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Super fantasy

Savage worlds once told me that "Supers should be supers. They should stay out of other games. Don't use the super's book with other settings or other companions." So I did it anyway with some minor restrictions, and it was pretty fun. (No experience with the system required, first session will be chargen).

I'm itching for another game, as my schedule is making it difficult for me to play with my usual group. Which I think would be a great excuse to do it all over again. When the game starts as a result might vary from the original listing. But it will always fall within 6pm to 6am est, every other week.
We can start once 3 people can get together. 6 is more the maximum I'm comfortable dealing with at a time.
We can either do voice or text. Based on what everyone wants, though not one and the other. I've seen that happen before, and the text people tend to get left behind.

Mature content is selected mostly because I swear frequently, and the setting is dark, some mature themes might show up from time to time. Definitely not an erp.

So what's the deal? We have ourselves a low fantasy world. Magic is rare mystical misunderstood and ritualistic. It exists, but think less casters and more half a dozen people out in the woods with a knife and some candles. Monsters exist, but even the most mundane require the efforts of a gaggle of militia members working together to fend off. Don't go into the haunted woods, literally nobody has come out of there sane. The villains are evil. They do awful things in an awful manner.

Of course that was all yesterday's news. Today is the dawn of powers (or last week, it's all very vague how long all of this has been going on for, you might find out).

The setting itself is fairly generic, theme not withstanding. It had and still has many minor conflicts, but no real major one. Supers are bound to change that. So join me as we explore the effect on a world when various people start playing with an entirely new set of rules.

For now here's a little player packet. https://www.dropbox.com/s/y4ufp6twxfgjinm/Frunker%20stump.docx?dl=0

You don't need to open it at all. It's basically the house rules that make super's in fantasy more reasonable, some things I do, and a crash course in the setting (that might change a little, everything else probably won't). All up front. For those already with the books it will help you come to the table with an idea or two. Hell even if you don't have the books it might.

We'll be starting in them Hearthlands (because let's be real this setting is designed as the Hearthlands, and oh hey look at these weird oddly mono-thematic things surrounding it).

Want to join this game? Make a post in the discussion forum below and let the GM know!

1 Players (5 Open Slots)

Listing Discussion

  • 6 q
  • 76 E
Last Post
1475924988 by Fruity P.
  • 1 q
  • 17 E
Last Post
1473636259 by Thani