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Title: Ideas, Threefold
Description: From the Deciever God


TheDeceiverGod - July 11, 2008 03:34 AM (GMT)
I have decided, in an attempt to both earn the favor of my seniors here, IE everybody, and provide my assistance in sparking activity, to offer forth three ideas for three separate and unique Role Playing universes. Each of these will be completely independent of the others and I shall have a major villain posted under Roleplayers by the posting of the third. Each universe will be added as a separate post under this topic, with the first coming shortly after this post.

I’m not sure how one generally goes about posting plans for RPs on this forum but I’ll be giving it my best shot so if there’s something you’d like to see changed about the format of the first one please do tell me so that I can change it for the next two.

TheDeceiverGod - July 11, 2008 03:36 AM (GMT)
Verse one- The Devil’s Dream

The Seal was created a vast but unknown amount of time ago. Its purpose is to bind demons in the pit and prevent angels from interfering with mortals, but as with all things, time has taken its toll on the Seal. Demons have begun to seep through from the pit, and angels, thinking they were doing their duty descend to do battle with the devil’s legions, but the forces that be work in mysterious ways. While some angles remain unpunished for grievous misdeeds others are cast from grace, their wings burned from their backs, for simple mistakes.

The idea is simple. Demons and angels walk among us, as do those that serve the various sides. The nature of those that serve is up to discussion, I’m thinking anything from old mythology is good, just with a twist on it to give them an alignment. Like Werewolves are actually created by demons, there is that old tale about the ‘mark of the wolf’ being demonic. But I wouldn’t mind it being just demons angels and humans working for one of the two sides, keep things simple.

And of course there will be angels who have fallen to the infernal side, and demons who’ve grown tired of being evil, people who want to be on the other side for their own reasons.

I’m thinking as for a time period, modern to near future. Cutting edge tech is ok but flying cars not so much. And rather than being a global thing probably have it be in a large somewhat grungy city, a place like New York or LA that has both fabulous ‘upper city’ and crime ridden ghettos.

Magic, sorcery and variously arcane powers litter the world, guns and firearms are easily available to those that know where to look. Due to the nature of the two forces swords and medieval weapons are also in ready use, though they tend to draw more attention when worn openly in public that is really considered acceptable for a warrior of either side.

I’ll throw out three meeting grounds and ‘cannon’ characters just for the sake of well, because I want to ok?

Evil Team: The Eternal Night is a night club/crime den on the southern edge of the city. Its owner Dranis is a retired necromancer, and the club is often used as a meeting place and staging ground for those of demonic alignment. Dranis often offers these dark travelers words of advice as well as the occasional object of dark origins, it is these continued favors that keep him and his establishment under the direct protection of the infernal forces. The club’s basement is not open to the public though it is at the disposal of the owner’s ‘personal friends’ so long as they do nothing to endanger the establishment.

Good Team: The Chapel of the Holy Word was established in the heart of the city when it was just beginning by the ex-witch finder Roderick Degray, and one member of the Degray family has always maintained a post at the chapel to help those in need of guidance. The family itself has access to all manner of righteous artifacts and puts them readily at the disposal of those that need them. The current Father Degray is an accomplished acolyte and has placed many warding charms upon the already enchanted walls of the Chapel. The Chapel has long been used as a place of respite for those that fight against the dark forces with its walls near impenetrable by any demon brood.

Middle Ground: The Grey Shadow is a small bed and breakfast on the northern border of the city. It’s known for its unusual resident. The owner, a Mrs. Cornwall, is a lovely elderly lady of such sweet demeanor that even her demonic visitors cannot find a reason to dislike her, though her cheerful smile when addressing the dancers of the celestial stage often portrays she knows more than she lets on and though her history has been thoroughly examined by both sides neither can find any reason to distrust her. By all accounts she shouldn’t even know about them. The rooms are small, but cheep, and they are kept mysteriously spotless by a never sighted cleaning staff. All and all the Grey Shadow takes ‘no questions asked’ to a whole new level.


