceror/ Twice as Bright, Half as Long): Daughter to Marwl and a mother who was a soldier in the demonic horde. She lost her at a young age and saw her father be conscripted to tend to bodies as their village got burned down. It turned worse for her that she had been sought after for she had a higher concertation of demonic blood in her system, allowing her to become a Fang of the Butcher. Such training allowed her to become a magical berserker, one who has the mightiest rage at the expense to her body. Her explosive power had seen her under the care of her father more than once and so when her friend Milk-Eye told them of a way to leave this world and try a new one. Now she is in such a place, becoming the Fang of the Matriarch and swears to protect her father the same way he has for her.

Mission:
The Cackling Refugees are Gnolls, large hyena beastmen made by the Lord of Butchery to be his instruments of destruction in their world. Known for their butchery and savage nature beyond even Orcs, they are a bane of many races. However, such worship of their demon lord had brought about an end-time event, one that brought about demons to cross into their world and seek the destruction of all other life. By the grace of the gods, a team of blessed adventurers banished the demons back to their world and drove their servants back. It was during this time that Gnolls had started to break free from the clutches of the Lord of Butchery, but they were seen with disdain no matter where they go.

But evil doesn't stay down forever, and the Lord of Butchery was not done sating his insatiable hunger for violence and blood. The Gnolls, like so many other monstrous races and followers of the demons, rose up 3 more times in their name. 3 Times, they were cast down. But, the peoples of the free world decided that there won't be a fourth. So a grand army of humans, elves, dwarves, and anyone who follow good to begin a global extermination against all of the demonspawn. This genocide was considered for the good of the whole world as they burned down Orc settlements, slaughter mutated children, and scatter entire tribes. The Gnolls were one of the main targets, being hardy survivalists of the wastelands and savannahs, were hard to pin down but were dying all the same.

The demon gods summoned up their forces for one last great war as they resisted this blantant counterattack. However, not everyone wanted this. Among them, five Gnolls who had grown up and been scarred by the great war decided to follow a strange calling from a seer, one that had managed to find them all and be transported somewhere else by the night of a blood moon. Now, sent into this strange world, shifting and in-between all worlds, they seek a new home for themselves. Believing themselves to be the last Gnolls in all of the multiverse, they must make do with the mysteries of this world and see if they can rebuild from the genocide.

Starting Equipment: Common Relics:
Shortbow: Askia's own weapon, looted from a dead human he ambushed during his escape. He uses it as his only means of survival as he learned to craft makeshift arrows to use. Now, in this world, his will is tied to survival and a trusty bow is better than nothing at all.
Lucky Dice: Monsol's Lucky Dice that were made of demon bones. Once owned by Monsol and Milk-eye's mother, who was the former seer of their clan. Using the demonic magic of all seers, she was a good gambler before she died of a fireball from an elf. However, a piece of her magic had seeped into these dice and are used as a focus for Monsol to navigate the Betwixt as they are forever severed from the demon lords and their magic forever changed by the world.

Rations and wealth:

As the war went on, Gnolls focused on their adept scavenging on trying to make it to another day. As the Refugees continued on their focus survival, more needed food but also whatever trinkets that they could find to trade to the demons or other evil races. As of the time of their start of the journey into the Betwixt, they have accumulated 20 days/turns worth of food and 10 trinkets worth of wealth.
Last edited by Ralnis on Mon Apr 03, 2023 12:29 pm, edited 7 times in total.
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G-Tech Corporation
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Postby G-Tech Corporation » Sun Apr 02, 2023 5:26 pm

Great Confederacy of Commonwealth States wrote:The problem with this is that, because of the many cool possibilities you have created, I am now torn between various ideas that would all be fun to play. Yes, I do blame you somewhat for this.

A question on mechnics: for the three skills (might, insight, dexterity), is there an advantage in mechanics in having two or more party members with the same high skill? Or are the rolls made off of the highest skill in the party?


