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04:54, 17th May 2024 (GMT+0)

The Innumerable Worlds.

Posted by The GMFor group 0
The GM
GM, 72 posts
Mon 16 Aug 2021
at 17:02
  • msg #1

The Innumerable Worlds

1--Greco-Roman: divine intervention
2--Norse: divine intervention
3--Future dystopia (Fallout): Power armor
4--Space future: whatever
5--10000 ad//sword-and-sorcery: Sword-slinging
6--Western: gunslinging
7--WEIRD western (Deadlands-ish): gunslinging
8--SPACE western (Trigun): gunslinging
9--Fantasy: whatever
10--Knight: Sword-slinging
11--psi: psychic power
12--fairy tale: whatever
13--supernatural (werewolf, vampire, ghost, whatever): whatever
14--superhero/superantihero: power
15--ninja: super stealth martial arts
16--Pulp world: barnstormers and two-fisted science heroes
17: Cyberpunk: hackers and street samurai


WHAT IS YOUR QUEST?

1--Revenge/Justice. Somebody did something to the character or someone they care about and now they're gonna see that that somebody gets what they deserve.

2--Faith. The character's greatest desire is to serve his deity (or higher power or ancestors or whatever) to the fullest possible extent. Every action will be weighted based on the teachings of the religion and the extent of his personal belief. (Please note that characters motivated by Faith need not be perfect and good and holy all the time!)

3--Wealth acquisition. (But why does the character want or need the money, exactly? Is there a special reason? Or is it just to have a fantastic and long (and early?) retirement?)

4--In the Name of Learning. The character seeks to advance the frontiers of some field of study.

5--Altruism. Other people always need help, and the character is determined to help them (this motivation is easily combined with Faith).

6--Power! Some people have a need to have the world at their command, whether because it's a part of revenge, love, altruism, or the acquisition of wealth or learning, or something else.

7--Insight. This is the search for spiritual enlightenment, separate from the search for knowledge. It almost always involves an attempt by the character to improve himself through better understanding of himself and others.

8--To be the best. The strongest, the fastest, the most skilled, the most knowledgeable.

9--To Find Something or Someone.



(If you want to try this being random, just roll 1-10. On 10, roll again)



STATS:

Distribute these stats:

Stats: Distribute the following numbers (see below for what the stats are for):

+1, +1, 0, 0, -1

OR

+2, +1, 0, -1, -1

Forceful:
Agile:
Insightful:
Charming:
Confident:

--Forceful: how tough and strong you are
--Agile: how fast and agile you are (including hand-eye coordination, like riding a horse or driving a vehicle)
--Insightful: how smart and clever you are-- good at noticing things and/or remembering things
--Charming: how persuasive you are//good at making people like you
--Confident: everything else not covered by the other 4 stats-- concentration (magic, powers, and psychic abilities often have a lot to do with concentration), and also determination-- including bravery.



At the start of the game, you have inherited a time/dimensional travel device. It's small enough to fit in a pocket. It is intelligent, waterproof, nearly invulnerable, can speak/translate any spoken language, and can fly (but since it's small, you can't ride it). It was sent to you from a futuristic other dimension to help you... by another version of yourself.

This machine will take you to another dimension/time to demonstrate...


When you have a critical failure, you get 1 xp point.

When you defeat an opponent worthy of you, you get a Trophy.

When you defeat an opponent worthy of you, you can trade in 2 xp to get one EXTRA Trophy.

You can trade in 10 Trophies to level up.

Leveling up lets you raise one of your stats by 1 point, or lets you increase the amount of Harm you can take by 1 point, or you can possibly get a new special ability...

When you start the game, if you take more than 3 Harm, you die.

If you die, your time machine will summon a new version of you from a different time/dimension. Your stats will be the same, but your abilities will be somewhat different.


Here are the worlds so far... Choose one (or roll randomly) that your character is from. Each world will be explained, with examples below.

1--Greco-Roman: divine intervention
2--Norse: divine intervention
3--Future dystopia (Fallout): Power armor
4--Space future: whatever
5--10000 ad//sword-and-sorcery: Sword-slinging
6--Western: gunslinging
7--WEIRD western (Deadlands-ish): gunslinging
8--SPACE western (Trigun): gunslinging
9--Fantasy: whatever
10--Knight: Sword-slinging
11--psi: psychic power
12--fairy tale: whatever
13--supernatural (werewolf, vampire, ghost, whatever): whatever
14--superhero/superantihero: power
15--ninja: super stealth martial arts
16--Pulp world: barnstormers and two-fisted science heroes
17: Cyberpunk: hackers and street samurai

1--Greco-Roman: divine intervention. You are beloved (or tolerated) by one of the Greek Gods (you pick which one, but not Aphrodite). Special ability: Roll CHARMING or CONFIDENT (you pick which at the start) to get a favor from that god. (Examples: Zeus: lightning, Hermes, speed, Demeter, plants)

2--Norse: divine intervention. You are beloved (or tolerated) by one of the Norse Gods (you pick which one, but probably not Freyja). Special ability: Roll CHARMING or CONFIDENT (you pick which at the start) to get a favor from that god. (Examples: Thor: lightning, Loki, tricky sneakiness, Odin, ravens)

3--Future dystopia (example: Fallout): You come from a futuristic world where civilization has fallen. Special ability: You can talk to the GM about what you want, but the suggested special ability is Power Armor, a scavenged-together suit of powered armor that offers protection from many forms of danger.

