Mix and Mash Elements to Create New Setting Seeds (was GURPS GAME)

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Hello friends,

Do you feel uninspired? Lost? Don't know what game to write or buy? Don't know which adventure to run?

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It started with that. And some Tables. It was the classic GURPS GAME, where you take two random GURPS SUPPLEMENTS and try to make something fun out of them.

We are upping the gameplay.

As you can guess, a Setting Seed is a "book blurb" for a setting (and or to chronicle in said setting), a quick jazzy summary of the setting/ chronicle.

You can opt to do a chronicle framework. A Chronicle Framework is about the type of characters and how they are together - You are all part of the same martial arts dojo, you are all secret agents for allied countries, or you are all criminals out for revenge. Usually, a chronicle framework is combined with a setting seed. You can make an average setting/ chronicle into a cool one with the right chronicle framework. (You are all spies, yet you are helping out a relative from an aggressive land developer to save the ??.)

Now you just make up a setting seed and/ or chronicle framework. Combining things is a classic way to make a good setting. However, you might need inspiration. Now you could go to your game collection and pull two random books. That is always fun. If you don't want to get up and do that, you can roll d66 (and another d6) and look at the following tables.

Table A
1,1 Favorite/ Random TV/ Series Property
1,2 Favorite/ Random Movie/Video Property
1,3 Favorite/ Random Book Property
1,4 Favorite/ Random Tokusatsu
1,5 Favorite/ Random Game from Shelf
1,6 Modern Action/ Drama
2,1 Super Heroes
2,2 Espionage
2,3 Urban Fantasy
2,4 Pulp
2,5 Victorian/ Western
2,6 Steam Punk
3,1 Non-Earth Fantasy
3,2 Medieval (Euro) Fantasy
3,3 Medieval (Japan or Korean) Fantasy
3,4 Fantasy in China - Amount of fantasy variable, Kung Fu optional.
3,5 Fantasy in Age of Exploration & Napoleon (Pirates and Musketeers) Amount of fantasy is variable.
3,6 Generic Adventure Fantasy (D&D, OSR)
4,1 Stellar Sci Fi
4,2 Non Stellar Sci Fi
4,3 Space Opera
4,4 Mecha (and Kaiju)
4,5 Cyberpunk
4,6 Post Apocalypse
5,1 Time Travel
5,2 Poly World Dimensional Travel
5,3 Anime Style
5,4 School Setting (High School, Magic School)
5,5 Soap Opera/ Social Dramas
5,6 Fairy Tale Fantasy/ Urban Fantasy
6,1 Comedy Toons Games
6,2 Anthro/ Furry Gaming
6,3 TransHuman
6,4 Adult (or reroll)
6,5 Gods/ Pantheons (Scion, Rick Riordan)
6,6 Angels/ Demons

Now roll 1d6 (or choose)
1 Roll Again on Table A
2-3 Roll on Table B
4 - Roll once on A and B (use one or both)
5 - Roll Twice on Table B (use one or both)
6 - Roll Twice on Table A (use one or both)

Table B
1,1 Africa
1,2 Americas (Aztec, Mayan, Inca, Mound Builder, Pueblo)
1,3 Arthurian
1,4 B-Movie (Monsters, Atomic Horror)
1,5 B-Movie (Horror Monsters)
1,6 Celtic/ Irish
2,1 China/ Asia
2,2 Conspiracy/ Illuminati
2,3 Dueling - Martial Arts
2,4 Elizabethan Gaming
2,5 Greece (or Classical Era)
2,6 Far Future
3,1 Historical (Pick a place/period you are familiar with)
3,2 Horror
3,3 Ice Age
3,4 Kinds (Vampires, Weres, Androids, other "cousin species")
3,5 Lost City (Atlantis usually, Opar, etc)
3,6 Lost World (Inner Earth or Plateau or Valley)
4,1 Mars (Fantasy, Whovian, or Real)
4,2 Middle Eastern/ Arabian or the Subcontinent/ India
4,3 Near Future
4,4 New Frontier
4,5 Other Punk (SolarPunk, BluePunk, etc)
4,6 Pirates
5,1 Regency Era
5,2 Renaissance
5,3 Robin Hood
5,4 Rome/ Imperial (choice)
5,5 Robots
5,6 Russia/ Slavic
6,1 Swashbuckling
6,2 Templars
6,3 Thieves
6,4 Veiled (There is a hidden sub society)
6,5 War (Pick a conflict or make one up)
6,6 Wizardry (or magic of some flavor)
 
