Ok guys I am running a detective story with Lovecraftian themes.
Sanity will be kept track of
Shit will go down
The year is 1938
New York City
A detective in Call of Cthulhu can be anyone as long as they are investigating the case. So his occupation doesn't inherently have to be a detective.
What I need from you gentlemen is his Name, occupation and stats. Maybe even a small description if you'd like.
You are rolling for Sanity, Grit, and Inteligence
Roll dice+3d100
Rolled 55, 49, 59 = 163 (3d100)
>>200062
57 year old Erving Smalls, the haggard owner of a struggling shoe shop. His wife passed away a few years ago, and all his children are long gone and rarely visit. While past his prime, Erving is still in fairly good shape due to his interest in english boxing, though he practices far less today than he did before his wife passed on.
>>200144
Ok cool, if nobody else posts I'm taking this one and rolling with it.
>>200062
seems fun, but ive played the video game so ill just watch 4 no spoilers
Welcome to The Lost Island Quest. Last thread our hero, Alan Rodain, trained certain skills with Kyra, discussed certain topics with her afterwards and ended up getting himself paralyzed. Now, he deals with an unconscious assailant.
http://pastebin.com/W5vqnRBU (Character Sheet)
http://pastebin.com/3LPDLd9u (NPCs)
http://suptg.thisisnotatrueending.com/archive.html?tags=lost+island
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Lost%20Island
>>196455
Should get him back to Blackburn, and the bodies of the mutated orcs to Gilda.
You squeeze your hand shut as the feeling comes back to it. Your legs are starting to feel all tingly too. That's nice. Soon you'll be able to stand up and actually do something. Until then you'll have to settle with watching Kyra loot the elf.
She reaches up from a searched pocket and shakes a baggy at you, filled with some green powder. You have an educated guess what that is.
“Keeping it,” she tells you over her shoulder, slipping it into a pouch at her hip.
Her hands roam the elf's armored form for more treasures. Minutes pass and by the time you're standing on both feet, leaning against the tree for support as your knees wobble, Kyra has laid out four identical flasks and the elf's bow.
“Bow's magic,” she mentions. A quick detect magic certainly confirms it. It's a composite longbow too, quite like the one you use. Has an aura of divination to it. Probably why the elf managed to accurately use it from such a long distance. You gesture for Kyra to bring it to you and you play with it a bit, stretching back the string of the weapon. It's about as strong as the one you currently use.
You nod back towards the flasks and Kyra gingerly picks one up and brings it to your eye level for you to examine. It contains a roiling red liquid and is only filled halfway. “Alchemist's fire. Nasty stuff.”
You gulp once. Good thing Muffin didn't pour one of those down your throat.
“I'm not an idiot, Alan. I can tell when things are meant to be drunk and when they aren't,” he chitters at you from the ground.
“I know Muffin, I've never doubted . . .” you stop mid-chitter and slowly look up to Kyra as some disturbing elements of this situation dawn on you.
The look on her face is less surprised and more 'this shit again', but you still find yourself having to be certain about what just transpired.
“Was I –”
“Yes.”
“Don't worry, she can't understand me,” Muffin assures you.
“You can talk!” you yell at him.
“We can talk. To each other.”
“Can I speak squirrel now?”
“Eh, it doesn't work like that.”
“Stop.” Kyra demands.
“Tornado, can you talk?” you ask your horse. As he whinnies his response, Kyra grabs you by the shoulders.
“No he can't. Alan. Prisoner.”
Right, the elf. Kyra tied him up nice and tight. As far as first contact goes, this makes a pretty bad first impression. He doesn't really fit the image you had for Island elves. Dryads, tree-walkers, elusive forest spirits – something more along those lines. Something worthy of being worshiped by Zar'kov's tribe.
This guy looks dirty, like he hasn't showered in a while. His clothes are ratty too.
And what's with the weird orc creatures? He was using them like they were hunting dogs or something. There are a lot of questions and thoughts on your mind.
