Beneath the Bloodrise Mountain Range, at the westernmost edge of human habitation, there lies a lake. The same sun that lights the grey stone and green trees red and glad by dawn’s first light casts its colours in a beauteous cacophony upon the rippled surface of that body of water each evening, giving the surrounding city—and the barony which lords over it—the well-known name of <span class="mu-s">Sunset Lake</span>. In recent years, though, a shadow has fallen upon those mountains, and it is a shadow which has finally stretched out to swallow the wealthy fishing village and trading hub below it.
There are monsters in the mountains and, it seems, they also live in Sunset Lake.
A few days ago, a small group of strangers arrived in Sunset lake, drawn by tales of the mysterious monster said to lurk therein. This was not in and of itself unusual, for many parties of adventurers had arrived chasing those stories, the possibility of reward. This particular party, however, was strange because many would view them as numbering among the mountain’s monsters themselves: two goblins, a goat-girl sitting astride the shoulders of a living effigy of bundled branches, and two other creatures who defied such easy categorization.
There was <span class="mu-r">ZIth-Zi</span>, the apparent leader and utterly unplaceable in the taxonomic categories of modern racial philosophy: goblinoid in stature and (when she didn’t hide it) in mannerism, yet pretty and pink, shapely and symmetrical, pleasing to eye and ear and nose, and capable of casting spells… or, well, -A- spell, anyway.
And then there was her ‘sister’, like her shadow: <span class="mu-g">Cara-Zi</span>, or Carazzi, or simply CZ. She was green as a goblin, when one noticed her at all. She had an uncanny ability to elude proper perception, and to slip from close scrutiny. When one set eyes upon her properly, though, her oversized black robes hid much that was twisted and wrong even by the standards of goblinkind: scaly scutes across her skin like mosaic scales or scarification; horns upon her head, stubby affairs jutting up from her temples; hair all over, reddish-brown and rough; feet that almost, but didn’t quite, resemble the goat-girl’s hooves.
The monstrous company joined the hunt for the Monster of Sunset Lake almost as soon as they’d arrived. Zith-Zi seduced and insinuated herself into the festivities of a certain rival company to deduce the true nature of their quarry: an overgrown exemplar of those amphibious, dragon-adjacent creatures called ‘drakes’. Cara-Zi’s occult instinct uncovered unsettling magical contamination in the lake, where the monsters passed.
You were just a regular person attending university in his 20s. Studies took up your days and on your free time you would choose to play video games or hang out with your friends.
That is until the intrusive thoughts came...
Friends in your dorm suddenly noticed you began acting strangely, fatigued, jumpy, anxious. Your studies began to suffer. Then your family started asking if there was something wrong as they received worrying reports from the school about your condition.
You tried to keep going as if everything was normal...and fine...and peachy....until one day you just couldn't do it anymore.
And. You. Just. SNAPPED!
(This is a CYOA where you play as a schizo in modern day and depending on your choices, your schizo can end up differently. Not all of them "good", not all of them "bad". Examples of different outcomes include being a Orthodox Christian Monk in a Monastry attempting to achieve unity with God or a O9A Satanic Neo Nazi insurgent or a wandering vagabond who collects spare bottles for cash and many more.)
For now choose the nature of your intrusive thoughts:
A.) Religious: Your Schizo is suffering from intrusive thoughts relating to that of a religious nature. Your schizo has never thought about religion before but now seems to be getting signs from the divine and has no idea what to do with it.
B.) Paranoid: It started with doubts whether your friends liked you but now it has blown into full paranoia over whether strangers want to harm you or not. Your eyes wander every corner, every nook and cranny for any possible means to bring damage to your soft supple body.
C.) Narcissistic: Your schizo is seeing himself in a brand new light. Some would say holy light if your schizo believes in such things. He at least believes himself to be a gift to humanity and sees himself as superior in almost every way and can't stand it when someone breaks his ego even in the tiniest of ways.