Proposed villain: http://z6.invisionfree.com/ACForums/index....post&p=13253365

TheDeceiverGod - July 11, 2008 10:03 AM (GMT)
Verse two- The Engineered

Thirty years ago there was a war. It started out small, a simple uprising in some naturally turbulent country, but it was the perfect opportunity for the government to test their newest toys. Officially the technology was for medical purposes, but everyone knew then what it was for, Bio weapons. That term has taken on a whole new meaning in the past twenty years.

Super soldiers, that was the idea, they were sent in as peacekeepers, but they weren’t older than fifteen, the oldest wasn’t twenty back then. Their teams quickly swept through the warzone, they say humans use ten percent of their brains, these are supposed to use sixty. They reactions intellect and learning potential aren’t even on the same scale as natural humans, while others possess amplified strength and physical abilities.

The problems came when the world found out about them. There was uproar, between those that thought these ‘Bio Weapons’ should be destroyed, contained, or treated as humans. It has come to be known as the Bio Wars, millions of people died, hardly any of them Bio Weapons. They were the perfect enemy, able to hid in plain sight, then strike out and topple a tank, before vanishing back into the crowd.

Marshal Law was declared a total of seventeen times before The Industry stepped in. They took the shivering remains of the world’s once greatest cities and ‘saved’ them. Whether through economic, political, or military actions they took absolute control over the last urbanized areas of the world. The Industry sets the price of everything from bottle water to the latest automobiles, and though there appear to be other businesses, everything is owned by The Industry.

The one place spared from the terrine of The Industry is the Wastes. The Wastes are not but the decaying ruins of the once great society that spawned the Bio Wars, the decaying suburbs turned brown from lack of water and people. They’re ruled by the Gangs, so called ‘rebel’ organizations, each with their own motive but invariably lead by a Bio Weapon or a group of them.

Alright so short version, it’s the future, there was a war, the planet’s pretty banged up, there’s tones less people and the few remaining cities are small utopias bordered on all sides by the Wastes, the remains of prewar civilization. The cities are ruled by The Industry, the company that originally created the Bio Weapons the super humans that caused the whole war in the first place, while the Wastes are more or less controlled by the various gangs of the world, almost every gang being lead by a super human Bio Weapon.

Availability of Technology within the cities: Lasers: uncommon, Splicers, (gene therapy treatments to give humans animal traits for cosmetic or functional purposes): rare and illegal but not really enforced, Hover vehicles: Common, Military Grade Munitions: uncommon and illegal but not really enforced, Cybernetics: uncommon and expensive. Gas powered vehicles: N/A, Gunpowder weapons: N/A, Drugs: common but illegal, anti-Industry sentiment: uncommon and illegal.

Availability of Technology within the Wastes: Lasers: common, Splicers: uncommon, Hover vehicles N/A, Military Grade Munitions: common but not in large quantities, Cybernetics: N/A, Gas powered vehicles: common, Gunpowder weapons: common, drugs: common, anti-Industry sentiment: very common

Good Guys: The Gangs, morally ambiguous and generally a little on the rough side, The Gangs serve as a gathering point for those who don’t like the way The Industry is doing things and want them to change. More often than not individual gangs are lead by a Bio Weapon it tends to hold true that the leaders are the only real threat to The Industry. The gangs themselves are underfunded under supplied and more times than not underfed.

Bad Guys: The Industry, the one last mega cooperation. The Industry has its hands in everything, from milking cows to producing new healthier milk from new tastier cows, The Industry employs directly or indirectly everyone working within the remaining cities of the world. They hold their own standing security team that rivals a military force when fully activated. There are still some Bio Weapons that hold allegiance to The Industry, mostly for their own reasons.