>Take the bow for yourself
>Take the bow as a present for Rowe
AND
>Take the alchemist's fire
>Let Kyra take the alchemist's fire
AND
>Wake him up, interrogate the elf here
>Put him on your horse and take him to Seaside
>Kill him
AND
>Something else? (write-in)
Pick a faction, Pick a name, and roll to dominate middle-earth
>>199931
I will Start at Angmar. Also this is the Correct Map
I pick Gondor
>>199998
at how many players do you think i should start the game. Also pick a name
Comes now the march of time, and the emergence of gods! The universe is still young and in constant flux, with various gods appearing to attempt to bring order to the chaos... or not. However, can they get along and cooperate to bring the cosmos to peace and harmony, or will they tear it and themselves apart in conflict?
This is, The Age of Unveiling
>Choose a name and become a God, and roll 1d100 to speak the WORD and make things happen.
>Anonymous players form a Choir to praise or scorn the works of these Gods as they see fit.
>Every god must list their primary domains (max 3) and gets to assign 30 points between them to be used as a bonus for rolls related to these domains.
>They additionally get 5 points per subdomain of these primaries to assign to their subdomains as they see fit.
>Any divine actions made (creation, destruction, etc...) that are entirely unrelated to the gods' chosen domains receive a penalty of 20 to all rolls.
>Each god additionally has a "Mantle of Power", a title that reflects their true divine self and a single thing that only THEY can do, as well as encapsulating their personality and the characteristics that make up who or what they are as a god.
And don't forget to roll a d100 when choosing your god and domain, to determine your initial divine power! This initial value is the dice value you will roll with thereafter, so if your initial roll is a 56, then you will roll a d56 when taking actions.
>Ere the two suns rise, and shed light upon the universe!
Also, a chat channel related to the game, usually OOC.
https://cytu@be/r/godgames
>replace @ with .
>>186014
Also domina forgot to post the archive for our past thread. HEIL ARCHIVES!
http://pastebin.com/5wSXn3K5
Rolled 9 (1d21)
>>186011
I zel noctur god of death welcome anyone of the new gods in this new age. I await to see the unveiling that this world prepaires. May great wonders spawn and glorios stories be created. May the souls of the fallen ever sing their songs and may their feats ever be isncribed in the Book of the Fallen Heroes.
Also rolling to start farming some dank popcorn. Some dead farmers managed to smuggle a few seed in my realm.
(btw domina pls join the chat you can mute the tab so the music doesnt bother you or i can cahnge to something better if people are active in the chat)
You are ALCHEMIST THEODORE, and this is your LAB. Soon, your newest concoction will be finished, and those FOOLS who called you crazy will eat up their words. This invention will revolutionize the world as we know it, and you will be hailed as the greatest alchemist in the kingdom.
But first, what was this concoction about again? You are getting really forgetful lately.
>>185820
It's a love/sexpotion to really put the spark back into that dull marriage.
>>185820
A potion of flesh! Flesh will grow on any surface, including spooky bird skulls!
>>185856
This
After taking part in a space battle while onboard his mech, 2nd LT Lazard and Lt colonel Absal, were forced to make planetfall in a rather featureless planet with little more than plants and insects on it, a world where life is still taking its first baby steps out of the primordial goo pool.
Shortly after, however, lt colonel Absal died, leaving Lazard as the sole survivor.
Being utterly alone in an alien rock, the 2nd lieutenant decided to build a bunket around his mech and go into stasis for however long it took for rescue to arrive.
However, 1.3 million years later, a cute redheaded humanoid female managed to break into the bunker and wake him up, just in time to help save a small nearby town from a mob of brutish-looking greenskin humanoids.
After escorting his new friend, Lyann, to the next town to fetch a doctor and coming back with no real problems, Lazard decided to go into the upper atmosphere to eat in peace while scanning the hemisphere for signs of technology.
There was a grand total of 170 internal combustion engines... and that was it.
Once the onboard systems finished analyzing the food, he decided not to eat the ultra poisonous (for him) blue fruit and think on what to do from this point onwards...
"I have noone to go back to. Are humans even a thing, still?"
