Rules are simple: Votes are tallied every hour, with whatever course of action being the most popular being the course of action taken. Write ins are encouraged and non-mutually exclusive votes will be combined if possible.
When a roll is called for, roll however many D100 are specified. 5- is a 'crit fail' and generally means something bad is about to happen. 95+ is a 'crit success' and generally means something good just happened. a 'crit success' trumps a crit fail. User input on both will be taken into consideration.
Once per thread, if three or more people invoke it, a single roll may be re-rolled.
You are Alex. A newly minted trainer and camping enthusiast just starting out on your journey at the age of seventeen after your father lost his job in order to help pay the bills. On the road, you met Fie, the Fire Gym Leader, Gareth a novice Aura Guardian on pilgrimage and Holly, a runaway heiress using a pseudonym. You've also made enemies of Team Green a group of violent, radical activists looking to abolish pokemon training.
For the time being, Fie returned to her gym for the time being.
Last thread, you beat Daniel, the Greenshoot Gym Leader, evolved Coolie into a Hydrapple, trained a whole lot, prepared to head out in the morning, had some friendly battles with Sarah and Tom which you lost and groomed your team...
It has been 100 years since ancient beings, known as the Old Ones, walked the Earth with their two strong feet. Now they are gone and we animals now rule the remains that they left behind. With our new knowledge of sword and sorcery, we were able to survive in peace for a while, but then came the three factions. The Apes: Strong giants, claiming to be as just as the old ones and believe they should be the ones to rule over the new world. The Pigs: An intellectual but slothful group who wish to rule the world with an iron hoof and remain kings while the others remained as dumb animals. Then there the Lizards: A fast and large group that want to set the world a blaze. Trying to forget the harsh past that the old ones left. All three sides wishing to go war and destroy one another to bring in what they believe to be true peace. But, unbeknownst to everyone, there was another group. One that was trying their best to find a way to heal everyone. To bring back order. You found it.... and now you are taking care of it.
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"! And co-parented by them both is Cindy Moon--half-fox demon, part-time prophetic monster slayer and a local vigilante endorsed by the moon god Khonshu!
Last time: After retaking the city, Cindy and company marched an army of monsters to Varnae's doorstep and challenged him to single combat! Despite the legends surrounding him, he got thoroughly trounced! In his desperation, Varnae cast away his pride, as well as his immortal soul! As it turned out, he had been secretly planning to possess the TRUE ruler of Limbo this entire time. Except, it wasn't Belasco, but a blonde kid with a giant sword!
Using every trick and resource at her disposal, Cindy avoided seriously injuring the girl, and fought her way to Varnae's castle. There, she and the Blood Witch lured him into a devil's trap, where Shaggy used his powerful magic charms to eject Varnae's soul from the host, and placed it in a home-crafted artifact used to entrap spirits.
They weren't able to rest for long, though, because Ben and Belasco’s fight made its way down to Cindy's level! Together, the two of them briefly fought the demon, but his defenses were too strong for them to even wound him! Thankfully, Khonshu informed you that he had called for backup. And that backup came in the form of Ammit, the devourer of souls! But that wasn't even the craziest part! Because she brought Cindy’s previously deceased friend, B Negative, along for the ride!
After Ammit swallowed Belasco whole, Cindy ran over to embrace her dear friend. But the revelations didn't end there!
Harpy and James came out to meet the group, dragging Dr. Hank McCoy (A.K.A. Beast from the X-Men) along with them! He not only surrendered and admitted to his complicity in this event, but he also offered them what might be the cure for mutants!?
No one really knew what to make of that, but Cindy at least managed to prevent Mina from killing him outright, forestalling Ammit's judgement in favor of allowing the Kaiju King to make the decision. Only, when they got back, the Kaiju King was on the brink of death from overstraining himself during the zombie invasion!
Thinking fast, Cindy picked out a small team to dive back into the battlefield and find Louise. It should have been an impossible task, but, for some reason, Cindy received help from a pair of spirit messengers that belonged to a mysterious Kumiho.
You are a thrall, a slave, bonded to the house of the Chieftain of this village in order to pay off your late uncle's debts, under whose scornful eye and ready hand you had been formerly raised.