Neutral Guys: The Police, law and order within reason. The police force of the cities publically still serves no one but justice, however The Industry is the one paying for and designing their equipment. There tends to be at least one officer working as a mole for either the Gangs or The Industry on ever team, and they’re assigned in teams of two. On the day to day the police force are the ones keeping order within the cities and the weapons of the Wastes outside. Though it is a well known fact that the right in with the right officer will get you almost anything you could want inside or outside the cities.


Proposed villain http://z6.invisionfree.com/ACForums/index....post&p=13251648

TheDeceiverGod - July 18, 2008 04:04 AM (GMT)
The third and final of my three ideas! I know are you all just totally thrilled that no more of the monsters will be up loaded. But beware my friends! For my imagination is not yet dry, ohohoh no, this is just scratching the surface. But for now :angel: I simply offer you Verse three.





Verse three- Numbers’ Game


The desert is a harsh and unforgiving place, the type of land that spawns heroes, and villains. A place where the courage of men’s hearts is tested, and where those that fall victim are naught but the weak, and those that wreak havoc are naught but those who cannot be stopped.


Unnatural powers can be drawn for local runes, though there isn’t a man alive who knows how to read them. The most notorious uses of these abnormal forces are the weapons known as Rune Rifles and the bullets known as Numbers. Not truly the weapon’s power the Numbers are bullet casing, each etched with a single rune repeated in three separate columns along the outer casing. These bullets get their name from the number stamped on their base, each different number possessing a different power. It is said that for each Number there is in the world a matching Rune Rifle possessing the same power.

Good Guys- Lawmen. Pinkertons, Bounty Hunters, Local Sheriffs and concerned citizens make up the only law enforcement in the desert. Individually most towns don’t have much crime and some don’t even have a local sheriff. The only real crime comes from wandering bandit gangs, who the locals tend to be unable to deal with anyway. Bounty Hunters are asked to bring in bandit leaders or assist in prison transport for generous payment, while Pinkertons represent the only official town to town law enforcers.

Bad Guys-Bandits. Robbers, Thugs, Dervishes and Thieves make up the various criminal gangs that hide in the desert between town, or use buried desert ruins for bases. These Thieves Dens aren’t respectable towns, but anything can be bought there for the right price, however the merchant may choose to slit your throat instead. Most gangs are lead by one infamous criminal and often such men have large bounties on their heads, it tends to be a point of pride how much your head is worth.

Neutral Guys-Anyone who cares to take up a gun and travel can join in the fight, though the desert harshness tends to force such people to ally themselves with or against the Law. However there are those who would fight for their independence, and some have said that the Pinkertons are willing to resend one’s bounties in exchange for a favor or two.

---------------------------------Local Organization--------------

The Pinkertons:Well trained better equipped and with the financial backing of nearly every noble in the desert, at least on their face. The Pinkertons are the only inter-town policing organization in the desert. Most tend to be mysterious and to the point, and are seldom seen in more that pairs of two. Pinkertons serve to promote bounties on certain Infamous Bandits as well as drop the hammer of justice upon those that prove too much for local forces. They have often been called the black dogs of the law because once a pair of Pinkertons begins tracking someone the only thing to deter them from their course is death, and Pinkertons are traditionally extraordinarily hard to kill.

Infamous Bandits:Criminals who have committed enough crimes and evaded the arm of the law long enough to earn themselves a name and a bounty are referred to as Infamous Bandits. While their infamy greatly varies, as does their bounty size, Infamous bandits make up the bulk of the criminals that populate the desert. Infamous bandits traditionally lead gangs of varying sizes, often to raid local towns.

Bounty Hunters:Traditionally known simply as Hunters, the Bounty Hunters’ Guild was founded by the Legendary Bounty Hunter Marko Maier. They function traditional as a single tavern within any given town, where in local bounty posters are kept upon the walls and the barkeep may provide enough information to get a hunter started on their way after their target.

The Nobles:More often the victims of crimes than ones to get into the fight themselves, those with any significant amount of money or trade deals are referred to as Nobles. While Nobles are often the governors or mayors of desert towns, most Nobles have had some kind of criminal backing and it isn’t unusual for a Noble to have ties to a local gang.