He took his combat knife (not that a mech pilot was ever expected to use such a thing in combat, but they were still handed out to every soldier) and began peeling and eating the food that the computer had deemed 'safe.'
For the time being, he is using his mech's systems, able to select and track targets through space, to spy down on the town he helped to save.
The doctor. a beauty with long black hair and solid silver eyes, went into the meeting hall to attend to the injured in the greenskin's attack, and has yet to come out.
Lyann, our friend, is taking care of her curious two-wheel vehicle outside of what we assume is her own house. Her tools are confusing, a mix of primitive and... unknown.
Well, such is to be expected when dealing with a completely alien culture.
>Look for the largest, relatively close, population center and head there.
>Go down and talk to Lyann
>Go check on the injured
>Other
>>188017
>Go down and talk to Lyann
"I guess this log isn't really necessary anymore, but I guess I will keep it up for my own future benefit. I guess I am stuck here, if nobody has come for me yet I doubt anyone ever will. I am going to head back down and talk with this humanoid girl Lyann. She seems to be the only one I can communicate with at the moment and have to start somewhere I guess."
Lazard flies back to the surface landing on the edge of town and then makes his way on foot to the last location he seen the girl Lyann.
>>188043
The mech descends slowly, and then heads towards the town's gate.
It looks like the villagers cleaned up the greenskins' bodies.
Speaking of the villagers, they are as impressed as is to be expected by the hulking machine, but most of them seem to be smiling as they look at you.
As you approach Lyann's working spot, she finishes up what she was doing, cleans up her tools with a rag (truly, mechanics are alike in any corner of the galazy, uh?) and closes up her vehicle's engine block with a hand, while storing the rag by pushing it through a cloth loop hanging from her hips.
Once we are at a close enough distance, we open the cockpit and step down from the mech.
>Talk there
>Ask to talk indoors
>Ask to go back to your hangar and talk there
>Other
>Ask to talk indoors
"I guess things have calmed down a little bit now? Mind if we go somewhere and talk for a little bit?"
Previous thread: >>171740
Archive: http://darksquid.org/titmouse/
Twitter: brianraddatz
Chat: http://darksquid.org/chat
It's my three-day weekend.
>>186225
Hi Questy, did Comedy Dog keep watch over you while you slept?
>>186225
What.
The fuck.
Is going on?
>>186225
but wait, shouldn't we help Harmony?
She did help us find Gnat and it looks like this place is giving her trouble
You are but a silly pseudo-civilized monkey with human feelings but not the brains.
Despite your biggest dream is to prove yourself worthy of love and glory you are thwarted by your lack of skill, style and grace other than your lack of respect for the others.
You are now exploring the streets of the Big City searching for glory.
Roll 1d6 for an action
1-2 you fail horribly at it
3-4 you do it without getting hurt, people may shun you for it though
5-6 you did good
Inventory: Banana x300
Rolled 3 (1d6)
>>199618
Rip a human's face off cause you're a dumbass monkey and you're scared of big crowds
Rolled 3 (1d6)
>>199618
fling my poop at the dude next to me
>>199618
I rape a random citizen
You are an insect living in a fantasy world filled with many different and unique environments. One day while hunting for food, you fall into a portal and find yourself in a new area you have never seen before. Armed with nothing but your own body and spell power, you must travel throughout the world and attempt to return to your home before the breeding season ends. Fight, scavenge, and stay alive in this harsh world. Be careful however, as there are many other insects and animals that are hungry and territorial. It’s survival of the fittest in this dog eat dog world! But before we begin, which insect are you exactly?
Cutter Leaf (Plant/Air)
- A small insect with large red beady eyes. It is capable of punching and slicing its enemies with its leafy green carapace. It also has a proboscis that can extend and shoot out a burst of air at range.
Can climb and stick to walls with ease.
Acid Mounder (Earth/Acid)
- A medium-sized red ant with powerful muscles. Its powerful jaw leaks acid and can crush rock and carapace alike. Both antennae move about freely and can channel energy to shape the environment around it.
Can sort of climb. Can burrow into the ground easily.