Though the debts are formidable, your labors these past seven years have diminished them to the point where a release seems no longer impossible. You cannot claim that it was by your diligence alone that this was accomplished; the Chieftain's generosity also played a substantial part. He took you into his own home, to serve as a companion for his only son, and has always dealt fairly with you as he does with all his subordinates. Indeed, he seems more eager to see you freed from bondage than perhaps even yourself. And it is that sentiment, along with a hundred other kindnesses he has shown you during your time of service, that compels you to remain with his house, even after your freedom is achieved.
It is an outcome not entirely unwanted by the Chieftain either, for your service has revealed the possession of certain worthy talents. >You have a natural genius for sword-skill. A quickness of eye and hand that are unmatched in the village, which you have developed into a kind of preternatural sixth sense for danger. >You have a gift for making others feel at ease. Your good looks and skill as a raconteur are contributing factors, but it is your naturally sunny disposition that charms all who meet you. >You have a prodigious gift for symbols, figures, and other abstractions. Your sense of measure is especially keen, making you an ideal craftsman, shipbuilder, or even sailor
Humanity has spread out into a massive sprawling empire throughout the galaxy. The edges of the sprawl remain poorly guarded and sparsely settled after all humanity throughout a thousand stars has always been alone save for their own creations which once waged war against them. This is no longer true now an unknown force has begun to attack sector 63 and other sectors and it is up to poorly supplied and desperate sailors to hold them back.
You are the Admiral of the naval fleet of sector 63 one of nearly a 100 rimward sectors on the edge of settled human space. The war has finally turned in humanity's favor the once unending horde of bird ships, who you now know are called the Argono have finally ebbed away. Your industry soars and the first of the friendly fleets have begun to probe from Mid Rim sector 63 in your own sector to hopefully soon relieve you.
You're currently on patrol facing off against a small fleet of enemy ships made up of 4 battleships, 2 battlescruisers and 12 Heavy cruisers facing off against your veteran picket line of corvettes, destroyers, and several light cruisers along with your freshly converted semi guided missile cruiser. The enemies' lasers dance around the picket line as the push forward even as your missile cruiser comes to a stop and turns to give the enemy their broadside. There's several large flashes as all 12 of its missiles fire and burn fast toward the enemy capital ships. There is some swearing over comms as the missiles zip past the picket line and your strike craft but the pilots and captains are too busy dodging incoming fire as they loose their own torpedo strikes to give too much complaint.
Somewhere in the southeastern United States is a small town named Whispering Oaks. The town has a population of roughly 10,000 people and it’s situated about an hour’s (assuming good traffic) drive away from the nearest big city. There’s nothing particularly special about this small town that sets it apart from the rest, but it’s your small town. It’s where you were born and raised, and it’s where your family’s planted their roots.
It’s an off year. The president was elected last year and the midterms are the year after this, so there’s not much in the news right now, election wise…except in Whispering Oaks. Not only is every seat in the city council scheduled for re-election, but so too is the mayor.
You’ve thought about it for a while, but now you’ve decided: this year, you will run for mayor, challenging the sitting one.
But first, we must figure out some key things about you. It should be noted that some of these factors will influence your chances of getting elected.
>Name.
>Age. (Must be 18+)
>Sex.
>Occupation. (Can have multiple)
>Education.
>Political party. (Democrat, Republican or Independent?)
>Do you live near the center of town or on the outskirts?
>Physical description and additional character information. (Optional)
Now that we’ve settled you, let’s take a look outwards…more specifically, who is the incumbent that you will be challenging? What’s the state of the town in?
>Easy: The mayor has done a bad job running Whispering Oaks. Development has stagnated, infrastructure is neglected, business and people alike are leaving. They’re expected to lose re-election, assuming that they think it worth bothering to run in the first place. They’re expected mayor’s broad unpopularity is directly sinking the rest of the city government’s approval as well.
>Medium: The mayor has not done a bad job running Whispering Oaks, but they haven’t done a great job either. They’ve stopped the town from falling backwards but haven’t done anything to make it grow. The sitting mayor is painfully average and electorally a blank slate. Their chances of being re-elected are about 50/50, depending on how good of a candidate they’re up against.
