[Closed] Montreal Dark (Urban Shadows) [bilingual] [ EDIT ]

This game has been retired! That means it's no longer being run.
French:
Montreal,

Une ile, une ville, une histoire.

Originalement une poste de traite des fourrures, cette ville a evoluee au fils des ages pour devenir une metropole multiculturelle et un des centres economique et culturel d'Amerique du Nord.

Mais une ville avec autant d'histoire que Montreal a ses secrets... Serez-vous prets a les decouvrir?

Dans Urban Shadows, les regles laissent place a la narration. De plus, contrairement aux autres jeux, le groupes n'est pas oblige de travailler de concert. Il est tout a fait possible que les joueurs aient leur propres agenda, et un allier peut toujours se transformer an adversaire...


English:
Montreal,

An island, a city, a story...

Originally a fur trading outpost, it evolved throughout the ages to become a major multicultural metropolis and one of the econimic centers of North America.

A city with as much history as Montreal has a lot of secrets... Will you uncover them all?

In Urban Shadows, the rules take a backseat in favor for narration. Also, unlike most other games, it is not mandatory for the party to be working together. It is entirely possible that one or more players might have their own personal agenda to pursue, and an ally can always turn into an enemy...

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French:
Chaque joueur se choisis un archetype. Aucun archetype ne peut se repeter, donc si un joueur choisis un archetype, celui-ci devient hors limite pour les autres joueurs (par exemple, il ne peut y avoir 2 Vamps).

Il y a plusieurs archetypes qui peuvent accomplir des taches similaires, donc si l'archetype que vous vouliez prendre a deja ete choisis, je vous encourage a trouver une alternative ou un autre archetype qui peut accomplir des taches similaires.

Pour ceux qui n'ont pas acces a Dark Streets et aux playbooks du Dragon et du Immortal, voici une courte description des archetypes ajoutes dans ces supplements.

- The Scholar (Mortality): Vous savez que l'esoterisme est une commodite comme tout autre chose. Vous etes pourvoyeur de biens esoteriques, d'objets magiques, et d'artefacts maudits grace a votre reseau de vendeurs et d'acheteurs. Pour vous aider dans votre boulot, vous avez votre sac de messager (un genre de melange du sac magique de Felix le chat, d'une sacoche diplomatique, et du Tradis du Dr. Who...) et votre collection privee (qui vous permet de faire des recherches et trouver des informations).
- The Revenant (Night): Vous avez ete victime d'une grave injustice, et vous avez ete tue, mais les forces des tenebres ont decidees de vous donner une chance de venger votre mort (The Crow bref...). Vous etes une machine de combat, surtout lorsque vous remplissez l'obligation de votre Caul (votre quete de vengeance) car a ce moment la, vous avez l'approbation de votre Daemon (un esprit qui prend forme animal et qui vous guide).
- The Hallowed (Power): Un jour, votre foi vous a contactee. Vous aviez ete choisis pour parler et agir pour elle. La force do vos convictions, vous la puisez de votre congregation, un groupe de fideles qui peuvent aussi vous servir d'allies et de contacts quand le moment est propice.
- The Vessel (Wild): Vous etes un etre artificiel qui a ete cree pour accomplir une tache ou un devoir. Vous etes un combatant qui ne peut etre arrete parfois, mais vos instincts peuvent se retourner contre vous et vos allies... Au lieu de gagner de la corruption, vous devenez progressivement plus humain pour eventuellement changer d'archetype et de faction pour Mortality.
- The Dragon (Wild): Vous etiez un dragon, un etre tout puissant et majestueux qui regnais sur ces pitoyables etres humains, jusqu'au jour ou ils en ont eu assez de votre tyrannie et se sont retourne contre vous. Depuis, vous vous etes reincarne (possiblement plusieurs fois) dans un corp fragile et faible (a comparer un dragon) d'etre humain. Pire encore, vos ennemis d'antan, l'Ordo Draconis, vous traque pour vous tuer a nouveau. Vous devez retrouver votre pouvoir d'antan et votre famille draconique, aussi reincarnee, pour tenter de vous sauver de l'Ordo Draconis...
- The Immortal (Power): Vous etes immortel... ou plutot, vous ne restez pas mort longtemps. Vous avez perdus nombre d'etres qui vous etiez cher dus a leur mortalite. Vous avez souvent maudits votre immortalite et avez parfois souhaite mourir pour de bon. Mais l'immortalite a ces avantages, et vous avez mis de nombreux plans et de nombreuses intrigues en place. Apres tout, qu'allez-vous faire d'autre de votre immortalitee?


English:
Each player select an archetype. No archetype can be selected more than once (for example: there cannot be 2 Vamps).

There are many archetypes which can fulfill similar roles, so if the archetype you wanted to play has already been selected, you are encouraged to select an alternative which can perform roughly the same.

For those who do not have access to Dark Streets or the Dragon and Immortal playbooks, here are some short descriptions of those archetypes.

- The Scholar (Mortality): You know that the esoteric is a commodity, just like everything else. You trade in esoteric goods, magic objects, cursed artefacts, all thanks to your network of buyers and sellers. To help in your work, you have a messenger's bag (a big mix between Felix the Cat's magic bag, a diplomatic satchel, and Dr. Who's Tradis...) as well as your private collection (which allows you to make research and find informations).
- The Revenant (Night): You were the victim of a grave injustice. You were killed, but the forces of darkness gave you a second chance and brought you back to give you the opportunity to enact your revenge and bring those who wronged you to justice (sort of like The Crow...). You are a combat machine, especially when fulfilling your Caul (your quest for vengeance) for when you do so, you have the full support of your Daemon (the animal spirit which guides you).
- The Hallowed (Power): One day, your faith contacted you. You have been chosen to act and speak on behalf of your faith. You draw the strength of your convictions from your congregation, a group of faithful followers who can also act as allies and contacts when you need it.
- the Vessel (Wild): You are an artificial being which was created in order to fulfil some duty. Sometimes, you can become a veritable unstoppable force, but your instincts can sometimes make you turn on your own allies... Instead of gaining Corruption, you instead gain Redemption, which makes you more and more human, eventually allowing you to take another archetype from Mortality.
- The Dragon (Wild): You used to be a dragon, a majestic and powerful creature which reigned over those pitiful humans. But one day, your "subjects" got fed up of your rule and rose up against you. they killed you and forced you to be reincarnated in the same weak, feeble body humans use... Even worse, your old enemies (now calling themselves the Ordo Draconis) are still hunting you, trying to kill you before you can regain your old powers and forcing you into an endless cycle of death and reincarnation.
- The Immortal (Power): You are immortal... or rather, you do not stay dead long... You have lost many people dear to you because of their own mortality. You have often cursed your own immortality and wished for you to finally die once and for all, but immortality does come with some undeniable perks, and as such, it has allowed you to put in place many plans and enact several plots. Well, what else are you supposed to do with your immortality?

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