Chameleon Mosquito (Poison/Fire)
- A medium-sized brown insect that flies around and sucks blood from its prey. Its long wings are powerful and allow it to move effortlessly through the air. Its proboscis can pierce enemies and drain their fluids, though it has a bit of trouble when it comes to tougher hides. Its body can change color for camouflage.
Can fly with good agility and speed, can sort of climb
Bombadier Scarab (Lightning/Dark)
-A large black scarab beetle with a thick durable carapace. Its carapace seems to ooze out a dark aura that moves every which way. Its legs spark with electricity. Its body is very durable and tough, and the electricity it generates is very powerful. The scarab beetle has wings, but it flies slowly and is rather clumsy.
Can sort of climb, poor flying.
Razor Ice Mantis (Water/Ice)
A sub-species of praying mantis with blue skin and gills. Its front arms are powerful and can be used to slice through most armor and are cold to the touch. Both its legs and arms have thin hairs which help it swim better in water. On its back there is a special pouch which can fill up with fluids. This pouch connects to various parts of the body and can expel its contents from any of these areas on the body.
Excellent swimmer, can breathe underwater, can sort of climb.
>>189317
>Acid Mounder (Earth/Acid)
>Acid Mounder (Earth/Acid)
Oh shit nigger, you're a Wasteland Paladin in some Generic Post Apocalyptic Wasteland. Your mission is to protect the innocents, purge the heretics, kill the evil mutants, yadda yadda all that stuff.
But currently you're fighting the Necrobot boss, the Necroboss: RoboGreg
Roll 1d10, highest roll in a minute since the first reply gets picked.
Previous threads:
http://pastebin.com/sR3G3F2A
https://www.mediafire.com/folder/ici3zlnn9ytyy/ADVENTURES
Rolled 5 (1d10)
>>193940
punch selves in faces
Rolled 8 (1d10)
>>193940
punch self in face
>>193948
a genius plan
You are floating aimlessly into the nothingness.
A) You do nothing
B) You say nothing
C) You go nowhere
D) You don't think
>>185579
say nothing
Oh look. A dog is ignoring you. Or dont look
>>185582
You stay silent. Suddenly, nothing happens
A) You don't notice
B) Yo go nowhere
C) You do nothing
Let's go boys
Promise on my honor that I will not bail
>RULES:
no quitceding
breaking alliances/NAP's will result in penalty
no changing directions after making roll (exceptions made for errors)
anything above dubs or 3D pali is 30 territories
roll 1d10000
>FAIR WARNING
my bucket tool is pretty bad
I am intoxicated
>>197480
Russian Empire
Yellow
Moscow
Druids
Green
Ireland
>>197480
Bump
In the grimdark and far flung future of 2018, world stability has crumbled after a year of international conflict and proxy wars. Few world governments remain upright as the world's borders dissolve into rogue nations where cities ruled by mobs and extreme demagogues.
To have your faction/country stake its claim and begin conquering...
>Post the Faction's name
>Faction Colour/Flag
>Gist/summary of the nation, preferably believable over memey
Rules are in the image. Roleplay is encouraged - as I'll be throwing curveballs into play every now and again.
>>188010
Mauga Sinasina
Flag: Pic related
Backstory:
American Samoa, deciding not to be a part of American territory any more, decides to make a mark on history by invading China. Teamed with the support of both Samoa and Taiwan, they venture out through China to finally unite the Pacific.
>>188010
Brazilian Empire
Green
After Restauring The monarchy,Brazil has risen to become a mighty power in Global politics.Under The Comand Of The Emperor Peter the third, they have gained influence in latin america and chalenged th traditional power of the west.
>>188712
Wait, we have to do a colour too?
If so, cyan.
https://www.youtube.com/watch?v=uDjZceUNr3E
The storm rages for hours, tearing apart the landscape outside. The furious winds are too deafening for any of you speak, and all you can do is hunker down as low as you can to escape the noise and flying debris. You cannot believe how powerful the tempest is; the force of its rage is almost apocalyptic as earth-shattering thunderclaps and flashes of lightning pierce the void around you. Howls and screams rip through the air as rivers of whipping, razor-sharp sand scrape the rocks until they are as smooth as glass. The narrow entrance to the stairwell you stumbled upon – no, which you were led to – begins to fill with earth as the dune sea washes across the world with unimaginable speed. You begin to worry that you may be buried here in this cave, lost forever.
