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Topics - lowlevelowl

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You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor.

In Flight from the Dark, you swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. Relentlessly the servants of darkness hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully—for they can help you succeed in the most fantastic and terrifying journey of your life.


The Story So Far...
In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.

The Kai monks are masters of their art, and the children in their charge love and respect them in spite of the hardships of their training. For one day when they have finally learnt the secret skills of the Kai, they will return to their homes equipped in mind and body to defend themselves against the constant threat of war from the Darklords of the west.

In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called ‘Sommerswerd’, the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

Now it is in the morning of the feast of Fehmarn, when all of the Kai Lords are present at the monastery for the celebrations. Suddenly a great black cloud comes from out of the western skies. So many are the numbers of the black-winged beasts that fill the sky, that the sun is completely hidden. The Darklords, ancient enemy of the Sommlending are attacking. War has begun.

On this fateful morning, you, Silent Wolf (the name given to you by the Kai) have been sent to collect firewood in the forest as a punishment for your inattention in class. As you are preparing to return, you see to your horror a vast cloud of black leathery creatures swoop down and engulf the monastery.

Dropping the wood, you race to the battle that has already begun. But in the unnatural dark, you stumble and strike your head on a low tree branch. As you lose consciousness, the last thing that you see in the poor light are the walls of the monastery crashing to the ground.

Many hours pass before you awake. With tears in your eyes you now survey the scene of destruction. Raising your face to the clear sky, you swear vengeance on the Darklords for the massacre of the Kai warriors, and with a sudden flash of realization you know what you must do. You must set off on a perilous journey to the capital city to warn the King of the terrible threat that now faces his people. For you are now the last of the Kai—you are now the Lone Wolf.


Lone Wolf, Kai Initiate
Combat Skill: 15
Endurance Points: 22/22 (100%)
Weapons (1/2): Axe
Backpack (1/8): Meal
Belt Pouch: 1 Gold Crown
Special Items (3/12): Map of Sommerlund, Helmet (+2 END), Crystal Star Pendant

Storytelling and Roleplaying / Heart of Ice
« on: June 17, 2013, 10:57:25 pm »
In 2015, worsening conditions in the world's climate led to the first Global Economic Conference. It was agreed to implement measures intended to reverse industrial damage to the ecology and replenish the ozone layer. By 2031, an array of weather control satellites were in orbit. For added efficiency, and as mark of worldwide co-operation, these were placed under the control of a supercomputer network called GAIA, the Global Artificial Intelligence Assembly. The Earth's climate began to show steady improvement.

The first hint of disaster came early in 2037, when GAIA shut down inexplicably for a period of seventeen minutes. Normal operation was resumed but the system continued to suffer glitches. One such glitch resulted in Paris being subjected to a two-day heat wave of such intensity that the pavement cracked. After several months, the fault was identified. A computer virus had been introduced into GAIA by unknown means. The system's designer began programming an antivirus but died before his work was completed. The crisis grew throughout that year until finally, following the death of five thousand people in a flash flood along the Bangladesh coastline, the GAIA project was officially denounced. Unfortunately it was no longer possible to shut it down.

By the mid-twenty-first century, global weather conditions were in chaos owing to GAIA's sporadic operation. Ice sheets advanced further each year. Australia was subject to virtually constant torrential rain. The centre of Asia had become an arid wasteland. The political situation reflected the ravages of the climate, with wars flaring continually around the globe. Late in 2054, computer scientists in London tried to hack into GAIA and locate the replicating viruses in the program. GAIA, detecting this, interpreted the action as an attack on its program and retaliated by taking over a range of defence networks which allowed it to launch a nuclear strike. London was completely destroyed.

By the end of the century Gaia had routed itself into all major computer networks, taking control of weather, communications, and weapons systems all across the planet. Periods of lucidity and hospitable climate were interspersed with hurricanes and arctic blizzards. The US president gave an interview in which he likened GAIA to a living entity: "She was intended as mankind's protective mother, but this 'mother' has gone mad."


Spiralling decline in the world's fortunes left much of humanity on the brink of extinction. The population fell rapidly until only a few million people remained scattered around the globe, mostly in cities where food could still be artificially produced.

It is now the year 2300. The rich stand aloof, disporting themselves with forced gaiety and waiting for the end. The poor inhabit lawless slums where disease is rife. Between the cities, the land lies under a blanket of snow and ice. No one expects humanity to last another century. This is truly the end of history.


Choose a character.

Others might mourn the collapse of civilization, but for you it only opens up new areas of mystery in the world.

Times are hard and the strong prey upon the weak. It is left to the likes of you to enforce the law.

Even as the world dies a slow death, governments vie with one another for the wealth and power that remain. You steal secrets and trade them to the highest bidder.

