The Sunless Sea [ EDIT ]
This game has been retired! That means it's no longer being run.
The Sunless Sea. No-one knows where it came from, and why, but it did. It overflowed the cities, the farms, the fields, and soon only the mountaintops were land. And now, the islands that were mountaintops are the place where people live, or more precisely, survive. A lot of people say it's not living, just existing.
Some braver or unusually follish people decided to travel the Sunless Sea. That is a great risk, there are strange phenomena and strange creatures everywhere, and lots of ships disappear. However, this is the only means of news and goods spreading, so those that can survive the journey are welcome at the place where they arrive. Food, materials, skilled craftsmen can only arrive this way, so folks are always helpful with adventurous travelers.
And, a few of these people, the PCs, have stumbled upon something weird even in this world: a ship that has a personality, has goals, talks, pouts, has emotions and people skills. Also, very good at navigation and maneuvering, which is very handy. It calls itself Bluebeard. It considers itself the captain, and the crew as land-crew and healers for its 'body'.
Once you get that kind of equipment, you'll be able to assist Bluebeard in navigation and maneuvering, but at the beginning, you are maintenance and land crew.
I don't have a plot in mind. You can have character goals, and pursue them. If the players can agree on a course of action in a relatively short time, Bluebeard will do that (go where the team wants it to go). If not, I'll make a decision as Bluebeard and it'll take you somewhere.
Obviously, I'll need characters who are desperate or uncaring or whatever enough to stick with Bluebeard and its weirdness.
SWADE - Savage Worlds Adventure Edition
I'll be using Ironsworn oracles, Mythic GME tables and Apprentice Decks a lot, in addition to my imagination.
Some braver or unusually follish people decided to travel the Sunless Sea. That is a great risk, there are strange phenomena and strange creatures everywhere, and lots of ships disappear. However, this is the only means of news and goods spreading, so those that can survive the journey are welcome at the place where they arrive. Food, materials, skilled craftsmen can only arrive this way, so folks are always helpful with adventurous travelers.
And, a few of these people, the PCs, have stumbled upon something weird even in this world: a ship that has a personality, has goals, talks, pouts, has emotions and people skills. Also, very good at navigation and maneuvering, which is very handy. It calls itself Bluebeard. It considers itself the captain, and the crew as land-crew and healers for its 'body'.
Once you get that kind of equipment, you'll be able to assist Bluebeard in navigation and maneuvering, but at the beginning, you are maintenance and land crew.
I don't have a plot in mind. You can have character goals, and pursue them. If the players can agree on a course of action in a relatively short time, Bluebeard will do that (go where the team wants it to go). If not, I'll make a decision as Bluebeard and it'll take you somewhere.
Obviously, I'll need characters who are desperate or uncaring or whatever enough to stick with Bluebeard and its weirdness.
SWADE - Savage Worlds Adventure Edition
I'll be using Ironsworn oracles, Mythic GME tables and Apprentice Decks a lot, in addition to my imagination.
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+ We'll be using SWADE.
+ Seasoned characters (4 advances), human only.
+ Everyone gets arcane background: magic, and it comes with 5 maximum essence and a default power: enhance trait. Choose one attribute and two skills: you can use the default power to boost these traits, after you make roll. Using magic is dangerous, however. Whenever you spend essence with this background, you have a chance to suffer sanity damage.
+ You can take enhance trait multiple times. Each time choose a new attribute and two new skills.
+ When you take new powers the first time for magic, it gives 3 powers.
+ The other available arcane background is weird science, no extra essence, 3 powers.
+ The extra power edge gives +5 maximum essence
+ We won't use bennies. You have your enhance trait power.
+ juice / spark / buzz / gas / petrol are all used as slang for essence
+ Seasoned characters (4 advances), human only.
+ Everyone gets arcane background: magic, and it comes with 5 maximum essence and a default power: enhance trait. Choose one attribute and two skills: you can use the default power to boost these traits, after you make roll. Using magic is dangerous, however. Whenever you spend essence with this background, you have a chance to suffer sanity damage.
+ You can take enhance trait multiple times. Each time choose a new attribute and two new skills.
+ When you take new powers the first time for magic, it gives 3 powers.
+ The other available arcane background is weird science, no extra essence, 3 powers.
+ The extra power edge gives +5 maximum essence
+ We won't use bennies. You have your enhance trait power.
+ juice / spark / buzz / gas / petrol are all used as slang for essence
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