I certainly feel that. Choice paralysis is a cruel mistress.
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Cybernetic Socialist Republics
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Postby Cybernetic Socialist Republics » Sun Apr 02, 2023 9:42 pm

I don't know, choices don't seem that hard when the combat system/value of wealth is pretty mostly a black box.

Application For The Chosen
Party Name: MERCY
Party Members and Classes:
"Our names are the only mercy you should expect from us."
Sorcerer
Preemptive Striker
Image
Mercy is the leader of this group of 'marshals', keepers of order from another world.Though the team to shares her name, the other four women's names all mean 'mercy' in their native languages. She's an gifted magic user that can swing her battle axe with a scarcely matched swiftnes, befitting of her penchant for being first into the fray. While Mercy is a powerful and imposing figure on a battlefield, years of reconstructive healing, even at her young age, from scaring and maiming in batle, has harmed her toughness.

"MERCY has killed
Just as we willed
You have our eye
Now you must die!"

Soother
Trained Therapist
Image
Eun is a poet equally capable of telling stories of pain and triumph, hatred and love, emotions that frequently come together with this team. Eun has a small Sceptre that she uses for her performances. While certainly not the most powerful in the group, she's well capabable of holding her own.

"He forsees grave danger, for those who stand in our way."
Seer
Doomsayer
Image

As future-teller, helped by her trusty cosmic Owl, Rahman is frequently the voice of caution and reason when it comes to interacting with those outside of the group. She is perhaps the closest thing MERCY has to pacifist. But it would be wrong to imply she isn't up for a good fight, especially when she has a clear advantage.

"Stop drinking that, there's no telling what he's eaten."
Surgeon
Steady Hands
Image
Chifundo is a healer and also an important force of reason within the group, making sure that they don't push themselves harder than is healthy. She's done plenty of work healing Yatzil and Mercy after their battles. Perhaps too much work.

"I can, the blood has a hint of honey."
Sorcerer
Great and Terrible
Image
If Mercy is first into the Fray, Yatzil comes second. Where Mercy moves siftly, Yatzil moves a little more slowly to, meting out immense and demoralizing brutality as she fights. Her foes have sccumbed to spiritual and mental shock before physical injuries on more than one occasion. Lke Mercy, Yatzil is not quite has had to be healed forom grave inrjues on multiple occasions and as a result is not as durable as she could be.


Mission: MERCY come from a world united under an idealistic structure known as the 'Confederation of the 5 Palaces. Despite the palatial name, the realms are not monarchies, but each palace is lead by a committee of judges that then coordinate with each other. Together these palaces closely rule most aspect of society, forming a largely peaceful global society.This peace is kept by millions of teams of five 'Marshals', magically trained keepers of the peace, who track down defeated rogue elements that tried by illegal means to pursue personal gain and/or bring down the confederation. Most of these Marshals are magnanimous and genuinely committed to using the minimum nessecary force to accomplish their aims. MERCY is and has always been a little different. They take a far more bombastic and aggressive approach, if they are justified in killing a target, they generally will, without remorse.

Sometimes marshals will, for entertainment and recruitment purposes, show off their skills against eachother in tournaments, MERCY frequently and enthusiastically participates in them. While the venue forces them to tone down their aggression, they always make a point of getting as close ato the line as they can get away with. This has lead to them has contributed to a fraught relationship with their peers.One day a rift to another world was created after someone followed an ancient ritual that purported to lead to a place where one could gain a relic that capable of making one's dreams into reality if it is so commanded. MERCY was informed of this by other Marshals probably with the hope of getting rid of them, but MERCY took it as a opportunity.
Starting Equipment: Waiting on the common Relics List / 30 Rations

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Ceystile
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Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Apr 02, 2023 11:16 pm