Dervishes:Known as the single most vicious group within the desert, Dervishes are believed to be descended from the desert’s original nomadic inhabitants. Dervishes have their own language and live outside the law, they are the only group that Pinkertons will not deal with unless forced to. A Dervish can be easily picked out by their heavy cloth clothing or the fact that they often carry bladed weapons in addition to firearms and their large caravans are often seen trekking through the desert with no discernable destination. Dervishes are not known to attack towns without reason though often after one of their caravans has passed through an area local towns will be found completely stripped of valuables and without a survivor, or body, in sight.

---------------------Local Locations------------------------------

Ruins: Half buried remnants of a civilization long past these decaying structures have long since been picked clean of everything of value, now they are little more than manmade desert caves. However on the odd occasion these ancient structures hold great secrets.

Cliffs: Weather worn and sand beaten the few cliffs that dot the desert horizon are traditionally rife with unscrupulous characters if any. Both Dervishes and Bandits have been known to use the cave littered cliffs as bases and camp sites, though nether tend to be friendly toward the wandering traveler. On the odd occasion precious water may have gathered within the deeper caves, and these underground lakes serve as the location for many a thieves’ den, where anything can be bought for a price.

Buried Towns: Towns abandoned by their townsfolk and left to slowly sink into the desert sands are often great places to ride out a sand storm or wait for the cool of night before traveling again. These towns more often than not possess some kind of resources to refresh the weary traveler; particularly as bandits tend to ignore them assuming their people took their valuables with them when they left.

Oasis: The desert is sprinkled with lush oasis, more often than not these verdant pools of life within the dry and dead desert possess some form of trade depot, either a full fledged town, or a simple trade stop oasis are always a great place to refresh one’s supplies and spirits, though often such places are the victims of a bandit raid due to the fact that they will possess little or no means of self defense.

Oasis Towns: Towns constructed on the edge of an oasis, these towns flourish with the bounty of their oasis, they are nearly always the largest towns it the desert, major trading hubs, and victims of regular bandit raids. An Oasis Town is one of the best places to live and grow up in the desert, and often hold gaggles of children eyeing the desert weary travelers that pass through.

Desert Towns: The most numerous settlements in the desert, these are simply towns constructed within the desert. Life in these towns is hard, and if there is not a ready source of available resources for trade these towns more often than not fail. Some are established along trade routes and flourish, however these towns are often the victims of bandit raids, and should a town without access to a trade routes be raided it may mean the end of it.

Sandsburrow: The largest town within the desert, Sandsburrow is more of a city than a town now. It’s mayor, Duke Lysander, has dedicated a large portion of his personal wealth to city, and many believe that it would not have flourished half as much as it has had it not had such an altruistic leader. Sandsburrow is the single largest trading hub of the desert and despite being the Pinkerton home base, it has often been said that with enough money you can get anything in Sandsburrow.

Shimmerglade: A small middle of nowhere oasis town three weeks from any of the nearest trading hubs or rest points, Shimmerglade is widely regarded as the most out of the way town in the desert. The town itself has never been raided by bandits and does not even have a local sheriff office, though it does have a local sheriff by the name of Mike McCain.

------------------------- Local Legends-----------------

Mort (Mortorious) Todd was once the most Infamous Bandit in the entire desert. The bounty placed upon his head by the Pinkertons is rumored to have been the largest bounty every to be placed on a single man. Though recently disappeared the mention of Mortorious Todd continues to evoke mixed emotions. Lawmen tend to think of him as a white whale, while Bandits think of him more as a role model.

Duke Lysander Maximoff is one of the richest and most influence men in the desert, and the only one to have become such through entirely legal means. A plethora of rumors surround the Duke including that he is the one financially backing the Bounty Hunters’ Guild. Providing it with enough money to maintain its taverns, and open new ones in any town that does not currently have a Guild.

