08-22-2016, 12:09 PM | #291 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Ideas Are Easy
You are all dignitaries in a small town just across the Rhine in 1945. Perhaps there needs to be a little whitewashing to make sure the players are satisfied that their characters are innocent with regard to the government's unusual project; probably just that they just happened not to be there and no one asked them about it one way or another though they may have heard People Whispering or an occasional cripple back from Russia. Your goal is to save your town. The flying Courts-martial will shoot you if you don't resist. The invaders will blow up your town if you do. The garrison commander can take either side. He might have a pigheaded sense of duty that turns a virtue into a vice, or he might be persuaded that there is no point to the war and his true duty lies in helping negotiate the surrender, which might conceivably include using the muscle he has on hand to keep away said flying courts-martial(I am not aware of anyone actually doing that but it would be a sensible thing to do). In any case your job is to save the town.
For added bonus give the town some picturesque Central European "chrome" like a chapel, a palace or castle, a beer hall, whatever. Don't make the stereotypes to absurd as this adventure is not a parody. Just whatever colourful things you would like to put there to manipulate the players emotion into wanting to save the town.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
09-05-2016, 01:01 AM | #292 |
Join Date: Dec 2007
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Re: Ideas Are Easy
Startrekgate: It's the far future of the Star Trek universe, and between the founding worlds of the Federation having found ways to "transcend the material plane" or otherwise lose interest in the universe and the fact that interstellar travel has become very hazardous due to damage to the continuum from overuse of warp...well the Federation is about as real to your characters as Camelot.
But your colony has developed a new and "cleaner" method of interstellar travel, the Gates. Your job is to take one of the last working warp drive vessels belonging to your colony and carefully thread their way past the slowly healing rips in reality and the marauders who prey upon the remaining commerce and the undefended colonies, make trade agreements and plant your Gates in safe places. Last edited by David Johnston2; 09-05-2016 at 03:24 PM. |
09-05-2016, 09:22 AM | #293 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Ideas Are Easy
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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10-03-2016, 08:02 PM | #294 |
Join Date: Dec 2012
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Re: Ideas Are Easy
Magic exist and since the age of enlightenment they had suppressed the knowledge of their existence. However some humans either by genetics, surviving an assault from a mage, or just random chance at times become a witch hunter. They lose all ability to see mages as human and forever feel a desire to hunt them down. No one knows why this exist, whether mages long ago ****** off some cosmic entity, a left over genetic trait from the anchiant days to combat the mages that sought to take over the planet, or if it some part of a cosmic balance. But whatever the case these humans dedicate their lives to hunting those of the magical kind once they are made aware of it's existence. They have a natural ability to sense when magic has been used recently, and they all have one quirk that gives them an edge to combat magic. One edge is being a cosmic blind spot, unable to be dected with divination or have their mind read, another can render magic unusable as long as a mage is in front of that witch hunters eyes, or one where ones form is immune to magical changes.
Your group is 3 to five newly born witch hunters recruited by a billionaire who is secretly organizing and funding a group dedicated to helping the usually isolated hunter with resources on tracking down users of magic and helping to hide their illicit activities from the law. Will you willingly become a murderer to fulfill a innate instinct or will you grow disgusted over time at these practices and grown beyond the compulsion to destroy magic? |
10-04-2016, 11:03 PM | #295 |
Join Date: Dec 2007
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Re: Ideas Are Easy
On a tense frontier border zone claimed by both the humans in their metal hulled starships and the magic using "elves| in their living ships the characters are a mixture of outcasts and renegades from both sides who are the first to discover a new threat to both sides, a fleet of necromancers who take both the crew and the ships they capture and turn them into zombies...
My copy of GURPS Zombies arrived today, so naturally I started thinking about zombie spaceships...because that's totally irrelevant. Last edited by David Johnston2; 10-04-2016 at 11:52 PM. |
10-06-2016, 05:26 PM | #296 |
Join Date: Dec 2012
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Re: Ideas Are Easy
Your party conspired to murder a particularly unpleasant individual and had succeeded. However as corpse's heart stopped beating the body disapeered only to be replaced with straw doll. Unbeknownst to you this person was a fetch left to replace the real individual a true fae had taken. Now you are noticed by said true fae, and some other strange individuals (the local changeling community) is starting to stalk you.
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10-06-2016, 10:01 PM | #297 |
Join Date: Dec 2007
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Re: Ideas Are Easy
The characters are all Demigods...at least that's what the Primal Order rules call them. But the All Father doesn't allow them to be called that. Once he was part of an entire pantheon, but when his brothers and sisters refused to acknowledge his supremacy he found a way to defeat them and bind them away in a hell where their power would feed his. So he does not acknowledge the characters as any kind of god. They are merely Servitores. Nor does he acknowledge that he personally fathered them on mortal women and he harshly punishes any hint that they are somehow more closely related to him than any mortal. He will transform them into monsters to roam a mortal plane, ravaging their civilizations, or enslave them to serve a mortal's every whim for as long as that mortal shall live, or bind them in chains to be tormented for decades. Or he'll punish any mortal or Servitore who the offending Servitore may care for. Even when they are not being punished, their essence is devoted entirely to answering the prayers of faithful worshippers or punishing areas which haven't produced sufficient devotion while the All Father makes war on another entire pantheon.
But now they have a problem. Prophets have been been informed that the All Father is not who answers mortal prayers. Increasingly worship is being directed not to the AllFather, but to the player characters. When the All Father notices, the characters will be lucky to be treated so mercifully. They may find themselves consigned to the hell of their aunts and uncles. So they're faced with a choice. Stop the spreading worship before he notices, find a way to run away and hide, or unite with the All-Father's enemies and find a way to strip him of his enormous power. |
10-07-2016, 05:00 PM | #298 |
Join Date: Dec 2012
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Re: Ideas Are Easy
The Kaiju once terrorized the earth decades ago, however with great sacrifice and the discover of magic or some super science thing they managed to gain a victory. While all of the Kaiju were dealt with, they did not die but instead they were reborn as humans. Now decades later these children are reaching their 20-40's and they found they could access a small fragment of their previous power. Some use it for good some use it for evil. Your party is a group of human Kaiju reincarnations drafted for a new law enforcement/ military initiative to use these people to protect human kind.
I saw an anime short on crunchy roll with the idea of Kaiju reincarniting into school girls and you know can transform into kaiju themed magical girls. This idea is of course wasted on typical anime school girl antics. |
10-07-2016, 06:25 PM | #299 |
Join Date: Sep 2007
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Re: Ideas Are Easy
How much of the backstory do the PCs know at the beginning of the campaign? The description suggests to me that the All-Father would more likely than not avoid telling the Servitors of their true origin. So the early part of the campaign might well be the PCs adventuring as straight-up powerful Servitors of the All-Father, while discovering as an apparent side benefit the background, their origin, and what happened to the previous pantheon, so that the PCs know that they have something to fear. This requires that there's some kind of being that remembers the original pantheon (and how do they know?), or some sort of physical evidence, either of which has escaped the All-Father's notice and/or wrath for some reason.
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10-07-2016, 07:16 PM | #300 | |
Join Date: Dec 2007
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Re: Ideas Are Easy
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