Most people understand nothing of the machines created by their ancestors, but you've learned that knowledge is power.
Life Points: 10 9 4 2 6 3 4 5 3 -2
Scads: 30
Possessions (4/8): canister of vine killer, food packs (skudge bar x3)
HUMBABA, cyborg body-parts

Born with strange powers, you are more than human. Others would kill you if they knew your secret.
Life Points: 10
Scads: 30
Possessions (1/8): psionic focus

Few dare cross the icy wastes between cities, so a daring adventurer can make a tidy profit.

Cursed with second sight, you know that mankind has no future unless something is done to save the world.


The ability to perform acrobatic feats, run, climb, balance, and leap. A character with this skill is nimble and dexterous.

The use of a range of martial arts incorporating elements of karate, ju-jitsu, and taiji.

The ability to think on your feet and devise clever ploys for getting out of trouble. Useful in countless situations.

The ability to program and operate computers - almost a forgotten science in the apocalyptic world of the twenty-third century.

The ability to sense danger and read other people's minds. You must possess a psionic focus to use this skill.

A combination of history, legend, and general knowledge which gives you a good basis for dealing with the unknown.

The ability to mentally affect the normal laws of nature. A slower and less reliable technique than ESP, but with sometimes miraculous effects. You must possess a psionic focus to use this skill.

The ability to handle virtually any vehicle from an air-sled up to a space shuttle.

Stealth and espionage skills: picking pockets, opening locks, and skulking unseen in the shadows.

Expertise with long-range weaponry. You must possess a charged barysal gun to use this skill.
With this skill you are never at a loss in cities. What others see as the squalor and menace of narrow neon-lit streets is home to you.

A talent which enables you to cope in desolate and uninhabited regions: forests, deserts, swamps, and mountain peaks.

Storytelling and Roleplaying / [Interest Check] Gamebook Voting Game
« on: June 16, 2013, 03:20:46 am »
Hey, was just digging through a bunch of boxes of old books I found and I stumbled upon a hearty collection of 80's-era choose-your-own-adventures/gamebooks, and was thinking it might be fun to kinda 'run' one for the forum, if anyone is interested. Choices could be voted over daily and text might even be able to be a little bit personalized, to make for a smoother/more interesting reading experience. These are the three I was thinking of running....

Lone Wolf, a fantasy series where you play as the last of an order of warrior-monks, going around the world doing heroic things.

Fabled Lands, a partially unfinished fantasy series, famous for it's open-ended and free-roaming gameplay.

Heart of Ice, a one-off gamebook set in a post-apocalyptic earth, where you are after an elusive gem of enormous power.

Storytelling and Roleplaying / Stonepunk
« on: July 21, 2011, 04:12:41 am »

Storytelling and Roleplaying / Ecumenopolis Lost
« on: March 16, 2011, 03:40:14 am »
Once upon a time, great monsters of grey glass and granite rose up into existence all across the world. They tore and gnawed and gnashed their way through the dirt and bedrock until their roots were buried deep within the earth. They sucked the life from the surrounding land. Their sinews coursed with cement and rusted metal, their veins pumped sewage. They choked the air when they inhaled into steam-filled lungs; and when they exhaled, only smog and fire escaped. With a thousand limbs they reached up and scraped the sky.

As years passed and these horrors grew and grew beyond all reason, pieces of them died and fell away. Most of the time, they would cannibalize their dead extremities and grow new ones in their place. Sometimes, though, these places were left to rot. The carcasses didn't vanish, didn't shrink into the soil to replenish their kin around them. They rotted and stunk, and festered diseases, ghosts of pollution and radiation and electrical spirits of mal intent.

The larger the iron beasts grew, the more corpses they left in their wake, dead at their feet, decomposing underneath them. This carrion of stone and steel began to poison the land around it, power outages and generator viruses spreading like a cancer through veins of asphalt and cinderbrick.

It wasn't long before the monster's growth was stunted, and soon after, it died. Now it lies dead across the surface of the world, rotting quietly into rust and dust.


Earth was rapidly growing into an ecumenopolis, as major points of civilization exploded into ultra-dense megalopolises, while slum cities blossomed across the land like hives to try to house the multiplying population. By the late twenty-first century, there more humans alive than the cumulative total of all of humanity's past. The megastructures and infastructures that had been erected all across the globe were failing, with babies being born into the world and leaving it without ever a drop of water nor a bite of food reaching their mouths. The constructed environment man had built around the world began to fail, and in its failure, poisoned the remaining cities, which had relied on the outposts for resources and power. The world ended slowly, not with a bang but with a gasp.

The world ended, but life didn't.

Things human and inhuman wander the ruins of the world past, scavenging for sustenance and power in the forgotten places of the world. Above, between, and under the corpse of civilization lie rotting palaces and vast labyrinths, beside condemned buildings and abandoned subway stations. Delving into these twisted environments is the only way of life now. And so unlikely alliances form, between the myriad sentient species that wander the ruins. Through a common bond of survival they reach out and form delving parties, heading into the ruins to search for clean water and forgotten technology.