>Hard: The mayor has done a good job running Whispering Oaks. Businesses and people alike have flooded into the town, the roads lack any potholes, the streets are safe and—most importantly—people are happy. It would take some serious scandal, awfully-handled crisis or a once in a lifetime candidate to take this mayor down.
Choose wisely. There’s no changing your decisions afterwards.
“The Southlands.” That’s what the races of the Northwest call them, as if they were one place—a realm unified under a single nation or people. In truth, the Southlands are a molten mosaic of humans, beastmen, and sundry others flowing over and through each other in coexistence and in conflict. The land itself is a tapestry of desert and jungle, of low savannah and high plateau, where even the Race of Man is far from uniform: the hides of the humans here range from a ruddy tan to a deep blue-black that nearly equals the Drow of Wevenore.
Not that you got to see much of it.
<span class="mu-s">You</span> are James Efron, Senior Initiate of the Hawksong Mages’ Tower. At your age—twenty-three—you really ought to be a Mage Apprentice. You should be studying in some stuffy laboratory back home in the big city like Izirina Henzler, or maybe taking a practicum under some smaller adjunct Associate Tower like your old pal Testa. But <span class="mu-i">nooo</span>, you craved a life of action, of adventure! ‘<Fireball> is meant for the field!’ you used to boast of your favourite spell. So you’d taken the field, first as a formal Field Researcher and then later as a freelance adventurer-for-hire.
And that had led you here. To the Southlands. To this dungeon.
It isn’t the cool kind of dungeon, full of monsters to kite and <Chain Lightning> for coin, alas. It’s the kind where Southrons store their prisoners-of-war, for that seems to be the size of your sad situation: a prisoner, at the beginnings of what is shaping up to be a full-scale intercivilizational conflict.
The Men of the South may be myriad, but tensions between their ilk and the fairer folk of the Northwest—your homeland, Hawksong’s aegis—have been a unifying cause as of late, and not only for the human races. Relations have been fraying since before you were born, when a sinister cabal of dark-skinned demon-worshippers staged a terrorist attack on the Mages’ Tower itself, assassinating the Archmage and destroying the much-beloved Eternal Fountain.
You live in Salmon, Idaho. Your small town has heard some disturbing rumors from the South that an army of mysterious robots has been killing and kidnapping people, and you've been chosen to go to Boise to investigate the truth and report back.
First, who are you?
Your name: >Write-in Your sex: >Male >Female Your age: >Write-in Your SPECIAL (assign 40 points): >Strength >Perception >Endurance >Charisma >Intelligence >Agility >Luck Your Tag skills (choose 3): >Small Guns >Big Guns >Energy Weapons >Unarmed >Melee >Throwing >Stealth >Steal >Traps >Speech >Barter >Medicine >Science >Repair >Lockpick >Gambling >Outdoorsman Your background (affects starting gear and character interactions): >Hunter >Doctor's assistant >Tradesman >Trader >Junkie >Write-in Your traits: >Write-in >None
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.
The competition for Princess Yulia’s hand has finally begun! Its first stage saw you and your rivals forced to fight through a horde of violent prisoners in order to reach the fabled Tower of Illusion. Teaming up with two of your foreign counterparts, you cleared the goal and were able to advance to the second stage, where a written exam on kingly matters awaited you. You were forced to put your axe aside and rely on your intellect and knowledge to tackle this trial.
With the second stage completed, you now await your grading, and the impending third stage, which promises to be your most rigorous challenge yet.
>Skill: Resolve (When HP falls to less than 35%, Strength, Speed and Defense increase by 7) >Dragon-kin Wyvern (SPD based chance for Fionn to launch an ice attack, dealing ½ MAG Damage.)
>Weapons: Silver Axe (+16 ATK), Bolt Axe (+14 ATK, Ranged, Targets RES) Hammer (+8 ATK, 3x DMG vs Armor Knights), Devil Axe (+21 ATK, -20 HP when Used) Iron Bow (+6 ATK),
>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 damage 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) Combat Art: Throw: (Toss your weapon at an enemy and return it to your hand. Ranged attack.) (1 Crest of Indech Charge) Combat Art: Hit and Run: (Perform an attack that allows you to dodge the next harmful attack. Increases SPD by +7 for 1 turn. Costs 2 Crest of Indech Charges)