No. The four-legged shadow which led you from the tomb, which led you to water, and now, which had found you shelter – you were convinced it was real, and it wanted you alive. For what purpose there was no way to know, but you are confident it would not have led you to this place to die. A stray shard of bone-white stone rakes across your bare back, reopening the hundreds of tiny cuts on your skin. You sink lower and tighten your arm around your eyes, and you wait, alone with your thoughts...
1/2
>>195054
*****
The hours drag by in a painful stupor, dreams smearing into reality so deeply you cannot tell them apart. You think you hear a young woman crying. The sounds of battle. A war chant carried by a hundred voices...
“Keje...” a voice calls to you. “Keje, wake up.”
The din of wind and war fades to echoes in your ears, and you lift your arm from your eyes to be greeted with darkness. Memories of the sarcophagus flood back into your mind, but you are anchored back to the now. You know that voice...
“Kirari,” you say her name. You feel a hand on your shoulder. “The others?” you ask.
“Still alive,” Dorje’s voice calls from beside you.
“Et...et kai...” you hear the merchant Royt say through winces of pain.
“And the native girl? Kiyya?” you ask the darkness.
Silence.
Kirari removes her hand from your shoulder, and a few heartbeats later the darkness retreats from a tiny, candle-like flame she holds in her cupped hands. Her soft features come into focus, bathed deeply in shadows that flicker with the arcane ember she carries in her palms. You look beyond her crouching figure and see the entranceway filled in, flooded with a mountain of sand. The opposite way, a narrow flight of stone steps descended deeper into the pitch darkness. Dorje sits up in the low-ceilinged passageway, bloodied but seemingly unhindered. The merchant is laying beside him, his tunic torn to bloody pieces but his breath still strong. When he sees the flame Kirari is holding, he turns pale and stares at her is disbelief. Clearly, magic is uncommon to his people.
Kiyya kneels at the sealed entrance, head buried in her hands. Her horse – Suna – still lies collapsed in the entryway, only its head still visible from beneath the sand pouring into the stairway. A bloody wound where the girl had caved the stallion’s skull in to end its suffering was prominent between its eyes. The girl said nothing as she mourned...she had long since run out of tears to shed.
--------------------
>(Nobility) Try to console the girl
>(Might) try to dig your way out
>Explore the descending stairs
>Write-in
>>195055
Twitter: https://twitter.com/Ignoble_dark
Questions: http://ask.fm/Ignoble_dark
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=laughing+dog
>Voting
Most posts will be narrative, with the player and QM working together to create a worthy story. Every post will provide at least one might-based, nobility-based, and artifice-based avenue if applicable to the situation, and write-ins are both permitted and encouraged. Players vote for their preferred option, with majority determining the final choice. However, in the case of especially critical events, called “trials,” fate will be given its due through the roll of dice.
>Trials
During trials, after the majority have chosen a course of action, the QM will then roll 1d10, add the player’s relevant Aspect (Might, Nobility, or Artifice), and add any relevant bonuses from items or context. If the resulting sum meets the trial’s threshold, the player succeeds. If the sum falls short of the threshold, the player fails. For each margin of 3 the player exceeds or fails the threshold by, the outcome will be more severe (either positive or negative). Poor rolls by players in combat trials are assigned as enemy hits.
The thresholds for each trial are known only by the QM, and are different for every option. Depending on the situation, one option or another will probably be easier than the others. Sneaking past the elite palace guard will be easier than fighting all of them. Killing the feral tribe of cannibals is probably easier than talking them down diplomatically. This could change, of course, if the player is particularly proficient with one Aspect and deficient in another. Perhaps your Artifice is so bad that Might is the better option for getting past those palace guard, after all. Players should consider which approach is most likely to succeed given both the context of the trial and the character’s own skillset.
