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Isle of Demons - BRP/Mythras - recruiting players - GMT weekdays evening

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Isle of Demons I am recruiting players for a short campaign on the Isle of Demons. The rules system is a lightly houseruled Mythras-BRP to streamline for Roll20. Time: weekday evenings (probably Thursday) roughly GMT time zone, running no more than 2 hours a session.  Players: over 18s only. No previous experience needed of the system, but an interest and a level of maturity is necessary. No racist or sexist edgelords or people who want to act out their creepy fantasies. The setting does draw from pulp but it's not the 1930s anymore. Setting: Sword & Sorcery weird fiction, an isolated island where the PCs are all teenage members of a local tribe. You all worship a totem animal (chosen by the group) and the adventures consist of your pushing beyond the traditional boundaries of the tribe. Your locale is a heavily forested jungle region, bounded by the ocean to the south, and plateau to the north. Dotted around the region are the remnants of an older civilisation created by the one time rulers of the island, the Serpent Folk, now retreated to their hidden cities and reclusive sorceries. Somewhere on the island there is a colony of settlers from the outside world, you have only heard stories of their odd behaviour, strange artefacts and unwholesome, alien gods. The island is infested with bizarre creatures which one way or another spring out of ancient smoking mirrors, said to have been created by the Serpent Folk. These creatures are sometimes an asset and always a danger, watch out for the plants as well, some of them move. Which is your tribal animal totem? Which tribes are you friendly with? Who are your enemies? Will your shaman help you? Can you help the shaman? She asked you to collect a quill of Black Lotus Dust powder for a ceremony, but the only place it grows is in the old ruins, which you've heard are haunted. Do you see spirits? Perhaps one has visited you in dreams, have you spoken to it?... What do you think of the colonists? Can you find their settlement? Can you make them go away? Can they be useful to your tribe? You heard they have huts full of cocoa beans and marvellous fabrics they will trade for furs, ivory and spineapple fruit. Are you strong enough to lift a Gada? Kalili swings his around every morning for exercise but you can barely hold your throwing stick straight. You have hunted game with your sling but not yet gone on a raid, perhaps you can prove yourself and earn the right to carry a warrior's weapons. --- Post here if you are interested.
Jubala Bark, 200 silver for Half a kilo When burned as incense and inhaled, makes all Deceit attempts two grades more difficult for the next hour. Normally used during inter tribal negotiations
Sounds like a really cool setting, never played the system though.
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Mobiji said: Sounds like a really cool setting, never played the system though. I had in mind to run the game largely for newbies, so system knowledge is not important at the start. Due to the setting and the nature of the game, there are limits on what you need to know as a player. The technology level is low so there's only a specific range of equipment available at the start, determined by what the tribe can make, this might change depending on contact with the colonists. The magic systems are restricted to Animism (which allows access to spirits associated with the tribe's animal totem), and a number of Theist cults foreign to the island, brought in by the colonists, speaking of which here's one of them ...
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¡Hola! ¡Nunca jugue pero hace poco descubrí de que tratan estos juegos y quiero empezar! :) Escribo ciencia ficción así que creo que me va a encantar! Y la historia me parece genial. Soy de Galicia y tengo más de 18 años. Justo hoy dejé mi pc en el técnico para arreglar, pero pronto va a estar lista.  
Perdón mi español es malo. El juego será en inglés.
Hi! May be interrested. Pompo#5688 on discord.
Looking for 2 more players... What kind of character would you be interested in playing?  Possible careers: Hunter.  Responsible for finding, tracking, and killing creatures, the hunter is knowledgeable about the land and the behaviour of animals. A hunter may hunt in a variety of ways: simple stalking, trap laying or driving creatures into pens. The purpose of the hunt depends on the culture of the hunter. Most seek out prey for the simple purpose of gathering food, but some hunters specialise in the extermination of deadly predators or the culling of animals for valuable body parts: furs, horns or teeth for instance. Hunters often learn a supplemental craft for preserving or skinning the creatures they kill. Fisher. Fishermen work the waters, braving the elements and dangers to bring back its bounty. Mostly they trawl for edible food, anything from shellfish to whales. A few seek commodities other than food however, particularly valuable items like rare shells, pearls or even medicinal types of water plants.  The social rank of fishermen depends on the value of what they recover; a primitive island based culture for example, might grant high status to those who bring back the greatest amount or most dangerous produce. Fishermen do not necessarily need boats, and neither are they tied to the sea. Many live beside lakes or along rivers, using nets, baskets, and weirs to trap their catch. Warrior . Professional soldiers are the warrior class of a community. Most of their time is spent patrolling, guarding and training – focusing on the use of weapons, close-quarter tactics, and the study of enemy styles to make the most of any future opportunities. The warrior may or may not follow a particular martial code, and similarly he might focus on finesse or simple brute-force. Crafter ( which crafts would you be skilled with? ) Skilled artisans, professional craftsmen cover a huge range of trades: from basket making through to weapon crafting. Most craftsmen specialise in one particular area, but it is not uncommon to find those skilled in a second field related to their primary craft. Some crafters have associated experience in buying materials and selling their own wares, depending on their scale of their business.  Shaman's assistant. The kahuna can commune with the spirits of the totem and the ancestors; understanding the secrets of the spirit plane which lies over, under, and around the world we live in. The kahuna has great insight and power, or so they would have you believe. As an assistant you may be tasked with jobs for the tribe's kahuna (shaman) who teaches you how to move into the spirit world, speak to spirits and bind them to a fetish, these spirits can give you the abilities of the totem animal. PCs have the freedom to develop their character as they wish (there are no classes) but the initial career will determine which professional skills they start with, these can be time consuming and "expensive" in terms of XP to learn, so your starting career is important. What would be your choice for the tribe's totem from the choice below: Anguri: The armadillo tribe Gabari: The moth tribe Gamari: The tortoise tribe Ghidori: The hydra tribe Gyaosi: The bat tribe Kamacuri: The mantis tribe Kangi: The ape tribe Kumongi: The spider tribe Mandahi: The python tribe Oodaki: The octopus tribe Varanri: The lizard tribe
Me and my friends would be very much interested! My discord is Comrade Ottovski#3600
Sounds like a very interesting setting, I‘d be interested in joining, how long would you say approximately the campaign will run?
Discord is BrasWolf27#0795