Krakow Sam's Delving Party (3/3)
..............Deacon the Synthetic Crossbowman (100% HP)
..............Coniac the Brain-barian (100% HP)
.............."Audrey" Tatou (100% HP)

Name: Deacon
Race: Synthetic
Alignment: True Neutral
Level: 1
XP: 0

HP: 50/50
AC: 5

STR: 11
DEX: 13 (AC -1, Missile Attack +1)
CON: 7 (Radiation Saving Throw -1)
INT: 11
WILL: 11
CHA: 11

Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

Aberrant Form (Xenomorphism) - darkvision, can see in complete darkness with a range of 60 ft.
Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Increased Balance - will never fall or stumble, can climb almost any surface without danger of losing balance
Synthetic - affected by radiation as if it is 1 class level lower than its rating, immune to mutations by exposure to radiation, +3 to all saving throws for heat or cold based attacks, immune to all poisons, can't heal, can repair 1d3 hp per day if dedicated to the task, +3 reaction adjustment

2 gp, heavy crossbow, dagger, 10 bolts & carrying case, 10 darts, studded leather armour, grappling hook, flint & steel
Name: Coniac
Race: Mutant Human
Alignment: True Neutral
Level: 1
XP: 0

HP: 45/45
AC: 5

STR: 13 (+1 to hit, damage, forcing doors)
DEX: 11  
CON: 11
INT: 17 (+10% tech roll modifier)
CHA: 11

Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

Ability Boost - once per day can double attribute for 1d10 consecutive rounds, or gain +1 to attack rolls for 1d10 rounds
Mental Barrier - mental attacks against character have -4 to attack, can sense mental mutations within 90 ft.
Psionic Flight - may fly through the air with a movement of WILx10
Reduced Immune System - extra 10 hp/day damage from falling ill, -4 to saving throws against diseases, duration doubled
Tinkerer Affinity - +20% to technology rolls, can make weapons which do extra damage up to +4

2 gp, two-handed sword, chainmail armor, 2 pints of wine, 10 days of trail rations, 1 lb. of salt, flint & steel, 8 torches, large sack, backpack, bedroll, cooking pot
Name: "Audrey" Tatou
Race: Mutant Plant
Alignment: True Neutral
Level: 1
XP: 0

HP: 38/38
AC: 6 (7 without shield)

STR: 12
DEX: 12  
CON: 13
INT: 11
CHA: 11

Energy Attacks: 15
Poison or Death: 12
Stun: 14
Radiation: 13

Chameleon Metamorph - can change colour and shape to resemble another plant, plus camouflage abilities
Dermal Poison Slime - contact with body slime causes 3d6 damage, halved on a successful save
Gigantism - 19 ft. tall, +3 to damage, -1 penalty to hit creatures under 3 ft.
Know Direction - incapable of being lost, can always find way back to previous location
Increased Dexterity - -2 bonus to AC
Pituitary Deformation - appears 2-3 times actual age, has natural lifespan of 40-50 years
Poison Susceptibility - all saving throws to resist poison are at -4
Poisonous Spores - can emit a cloud of spores causing paralysis for 2d6 rounds, or halving movement on successful save

27 gp, big manhole cover (shield), road sign (polearm), cart, 10 gp in barrels of clean water, 10 jars of xeno liquor

Storytelling and Roleplaying / Mutant Future
« on: March 14, 2011, 06:40:09 am »

Mutant Future is a old-school science-fantasy gonzo-apocalyptic RPG, and I want to play it. The rules are available for free from the link above. They are descended from classic D&D rulesets and try to go for the same feel and style of play.

I want to run a random encounter/dungeon crawl scenario using this awesome dungeon generator, swapping in monsters, treasure, and other randomly generated elements as needed.

If you're interested, roll up a party of three adventurers, including gear, and we'll run them through, gaining XP and treasure and leveling up, until they are dead or worse. When they're dead you can roll up another team, or we'll run through with another player if there happens to be one waiting.

As for character creation, try to be as classic as possible. That means rolling 3d6 for stats and assigning them in order, and rolling for all mutations. Androids and mutant plants are fair game for player races. Any questions, let me know.

This whole thing was hastily re-typed after I accidentally erased the whole thing, so if it doesn't make sense that's because the zopiclone is kicking in.

Storytelling and Roleplaying / Fiasco
« on: March 04, 2011, 03:40:01 pm »

I want to run a little game called Fiasco. It's a collaborative shared-narrative game with a mechanic behind it that helps to push the game along without being restricting. The best summary of the premise for Fiasco comes right out of the book itself, and so I will quote it rather than trying to paraphrase it:


Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong – particularly films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably collapse into a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.