My WIP


Application For The Chosen
Party Name: The Plague Rats
Party Members and Classes:
Rastaban "Ras" Belfour (Sage/Alchemist/Steady Mind): The magic-less son of an imperial wizard, Ras channeled all his considerable talents into The Black Art. Before his dive into alchemy, the years spent apprenticing under his physician mother (and nearly dying of the plague himself) have given him an aversion to death that would rival a cat's hatred of water. Now that a second wave of pestilence has hit his beloved country, time is of the essence to create the Philosopher's Stone and put an end to Death once and for all.
Ansel Smith: (Soldier/Paladin/Precise Striker): A devout member of the Church of Scintillating Fire, Ansel's just spirit and upright heart are as large as the man himself. Sworn to serve his goddess in battle, he has decided to accompany his childhood friend Rastaban on this quest to fulfill his duty of protecting Her people from a dangerous but unseen villain...one that comes silently and kills slowly.
Grigory "Greylock" Volkov (Sufferer/Alchemist/Substance Abuser): A very brilliant but very unhinged alchemy student from the Northern kingdoms that was thrown out of his academy for dangerous and illegal experiments...he believes scientific progress is worth nearly any price and enjoys finding unconventional solutions to conventional problems (mainly as an excuse to blow shit up). As well as help his friends fight the pestilence, he also sees a chance to lift his own banishment.
Alicia von Norn (Surgeon/Bedside Manner): A determined, free-spirited young woman and the heiress to her country's throne, as future queen there was no way to stop her from lending her own medical skills to save her people, and thus she provides a morale-boosting and steady presence to the party (well, everyone except Rastaban seems to think so at least, due to the grievances that lie between them). Nonetheless, the two have agreed to put the tension aside for the sake of the objective...though if they can keep that up remains a mystery.
Cassandra Seagrave (Soother/Diplomat) Alicia's partner in battle and in life, this young poet and bard-in-training has a wit as sharp as her favorite pen and a tongue silver as the strings of her lyre. A mission to another world is the perfect thing to write an epic ballad about that folks will sing for generations to come (somehow the two-hundredth madrigal about Alicia's eyes was "played out"...ugh. Uncultured swine have no taste), and she could hardly let her fair damsel go on a dangerous quest without her could she?

Mission:: When the first wave of the Scarlet Pox, a disease that manifests with a burning red pox and severe hemorrhaging hit the kingdom of Norn, the physicians worked tirelessly to find a cure, but to no avail with thousands of lives lost. The second wave seems set to be even worse, in desperation a young Rastaban turned from his medical studies and devoted himself fully to alchemy in order to create the Philosopher’s Stone. The Stone is known for two things, turning base metals into gold and the Elixir of Life, which can not only confer immortality on those who drink it for prolonged periods but cure any diseases. Unfortunately, the only known alchemist who ever created the stone was Hermes Trismegistus, who is said to have written down his codex in an ancient alchemical text known as the Emerald Tablets, and it’s these tablets that Rastaban and his party are seeking.

Starting Equipment: 1 Scholar’s Studies, 1 bottle

Rations: 15
Wealth: 15
Last edited by Ceystile on Thu Apr 06, 2023 1:01 pm, edited 1 time in total.

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Lazarian
Minister
 
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Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Apr 03, 2023 7:17 am

Very nice apps, folks. Cackling Refugees, Plague Rats and MERCY are all accepted.

On an unrelated note, I'll have the starting item pool up by tonight, and a target for the IC is probably this upcoming weekend.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Apr 03, 2023 8:22 am

A wip, I decided that finishing this on my phone would be too much hassle

Application For The Chosen
Party Name: Apostles of Antares
Party Members and Classes:
Paul the Riverman
Lucas Stellarveil
Mary the Heretic
Mary the Wise
Peter of Alpha Centauri
Mission:
Starting Equipment: 20 rations, 10 wealth
Last edited by Great Confederacy of Commonwealth States on Mon Apr 03, 2023 8:29 am, edited 1 time in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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The Empire of Tau
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Apr 03, 2023 9:32 am

I'll get an app out soonish.

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Apr 03, 2023 9:54 am

Alright, folks, the starter items are up, right at the top of the second post of the OP. If there's a category or type of item that you think I'm missing, feel free to telegram me and make a suggestion.

I've also added a small Rules addendum - if you have any questions about how things work, just ask and I'll put an answer there.
Last edited by Lazarian on Mon Apr 03, 2023 10:04 am, edited 1 time in total.

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