D.) Violent: Your schizo is suffering from violent intrusive thoughts which constantly fill him with the visualization of harming others. Cutting people, bashing their heads or breaking their bones are all thoughts that have made it to your schizo one way or another. What your schizo does in response to this is up to you.
E.) Write up your own option of what intrusive thoughts your schizo has been plagued with.
You are Tristain d’Rusalka, a noble from the United Kingdom of Fodlan born with unique abilities bestowed upon you by the Goddess. You have journeyed across the sea to the desert kingdom of Morfis after receiving an invitation to join a mysterious competition. Though you know little of the trials that lie ahead, the winner of this contest has been promised the hand of Morfis’ Princess, Yulia Xan Phanes, in marriage. Seeking adventures, thrills, and battles that would be worthy of your might, you embarked on this strange voyage with nothing but your trusted axe.
You vanquished a group of pirates that attacked your ship, making several new allies: Alvin, a merchant captain and ‘Adjunct’ of the Royal College of Sorcery, May, a stowaway and thief of remarkable skill, and Adeline, a knight from a disgraced noble family.
You then arrived in Solis, a port city, where circumstances brought you into confrontations with both the locals as well as other contenders for Yulia’s hand. Your strength saw you through these trials, and you acquired additional allies: Cassius, a Morfisian Sorcerer with an admiration for Fodlan, Elric, a young Fodlan noble with little ability, and Cuthbert, a war veteran and Elric’s bodyguard.
After stocking up on supplies and choosing one of two travel routes, you and your party were ready to depart for Morfis, the City of Illusions. In 30 days, the competition would begin in earnest. But for now, you must travel through the desert, facing any perils that may come your way.
>Abilities: Crest of Indech: You are able to make a follow-up attack on one foe, regardless of Speed. (4 Charges) Crest of Macuil: Double the attack power of a magic spell. (3 Charges) Combat Art: Earthsplitter: Cleave all enemies standing two rows in front of you. (Cost: 1 Crest of Indech Charge)
<span class="mu-i">A long time ago, in a galaxy far, far away…</span>
<span class="mu-s">STAR WARS INTERREGNUM EPISODE III THE SEARCH FOR SANCTUARY</span>
>>REACAP of the last thread:
<span class="mu-i">The Jedi Knight FARREN GAELLE has returned to the planet AMAGI, where the JEDI TRIUMVIRATE eagerly awaits his arrival. With him are the survivors of the ill-fated KESSEL CONCLAVE, saved from the treacherous plot of JEDI MASTER SHADDAY POTKIN. The TRIUMVIRATE now counts seven new Jedi among their ranks, potential mentors for a new generation of younglings, and a massacre at the hands of DARTH VADER has been narrowly averted.
Bound by a self-imposed exile from EMPIRE space, Farren and his retinue have pledged their service to the MYLAR STAR ALLIANCE. At the command of SUPREME ARCHON KAULES KEIMANN, they undertake a vital mission to deliver aid to the famine-stricken planet ULSIND, devastated by the ruthless TOFF during the Alliance’s OPERATION SPHERE. But in the far reaches of a nameless system, an UNKNOWN ENEMY stirs. Awakened from a millennia-long slumber, a LIVING SHIP of coral and FIERY DEATH threatened to annihilate the convoy. Farren, confronting an enemy INVISIBLE TO THE FORCE itself, fought with skill and determination. Though poisoned and wounded, he emerged victorious, narrowly escaping death.
Now, with his strength renewed, Farren turns his focus to the training of his young padawan, CEYLA VIKOL, preparing her for the ways of the JEDI SHADOWS as DARK FORCES loom on the horizon...</span>
You are Ben Parker, super-powered criminal and thief extraordinaire. After being bitten by a radioactive spider, you underwent a miraculous change, and adopted the identity of "The Huntsman"! But it's not all bad! Your clone brother, Abel Parker, works to protect the city, and potentially help clean up some of your messes. <span class="mu-i">He</span> goes by the name of "Spider-Man"!