Fiasco is a shared narrative game. It requires 3-5 players, no prep, and no GM.  The game is created on the fly, with the players taking turns narrating the story.  Each player brings four d6 dice: two white, two black, to the table. These are then pooled into the center of the table and are used during the game.


No knowledge of the rules or ownership of the rulebook is needed if you are interested, I will explain as we go along. Once understood, the rules are simple and easily understood.

The game itself has different 'playsets' to set the theme/setting of the particular session we decide to embark on. In the original book, there are four playsets. Main St., which involves a quiet southern town, Boomtown, a wild-west setting, Tales From Suburbia, involving the middle America suburbs, and The Ice, taking place in an Antarctic research station. The company has been releasing additional free playsets however, all available here, so you might want to download those and take a look.

So if this rouses your interest, let me know and we can create our own dark tale of horrific consequences and collateral damage. Krakow Sam wanted to run this same game a couple of months ago by voice methinks, but I prefer doing it the good ol forum and text way.

Storytelling and Roleplaying / RPG by Question
« on: November 25, 2010, 03:28:39 am »
This will be a community-driven RPG driven by mostly yes/no questions asked by the community, and answered by a roll of the dice interpreted through me and logical interpretation. By answering questions, the action is moved along and the world and setting are created. The action is is broken into scenes, just like a movie, to keep things straight - and there will be the occasional random event to throw you guys a curveball.

So first we need to create enough of a world to begin playing in - we can flesh it out as we go. Remember, its your questions that drive this game.

We should start with global questions. Is it a fantasy setting? Is faster than light travel possible? Is it a grim setting? Is there magic in the world? Does gunpowder exist? Has a genocide occurred recently? Does everyone speak the same language? These sort of questions will help shape the adventure world fairly quickly, and the scope of them is essentially unlimited, as long as they are yes/no for now.

So basically, ask away, keeping them to yes/no questions, and next time I get back I'll go down the list answering them all, and interpreting it as logically as I can or as I see fit. I'd also appreciate it if we didn't get too silly, as I'd like a playable setting that doesn't stray into comedy.

Storytelling and Roleplaying / [Gamma World] Heliophobe
« on: November 06, 2010, 04:00:57 pm »
Gamma World is a late 70s-era post-apocalyptic RPG, and it was full of glory. I regard it as the pinnacle of 70s/80s post-apocalyptia, creating a world where you could dodge a swipe from a flying hairless grizzly bear, shoot it in the face with your laser gun, only to be impaled by a giant scorpion tail you didn't know the bear possessed. 'You', being a telepathic robot. It is frequently ridiculous but never silly, at least the way I play it. Think of vintage pulp sci-fi, Heavy Metal meets Fallout, Metamorphosis Alpha, Earth Delta, Tank Girl, TMNT's After the Bomb, and sci-fi/post-apocalyptic B-movies. It's a world where 'radiation' made that badger pick up a M60 and shoot at you. It's a world where you can throw a grenade at a giant radioactive crocodile while atop a giant carnivorous riding-bird. Don't you want to play it? Don't you?!

I've decided to make a forum story game inspired by Gamma World, in which we will follow the journey of a PC that we create. You, the forum, will serve as the character's thoughts, commenting on what you want him/her/it to do or where to go. I didn't want to make this a vote-based game just because that tends to severely limit your options, so I'll pick either the most popular or logical course of action. Hopefully this will be an enjoyable ride for us both.

Alright, first things first, character creation. I'll be using Savage Worlds as the rule system.

In the fifteen generations since the Shattering, mankind has survived and come to terms with this new world. Indeed, it is time for the glories of the past to become the realities of our future. We can rebuild this world; we can build ourselves a better life. Much wisdom was lost; but it can be regained! The conflicts of the past are the past. The griefs from the outer aether are no more. We are once again masters of our futures. Let that future be a bright one!
--- a Restorationist speaker heard preaching at the main market in Newton

First thing that needs to be picked is race. You can choose from...

Pure Strain Human
Also known as Purebloods, Purebreeds, or PSH, these are all that remains of the finest human stock. Specially conditioned against genetic drift, these Uber-men endeavour to claw a home in a world gone chaotically mad.

Mutated Human
Also known as Humanoids, Mutants, or Muties, these are the remains of the vast majority of the human race, warped and altered by the radiation, biogenics, viruses, and antidotes of the Shadow Years.

Mutated Animal
These are intelligent animals who have developed some form of communication. They may use tools and weapons as normal if they have some form of manipulative digits.

Mutated Plant
These are intelligent plants who have gained mobility, the ability to sense their surrounding and communicate in some way.

After we come to a decision, we'll generate mutations, if any, and then do the character's attributes, skills, edges and hindrances and such.

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