Nedben Prime, Casually Mad
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- Joined:
- May 6, 2013
- Are you a badger?
- We are Orz.
- Is Snowswift the GORILLAING BEST?
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- Nedben
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One day with future technology, God appeared, got shot in the face by a rogue angel, most likely died, and in this instance of reality crashed into the moon, creating a giant portal network mirror-monster-THING-glass-funhouse to a layer ever so slightly closer to hell, much like the Wood Between the Worlds from which Narnia, Earth, and Charn were mere pools, but here there are way more interconnected pieces of each than just one shadow's lance into eden or heaven. Most of the other side was a gigantic reality, a terrifying series of worlds with problems. There was also a big evil empire of fucked-up demons taking over the place and spreading impurity. Sure there was awesome stuff like power rangers, magical girls, stereotypical scifi-fantasy stuff and all, but the forces of Hell raping and pillaging etc. was a major factor against it that merited 'holy shit lock it down'.
The moon people were very naturally pissed off at this shit, seeing as they liked being pure and not having to deal with getting fucked over by Satan or worse on a regular basis, and had spent most of human history being pissed off at them and using massive amounts of magic to lock away the other worlds to keep down the crime rate but God falling on it fucked shit up and now it was in the open again. This caused them to drop a magic blue space elevator down to the United Nations and basically beg for help killing everything and also getting a cut of the resources that multiple new planets would imply because future Earth is running low. First contact was a while back and now the first major armies of people ready to go and fuck shit up on another world are underway.
In the wake of God dying the death, a new-ish magical power emerged in the local multiverse: a form of absurd luck-manipulation or plot-negation allowing horrific events to be nosold, evaded, or minimized or random good things to happen in exchange for a sort of universal disfavor that seems to bend events themselves away from favorable outcomes until 'character development' or certain acts of submission, injury, or healing fixed it, named 'wounds'. Player characters are going to have that or start with some alternative method of srs protection, otherwise the horrible things this world demands are gonna get edgy or disgusting fast. You are gonna have to counterbalance the plot a LOT to do what you want, and know where to give in just to not die.
Wounds can either be willfully taken as an intended action to do the impossible and ensure an okay outcome rather than leaving it up to story or random mechanics, or assigned in place of a 'no' from the GM if you're godmodding.
Stats will be given more as story-like readouts and rough approximations rather than true attempts at abstraction unless a numerical system has been imposed, with most of them saying 'fine', 'average', or 'operational, nothing special' unless you're damaged or changed.
- Stats
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OPE: Opening section indicating start of scene context and your actions.
HP: A rough indicator of how okay your physical form is right now. May randomly change representation depending on character or system abstraction or explain physical damage instead. MP: A rough indicator of about how much 'magic' you have outside wounds, as those are more a narrative-breaker power. May bifurcate into more meters or be expressed differently if you find a new magic system. STR: How strong your current form is. Likely to be topic-specific and vary to express physical exhaustion. AGI: How fast and reactive your current form is, plus to a good extent finesse. Likely to be topic-specific and vary to express physical exhaustion. STA: How generally exhausted you are right now. Also includes physical needs. SEN: How good detection senses, awareness, lucidity, and common sense are. More of a section likely to express two wildly different areas. INT: How smart you and/or your current form is. May share background info not in post if you know thy enemy WIL: How strong your force of will is at the moment. Pay attention to this as it may provide more color to other sections. CHA: How socially skilled you are. EMO: Your current emotional state. FRM: what you are at the moment lol WND: An indicator of how many Wounds you have and what kind they are, usually divided into the categories of: -Counter (anti-wounds such as good luck charms or acts that fix them, usually only up to Minor in rough category of flat-out negation tops with up to Moderate curable by sacrificing them and up to Severe being downgradable) -Tiny (deflecting plot-irrelevant tiny things like steeling yourself against a minor problem for now when it shouldn't realistically impair you that much and basically getting problematic aftermath pain or annoying bad luck for it like ignoring the fact it hurts) -Minor (stuff that could still be achieved by force of will or nice luck for normal people but with dear-god-you-need-help afterwards like surviving something dangerous but ordinarily survivable ) -Moderate (actively saving yourself or someone nearby from something that should be absurdly difficult or unrealistically lucky to achieve, followed by random damaging things, absurd degrees of bad luck, and beginning to enrage reality, though still possible at least in theory or an action movie, like escaping a car crash unharmed, causing something to attack someone else randomly, dodging a lot of bullets from ordinary not-well-aiming distant shooters, or getting out of a trap specially designed to incapacitate your demographic) -Major (protecting yourself or someone nearby from something that should be impossible but not particularly so or spontaneously lucking out a situation amazingly or flat-out-blocking a normal not yet happened death in exchange for blanket debuffs and all the problems of moderate wounds) -Severe (active reality warping without any way of accomplishing it like making the enemy party randomly explode or noselling a plot event or doing something generally impossible without magic you don't have such as actively noselling a special anti-you weapon with unblockability powers, undoing a situation like death, a global temporal reset back, or stopping something you should have no ability to stop but it is at least relatively scale contained, but reality will make you suffer and beat the shit out of you randomly as a counterbalance or the small possibility of a lower-grade reality enforcer roughing you up. At this point you start getting 'are you sure' or dying or flat no.) -Massive (something with a huge scale to it , practically everything above city size like destroying a large army or an entire country with coincidences like a major natural disaster, which will accordingly cause something bad to happen right back at you almost immediately, usually lack of further control hurting you with your own miracle followed by a wound category downgrade, or by Murphy's Law pretty much turning you and anything around you as long as it's around you into something slated for destruction by the overarching plot of the universe and random structural failures, or the universe sending a reality enforcer squad to stop you. ) -Worldwarp (the universe and GM are now actively trying to kill you because you actively blocked a major plot point that will be difficult to write around or did something planet-scale or worse, which will usually be executed in balance by summoning huge constant hordes of endgame boss enemies and reality enforcers to make you die so you'll stop. A worldwarp-tier wound's symptoms cannot be negated directly in the situation at hand by taking more wounds (though it is acceptable to downgrade it by undoing the whole thing you did in the first place in exchange for a lesser wound for trying) and will be difficult and still damaging to downgrade easily) -Special (Wounds associated with specific problems/situations that don't fall as easily into another category, or being allowed to continue with things the universe is actively fighting against, with varying degrees of punishment for a blessing) in approximate order of severity, indicating how much the universe hates you at the moment for defying railroading.