Last time: As their day out at Central Park comes to a close, Ben and Cindy discuss the possibility of getting her a therapist, and Matt confronts Ben about his allying himself with Silvermane. The following day, Ben and Ember sit down for a nice relaxing breakfast, and Ben introduces the Morlocks to Madame Webb!
And while he intended to help them buy a home, what he didn't expect was for Madame Webb to give them a mansion that was built for Jesus himself!
The meeting wasn't without it's interruptions, however. Thomas Edison called to ask more about Cindy's vibranium suit, and Ember informed him that his girlfriend, Anastasia Kravinoff, was back in town! That alone was enough to convince Ben to leave early and head straight home.
Finally reunited, the two of them try to make up for lost time and go out on patrol together. Only, they weren't expected to run into a superhuman that's seemingly able to create and manipulate an army of candy creatures!
Will Ben be able to walk away from this without any serious injuries or cavities?
Find out more in the latest issue of…<span class="mu-s"><span class="mu-r">MAXIMUM SPIDER QUEST!</span></span>
Rules: Most dice rolls will be 1d100. Modifiers will be added depending on the situation or on the alien being used(Usually +10 or -10). Crit successes and crit fails apply. Crit fails can be overridden by crit successes, but crit failures cannot override crit successes.
How to Roll: To roll dice, type “dice+1d100” in the options field without the quotations. To roll dice with positive modifiers, type “dice+1d100+modifier number” in the options field without quotations, and with an actual modifier number. To roll dice with negative modifiers, type “dice+1d100+-modifier number” in the options field without quotations, and with an actual modifier number.
For centuries, in the cradle of civilization, the faith of man has been rocked back and forth like the salty tides of the Red Sea.
Once the Gods of the Old Age allowed themselves to be conquered by modern kings, mankind found itself without purpose or direction. Soon, mankind realized they were yearning for supernatural intervention.
Minor Gods arose from man's abundant faith and began to learn to enforce their divine will as belief in them grew. In their nascent state, the Gods do not yet have the power to directly speak or show themselves to mankind, yet they still find ways to lead new believers to their Domain and Commandments. Which Gods will be elevated into the Pantheon of this New Age?
In this quest, each player takes on the role of a God, and attempts to expand their supernatural reach. Players can join at any time!
Create your God! >Name >Domain >Appearance >Commandments
With the majority of the Seventh Universe united under the banner of the PTO, Emperor Cooler at its head, the universe has known a time of unrivaled peace. But in the shadows threats have been growing, nursing grudges against the PTO and the Saiyan race in particular. And now those threats are rising, stepping out of the shadows to openly challenge the established order. Seeking nothing short of the destruction of New Salda and the extinction of the entire Saiyan race, can you prevent this outcome? Or will the Saiyan race be reduced to nothing more than memories, their heroes nothing more than ink in the pages of the history books?
You the players will (most often) control Karn; wielder of the mighty Berserker Soul and hope of the entire PTO, not only the Saiyan race. From his lowly beginnings as a Saiyan Brawler with a sub-3000 powerlevel in Age 733, only a few years into his time as a member of the PTO, he has grown in power and skill, overcoming the world-ending threats that have come for the Saiyans to become the strongest Saiyan of his time at AGE 758. From the massive Covenant empire to demonic incursions, mad cultists to vengeful gods, none have been strong or clever enough to put down Karn for good. But will one man's power be enough to protect everyone from the rising threats? Or will death come from those who you least expect it from? Your choices may mean the difference between survival and extinction, so choose carefully.
Quest rules are as follows(unless otherwise noted): >30 minute vote times >Pick ONLY ONE option when voting >Dice rolls are all best of first three correctly-rolled dice >One dice roll per person per post unless three players have not yet rolled, and ten minutes has passed since your previous roll >Crits are 100 on a d100(a 99 or paired rolls may net you an extra bonus) >Crit fails are a 1/100 with no passing rolls, or if two 1s are rolled regardless of the third >Write-ins are both allowed and encouraged, but OOC options will be ignored >If your goal is simply to troll, at least put in enough effort to make it funny >Have fun
SCQ will usually start on Saturdays at noon Eastern Standard Time, and run throughout the weekend. Also, for updates or schedule changes you can find me on twitter @GrandDragonQM, which I keep as up to date with any scheduling changes as soon as possible.