Marko (Mark) Maier is known as the single greatest Bounty Hunter in the world. He personally founded the Bounty Hunters’ Guild with the tremendous personal fortune he acquired from his various bounties. He was last seen vanishing into desert setting out to hunt down the legendary bandit Mortorious Todd. He has not been seen since. Marko obtained his nick name through the fact that he never once gave up on a mark. It has been said that the referring to the target of a bounty hunt as a mark is solely because of Marko’s influence.

Oblivion and Angel are a twin pair of Rune Rifles. The two six-shooters’ only difference is their coloring, while both handguns are etched to the brim with illegible runes Oblivion is forged of a jet black metal with a black leather handle and Angel is pearl handled and forged of an almost white silvery metal. The runes that coat every inch of the two are illegible, but each Rune Rifle possesses an inscription on either side of its barrel. Oblivion’s left side reads “To all those who would ride” while its right side bares the weapon’s name “Oblivion.” Angel’s left side reads something similar “To all those who would rise” and again its right side bares its name “Angel.”

Eternity is another Rune Rifle, though in truth it is again a six-shooter. Eternity’s legend has been popularized by its rumored power that as long as a single bullet rests in its chamber Eternity’s ammo shall never deplete. Eternity has said to be either a silver handgun with runes decking its barrel or a plain gun with a single rune inscribed upon each of the six bullet chambers.

------------------------------Local Rumors--------------------------
{True=100% true False=0% true Semi-True=50-99% true Semi-False=0-49% true}

The Pinkertons know the maker of the Rune Rifles. {False}
Every Infamous Bandit has possessed a Rune Rifle. {Semi-False}
Every Pinkerton possesses a Rune Rifle. {Semi-False}
The original nomadic inhabitants of the desert are the makers of the Rune Rifles. {Semi-true}
The Pinkertons are gathering the Rune Rifles. {Semi-True}
The maker of the Rune Rifles is a Dervish. {False}
There is a total of 100 different Numbered Bullets.{True}
There is a total of 100 Rune Rifles in the world. {Semi-True}
The first and most powerful Number is #0. {Semi-True}
There is only one #0 bullet in the world. {True}
The first twelve Numbered Bullets were only made once. {True}
The first twelve Numbered Bullets can only be fired from either Oblivion or Angel.{True}
The first twelve Numbered Bullets were made by the maker of the Rune Rifles. {Semi-True}
The Desert Ruins possess the secret to making Rune Rifles and Numbered Bullets.{Semi-False}
The #0 Bullet can kill or make a god. {Unknown, it’s never been used}
Mortorious Todd is the maker of the Rune Rifles. {True}
Marko Maier is the maker of the Rune Rifles. {False}
Marko Maier is dead. {False}
Mortorious Todd is dead. {False}
Marko Maier collected Mortorious Todd’s bounty and retired. {Semi-True}
Marko Maier is Mike McCain. {True}
Sandsburrow was built on top of desert ruins. {True}
The #3 bullet can revive the dead. {Unknown}
The #8 bullet can kill an immortal. {Unknown}

----------------------------Known Numbered Bullet Powers & Names--------

#45 Long Shot: One of the more popular Numbers, when fired a #45 bullet flies in a perfectly straight line until it hits something, regardless of distance or wind conditions.

#68 Fire Burst: When a #68 bullet impacts something it bursts into flames, leaving a searing hole in whatever it hit one foot in radius.

#19 Infinity: The most popular, but one of the rarest known Numbers. A #19 bullet may be fired an infinite number of times without ever actually being used.

#94 Shock: One of the most common Numbers. A #94 bullet will electrocute whatever it hits, and will continue to emit mild disorienting shocks as long as it remains imbedded in something, a Bounty Hunter favorite.

#37 Impact: Anything within a six-foot radius of a #37 bullet’s impact will instantly be broken into small shards, whether it be a wall, a cliff face or a body part. One of the most destructive Numbers. Note- The bullet does not carry along its path a six-foot sphere of force, but generates one when it hits something.




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