END: End result of scene and action.
Open to reformatting into just some better readout stuff.
- Backstories
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General things used to determine your starting context and help construct background.
Playable Species:
Earth Human: You're a human. Not much to say. Baseline. Lunarian: Moon humans. Most know minor magic even if they specialize in other topics. (Experienced enough magicians in relevant fields might not have the Wounds, though this is a dangerous sacrifice to make at character creation only, as you have limited ability to defend against randomness.) Moon Rabbit: Moon people with bunny ears and tails. Slightly more agility. Most have a special inherent magical power. Most likely to be second class to moon humans, though it was more a naturally occuring wealth divide rather than true racism, as there are plenty rich upperclassy rabbits. Fantasy Creature: Inhabitant of the fantasy worlds just living life. Everything cringey gets autorewritten here from furries to inappropriately transplanted OCs, so be original to not be this Angel: One of the War in Heaven refugees. Demon: fuck up shit in hell Furniture: Magically created servant type pseudo humans. Usually have higher stats and magical powers but deep seated desires to be subordinate and obedient beyond even the most brainwashed of cultists.
Playable Wounder Types:
Lucker: Uses wounds at small tiers only before now and has mostly figured out how to play it safe. Starts with good luck charms and no wounds, and can ask for situational analysis out of character about the tier an unspecified wound taking they might try and might get it, but likely learned their knowledge the hard way and fear taking bigger wounds for what madness might ensue.
Miracle Murphy: Uses high tier wounds with little thought and knows it's gonna hurt. Usually has an unmitigated Severe wound and assorted lesser wounds at the start, to the point if they keep miracle bursting and godmodding for long they're gonna reach Worldwarp quickly. Often act like a godmodder. Usually has higher stats in exchange for garbage luck.
Abhorrent: Never willfully uses the power of wounds except maybe in desperation or to block death, or does not know they have it. Often has good luck naturally. Starts with no wounds.
Dark Favor: Uses wounds knowing they have penalty, but not extremely. Starts with likely a moderate and some other wounds. Knows they are skirting dark madness, most likely unsure of their power's extent but removes more wounds with character development and submission as they are not willingly subtly abusing it as a cure.
Woundless: Doesn't have the power of wounds. Can't take any against GM under any circumstances, so they'll get no impossible saves.
Additional Tags:
Adept: Someone with unrelated psychic or magical powers hinting at the future possibilities and/or providing other minor helps. Indicates good wild and untrained magical potential, may do magic stuff outta nowhere but has little control over it.
Wizard: Capable of doing all sorts of specially trained things with magic, but relies on MP for a lot of ability things and if they do take wounds they take 'em big.
Trinketer; Knows how to make good luck charms capable of curing lesser Wounds (and probably some other crafting/repair skills besides)
Medic: Capable of restoring HP to allies via medical support.
Shapeshifter: Naturally capable of changing their form to some extent, protecting against the effects of certain form changes.
Shapeshifter 2: Control of form both for themselves and others, usually by magic.
Shifter: Have multiple bodies across multiple realities with a single yet manifold mind. Focus on one reality at a time and let local consciousness handle the rest.
Slider: Can freely move between realities Catman style.
Magical boy/girl: Sold their soul for a specified wish and some powers and cute lichdom. When they despair or their magic hits 0 they turn into an eldritch and mindless witch thing.
Power Ranger: Gets a transformer item and a zord to solve physical problems. Used to use a remote morphing grid for power, now uses a built-in source-specific one separate from the other ranger groups but with the ability to legend connect. While their enemy has been felled, they still got struggle power from the global conflict so woo still a ranger.
Determination: Can save point when determined and if not will depleted rewind time to that point, though people will remember somewhat.
- Application
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Name: Description: Tags:
Edited by nedben, Sep 4 2016, 03:25 PM.
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