>Criticals
A trial roll of 10 that passes the threshold is a critical success, and reaps additional benefits. Conversely, a 1 that fails the threshold is a critical failure, and has additional consequences. A 10 that fails to beat the threshold still fails, but the player receives some accommodation, insight, or unforeseen benefit in the attempt. Likewise, a 1 that passes the threshold succeeds, but with a minor hiccup or unforeseen complication.
>Damage
Damage dealt by an enemy is equal to half its Might score (rounding down), and is applied to a character’s weapons and armor first. Once all weapons and armor are damaged, excess damage is assigned to a random Aspect (M, N, or A) by rolling 1d3. That Aspect is permanently reduced by this damage until it is repurchased with XP. Should any Aspect reach 0, the character is crippled and incapacitated until 1 week of medical attention restores the first dot of each Aspect. If any Aspect falls below 0, the character suffers death.
>>195055
>Tell Kirari to keep an eye on Kiyya
>Explore the descending stairs
Let's see what's behind door number two.
Cape World is a superhero setting /tg/ has been working on for a while. There is a lot to know and read about but I will make this particular thread as generic and disconnected from any kind of lore as I can.
Pic and most other pics I will be posting are from Edspear
http://edspear.tumblr.com/
Here is the pastebin for our character, Blue Cobalt, and her team, the Generals.
>The Generals
http://pastebin.com/4ZEeWk7F
Cape World has used multiple systems, but these characters are based on Mutants and Masterminds.
This is kind of a "test run", to see how well Cape World translates into a Quest, and to see how people like it. If this takes off I could probably continue running, but this really would be better in someone else's hands. I don't have as much free time as I would like available to keep a consistent schedule, I don't have experience, and my Internet connection isn't 100% reliable.
But for now let's all just enjoy this one thread for however long it lasts.
Other links, hopefully unnecessary but if you're interested here you go
>Australia
http://suptg.thisisnotatrueending.com/archive/47227809/
>The Generals
http://pastebin.com/4ZEeWk7F
>Statesmen
http://pastebin.com/qCgQBDgr
>Hollywood
http://pastebin.com/2Bp49SEa
>Las Vegas
http://pastebin.com/ysD4JsRR
>Japan
http://pastebin.com/wz33giaC
>Germany
http://pastebin.com/pVweBM4F
>Generals' Villains
http://pastebin.com/gms0S8Vb
>Current Cape World thread
>>>/tg/47481992
You are Blue Cobalt. You are an alien powerhouse, very strong, seemingly invulnerable, and able to jump 4 miles into the air. You are the muscle of The Generals, no military affiliation, just "superheroes in general". You have the alien-you, the scientist, the science experiment, the weird magic guy, and last but certainly not least the sexy ninja lady.
In addition to your strength you are also very intelligent, though that is somewhat held back by your ignorance of Earth. Despite having lived here for some time you are still awkwardly learning many things about human relationships. However, you firmly believe that reading books on the subject will adequately serve as substitute for actual human interaction.
You are female, you are tall, you blue-both in color and in mood-and, most importantly, you are tired. Kept awake for hours of internal pondering why senpai steadfastly refuses to notice you, switching gaze between the six bare, spartan walls that make up your personal bunker-"bedroom", you've heard it called a couple times-you slowly find yourself finally falling asleep.
It would be a shame if the Generals hotline were to call right now...
>>194005
The hotline's gonna ring ain't it
>>194005
Forgot to mention, this quest will probably switch between characters, and, honestly, Trinity would have been a better character to start as.
But I didn't want to take away the optimal start from anyone who wants to to their own Cape World quest, which, again, I would be would be very happy to see.
You hear a distant ringing sound.
>Get up and investigate the issue
>Get up and yell at Doc to stop inventing this late at night
>Roll over and go back to sleep
>Smash your alarm and roll over and go back to sleep
>Something else, please feel free to suggest your own response, I'm not very experienced with this if you haven't noticed
>>194020
It could very easily just be the Doc fucking around, or your own alarm going off early.