- Invitation Status
- Posting Speed
- One post per day
- 1-3 posts per week
- One post per week
- Writing Levels
- Beginner
- Elementary
- Intermediate
- Adept
- Adaptable
- Preferred Character Gender
- Female
- Futanari
- Primarily Prefer Female
- Genres
- Scifi, anime, mecha, magical girl, superhero, cyberpunk, yuri
OOC Thread here
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Humanity has entered a new era of prosperity. Magical and technological advances have led to many wonders that would have been thought impossible. Space travel is at an all-time high, and colonies have been founded on or around many worlds in the solar system. Mankind had truly begun to expand, and seek its destiny among the stars.
The first encounter with alien life was disastrous, to say the least. Monstrous creatures appeared, asking no quarter and offering none. They arrived with no warning, appearing from hyperspace to descend upon and decimate an entire exploration fleet. Only a few rare survivors managed to escape the carnage and madness of that day. Those survivors brought back the first valuable samples of monstrous flesh, and a name: the Bydo.
The first contact wars are over. Humanity earned peace through bloodshed, and the advantage granted by their magic-wielding troops. For whatever reason, magical attacks were not something the Bydo could easily defend against, and so they were pushed back. They're still out there, but the only encounters with Bydo have been pockets of resistance in areas they have previously claimed, and no major assaults have surfaced.
What will you do when one man's ambition resurrects the nightmare?
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If one has taken a look at some of my previous RPs, this is probably quite familiar. If one hasn't, here, go look at a couple: Magical girls, closer to what this is going to be and cyborgs versus space monsters. It's the same sort of themes, but in a format I'm more comfortable running.
And so, I shall be up-front about as much as I can for how I'll be running this RP. Posting expectations and such won't quite be a thing, because it's chat-based. But, I am expecting everyone to be able to commit to a weekly sessions that last a good 3-4 hours. I am willing to work with players to arrange a time that works best for everyone, although I would strongly prefer some time on the weekends my time (US Eastern, GMT-5H if I remember correctly, may be an hour ahead due to daylight savings). I highly doubt I will be able to accommodate everyone, but I decided long ago it's best to do what I can for the majority just to avoid spending weeks trying to figure out the time slot.
I do expect dedication. I'll likely run this for the long haul, even if I'm down to just two or three people. I'd prefer that doesn't happen. So please at least let us know what's up ahead of time if you have to miss a session, or decide you need to drop.
I'm looking for a fairly small group, up to six. However, due to things such as time conflicts or dropping, I am happy to have more than six people interested. I'm also not likely to just grab the first six who show up, so it'll depend largely on who has interesting characters ,who can make the time, and who sticks around. I may create a waiting list for those interested but unable to join in, in anticipation of future drops.
And lastly but probably most importantly, I am going to run this as a dice-based game. I'll be using the Mutants and Masterminds 3rd edition rules. I'm more than willing to help people make characters, and will do my best to explain the rules. They aren't very difficult in play, although creating a character can take a while. But, it's a really good system for anime-styled adventures and fighting. I also encourage discussing characters between players, so I'd encourage talking as you work in the OOC. The first session may also be character creation.
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My major inspirations for this are Magical Girl Lyrical Nanoha (and similar magical girl shows), Knight Run, and I'm blatantly taking ideas for the enemies from all manner of shmups.
The overall themes for the game are closer to Nanoha. The tone of the game is more bright, people aren't likely to die, enemies can become allies with enough work, and so-on. This isn't to say it will always be sunshine, rainbows, and friendship lasers. Things can get dark at times.
The main focus of the game will be various missions that are likely to be combat-leaning, as the PCs are assumed to be members of the military. There will be a bit of a focus on combat, although I intend to do "downtime" sessions between missions, for characters to have an opportunity to interact, or for you to pursue your own things. It's often when the most fun happens.
There will also be at least some political intrigue. Even in Nanoha proper, there are factions who don't always agree. Powerful mages are celebrities and potential political figures in their own right, and may also be feared and distrusted by their own organization.
If you might be interested in a darker overall tone, I'm happy to oblige you guys. The most obvious is that death would be a little closer on everyone's heels. People die, magic may not be always non-lethal, and so-on. There may also be worse or stranger political issues, but I'm not really sure how well I can run any such intrigue conflicts.
Other darker themes may include sanity loss, or corruption. -
The game system I'll be using, Mutants and Masterminds, is a d20-based system with some roots in the days of D&D 3.x's open game license. The third edition moves away from said roots a bit more to be its own game, and also modifies things in places to be much more sensible and harder to break.
The basic mechanic is, you roll a d20, add your bonuses and other modifiers to the roll, and you want to have a high number to beat a static difficulty or the other guy's roll. M&M doesn't use HP, but instead uses a "Toughness" save for avoiding damage. I find it does a very good job of emulating anime-style fights just as well as it does the superhero genre it's intended for. Another reason I like the system is that it allows for "minion" enemies who are easy to beat, but otherwise need not be so weak they aren't a threat.
Now, let's say you want to do some really cool or badass moment, or just really need something to go in your favor, but the dice aren't cooperating. Hero Points are the solution. You can spend a hero point to, among other things, reroll on an attack, save, skill check, or whatever else, and your reroll is guaranteed to be decent (you add 10 to any result on the die less than 10). You earn hero points by letting your complications inconvenience you, or otherwise by the whims of your fickle GM. I'll try to keep you guys in a decent supply of them.
The...challenging part is that some of the difficulty in learning the system is front-loaded. Actually playing the game is really straightforward. But making a character can take a while, particularly making a character that works the way you want them to. While you're learning, this can be a challenge, albeit one I am here to help with.
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