Banks face is calm and serious, but you can see it in his eye, an air of uncertainty creeps in. You sigh and shrug.
"I understand where you're coming from, Banks and I wouldn't have framed this as a choice if I was just going to take the choice from you when you make the one I don't like."
You see a frown settle onto his face and wave a hand.
"Look I know you aren't a coward, you've put your ass on the line plenty in the past. But this IS the job, by definition, it's not about us looking out for ourselves. It can't be."
"I won't be able to do the job if I get iced out because I turned rat on a detective, Mark. Are you expecting me to stay a beat cop forever? Walk the block until I'm old enough to finally get the bare minimum pension?"
"Oh come on, Banks. Your pension? You expect me to believe this would be about money?"
His face goes slightly red and he speaks quietly.
"No.. even if you did believe that I wouldn't let you think it for long. You know this isn't about money, but it IS about family. I'm getting married soon and one day I wanna have a kid or two, not to put too fine a point on it but that takes money. Money that being a beat cop isn't going to get me. I need to plan my future, to get a few stripes or move into admin.. I can't put it on Susanne to support us."
"I hear you.." You say quietly, taking a moment to chew your breakfast before it goes too cold. "You have the right to make whatever choice you think is best, but I don't think you'll sleep well at night if you let this go."
"Why's that?"
You swallow another bite.
"Because you're like me. Protect and serve isn't just a slogan to you, guys like us actually care about the city. The people in it. Those career moves you're planning take time, are you still gonna feel this way in two years? In five? If Gorchakov slips by are you going to feel right taking those stripes?"
He stays silent. His eyes still holding yours.
"My investigation turned up a couple things." You continue. "But the main thing that stuck with me is Officer Derek Free. He was Gorchakov's partner before he went through his next partner which was the one you replaced."
"Alright?"
"He's dead." You state. Your mouth going dry, tasting slightly of acrid smoke. You sip at a black coffee and wash the taste away. "Gorchakov killed him, emptied an entire clip into his back."
"Jesus Christ.." Banks mumbles, his eyes finally breaking from yours.
"He's dangerous. I know you said no, but now you know as much as I do. If we miss Gorchakov then Free's death was for nothing, the deaths we don't know about, the lives he's ruined. It's all for nothing. That said, I understand if you still say no."
You watch his hands curl around his mug. His pallid, pale knuckles growing pink from the warmth.
Individuals worldwide began manifesting the qualities of various figures- gods, spirits, heroes, beasts, and monsters- from Greek mythos. The system that caused and continues to facilitate this phenomenon is shrouded in mystery, both in how it functions and why it began its activities when it did.
The protagonist of this tale is the incarnation of Atë, a minor goddess in the grand scheme of Greek mythology, who causes and presides over folly and ruin. She, formerly a miserable but ultimately normal office worker, has since accepted her role as the embodiment of her <Myth>. She, along with her partner in crime, the incarnation of Pheme, titan of rumors and gossip, have been working to expand their influence and stack the deck in their favor against not only mortals, but also rival incarnations. In her own eyes, she is no longer human. Her ultimate goal- the elimination of all rival incarnations and, eventually, ascension to true godhood.
After a catastrophic failure in a confrontation with the outerversal horror known only by its title of the Uncrowned King, Atë found herself thrown out of her very plane of existence. Completely deprived of the System’s protections and powers, unable to restore her slowly depleting power, and trapped in a reality where everything, from the divinity to the air to the fabric of spacetime itself, is poison to her. With only death awaiting her in this foreign dimension, she must find some way to escape before her very existence is eroded into nothing.
Worse still, some rogue element within Atë's soul seems to be rebelling against her will. Backed into a corner, the banished incarnation will have to fight desperately to survive.