4--Space future: You come from a futuristic world where humans have traveled to other stars and other planets. Special ability: You can talk to the GM about what you want. (Possible examples: Lightsaber (Star Wars), phaser and tricorder (Star Trek) temporary anti-grav "lifts" (Apex Legends).)

5--10000 ad//sword-and-sorcery: You are from a pre-historical world where people swing bronze swords and are barbaric and stuff. There are also maybe mammoths and sabertooth tigers and big flightless scary birds. Special ability: Sword-slinging. Always roll 1 extra die when you use a Bronze-Age-type weapon to Get Violent or to break something. Yes, even if that puts you over the normal maximum.

6--Western: gunslinging. You are from an Old-West-type reality.  Special ability: Gunslinging. Always roll 1 extra die when you use a revolver or an old-fashioned rifle or shotgun to Get Violent or to break something. Yes, even if that puts you over the normal maximum.

7--WEIRD western (Deadlands-ish): You are from an Old-West-type reality, but there are creepy monsters and undead and stuff. Special ability: Could be Gunslinging (see #6 above), or it could be something weirder-- talk to your GM if you have a special idea.

8--SPACE western (Trigun): You are from a world that sort of has the feel of the Old-West, but it's on another planet so there are/could be alien lifeforms and cyborg parts and stuff. Yes, this one is super inspired by the anime/manga Trigun (although The Adventures of the Galaxy Rangers is also something the GM enjoyed, albeit to a far lesser extent). Special ability: Could be Gunslinging (see #6 above), or it could be something weirder-- talk to your GM if you have a special idea.

9--Fantasy: You are from some fantasy world that would feel medieval if it weren't for all the magic and monsters and stuff. Special ability: could be practically anything, so talk to your GM if you have a special idea.

10--Knight: You are a knight from a reality that's very much like the tales of King Arthur (except you can be a female (or other) knight if you want, and of any race). Special ability: Sword-slinging. Always roll 1 extra die when you use a Bronze-Age-type weapon to Get Violent or to break something. Yes, even if that puts you over the normal maximum.

11--Psi: You have a psychic power. You could be from a world like the real world, or you could be from 19th century London, or you could be from the near-future, or Earth's Martian colony or a Generation spaceship but whatever, the point is you have one psychic power, and that's your Special Ability. Whatever it is, it rolls with your Confident stat.

12--Fairy Tale: Like fantasy, but sort of lighter. All humans are either royalty or peasant farmkids. Problems are solved with cleverness or good manners or maybe magic items but hardly ever with violence. Special ability: you have either a small magical ability, or else a neat magic item... The GM will make suggestions, or you can make suggestions to him...

13--supernatural world: You are from a world that's like the real world (OR the real world circa 2012-2019, anywhere in there), but you are a supernatural being: werewolf, vampire, ghost, whatever, you tell me (not actual demon though). Your Special Ability will be tied to this-- talk to your GM.

14--superhero world: You are a superhero or superantihero. You have ONE power (unless they're really small, then you might talk me into more than one), and that's your Special Ability. (No time control!)

15--Ninja world: You are a ninja, whether that's because you're from historic Japan or some weird alternate timeline (or whatever Naruto is). Anyway, you have super stealthiness or martial arts, or else you're better-than-average at both! Super stealth: roll an extra die when you act stealthy with Agile. Martial arts: roll an extra die when you Get Violent with your martial arts.

16--Pulp world: You come from a world of barnstorming pilots and two-fisted science heroes. Everything is vaguely 1918-to-1924ish, and every hero is an archaeologist explorer of lost worlds, an intrepid reporter, a hard-luck detective, or a spy-- all united by their faith in science, justice, and progress. Blimps, biplanes, jetpacks, guns and poorly-explained super-science rule all. Special Ability: Talk to the GM about what you might want (possible examples: Pugilism (like sword-slinging but with punching), Piloting Anything, or Ray Gun...)

17: Cyberpunk: You are a hacker or a street samurai, constantly avoiding getting killed by corporate guards while you attempt to bring down the evil megacorporation of your choice. Special Ability: Hacker: You can hack any wireless electronic device. You also have a drone you can use to remotely fly around and spy on stuff. Street Samurai: Your special ability is that you are a Badass. You always roll +1 die when you are Doing Violence (yes, even over the maximum), with or without a weapon. You lose this extra die if you are seriously hurt or poisoned or drugged, but you can still keep fighting after other people would be completely unable to do so.






Each PC begins with 6 HP.

If one takes HARM, one loses 1 HP (and gets 1 HARM).

If a PC loses all its HP, down to zero, that character dies! Time to make a new character (of a different type)...!





TRAUMA: When a character has TRAUMA, it means one of their Stats that has a positive modifier is deactivated (the GM will tell you which). It can't be used again to help rolls until the Trauma is removed by being successfully Consoled (see move list).
This message was last edited by the GM at 19:23, Thu 19 Aug 2021.
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