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Modern (1,6) Lost World (3,6) and another roll on A (Pulp)

1) Pulp Tomorrow (1039)

What if, tomorrow, we discovered that the Earth was now hollow? Not in the we've been wrong about geology for centuries sense, or the veil of a centuries-old conspiracy has been pierced. But at 01:32 BST the core and mantle of our planet was replaced by a hollow biosphere warmed by an interior sun. Inhabited by dinosaurs, lost civilizations, and both Atlanean and Nazi refugees.

At the same time, probes orbiting Mars show the sudden appearance of canals, slowly drying seas, and signs of intelligent life. Venus has transformed from a crushing, corrosive inferno to a lush jungle with warm seas and pyramids poling up through the steamy canopy. The moon is now a megastructure*.

(There are other changes, but these all made the news.)

It's almost as if either reality suddenly shifted or the surface of our planet swapped place with that of pulp Earth.


--------------------------- For GMs
A convention in many super hero games is "an editor", a person whose ideals bend reality. Their powers activated. They changed the world. However, they thought it would be cool if people remembered the way it was, rather than "it was always this way". You could opt for some "wish" or a time/ dimensional shift, there are many options.

1/1
 
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4,2 Non Stellar Sci Fi + 2,2 Conspiracy/ Illuminati (Then I took it farther)

2) Jigsaw (1045)

Nine months ago, the object field we call "The Tour Bus" was detected. The object field is a large cluster of wreckage. It is obvious that there was some kind of accident causing it to "wreck". There is debris moving through our solar system. We do not know of any tourists and their status.

For the last six months, debris, or tourist trinkets if you will, from the Tour Bus wreckage have been landing on Earth. When they impact, "complicated" events tend to occur in the area. Attempts are being made to minimize the media impact of these events. However, they often have large effects. This makes it hard to keep it secret, so we only try to keep it quiet.

You are part of Project Jigsaw, a multinational cooperative of intelligence agencies set to "piece it together", to investigate and study debris pieces. Certain countries are more helpful than others, as many countries have their own quiet projects to use the trinkets to gain a technical and military advantage. (The US is very much part of Jigsaw, but it is highly suspected that they have their own secret project investigating and reverse engineering debris.)

Teams will have mobile bases with investigators, researchers/analysts, and scientists. Teams will investigate odd events (usually the result of a trinket), groups attempting to obtain trinkets, neutralize hazards for the public created by the trinkets, and collect them for study.

*Trinkets have a subtle field effect and manifest a strong, but very localized, magnetic field.

*Common Effects related to the trinkets are
>>gravity neutralization is the most common - a telltale sign of a trinket - The piece floating or causing other things to float or become light. (Though sometimes they cause motion or increase gravity effects.) >>causing things to become insubstantial and fall through things.
>>Teleportation effects
>>time distortions
>>>>One possible event of time travel from a future trinket to now.
>>Flashback of memories, obsessive thoughts, or flashes of foresight.

*The size of the piece determines the size of any disturbances related to it.
>>Many pieces are a few centimeters across.
>>>>The smaller pieces tend to be flat triangular or hexagonal in shape.
>>Larger pieces are one to two meters across, often made up of smaller pieces still connected.
>>The largest piece recovered to date is a torus with a diameter of 7.6 meters.

*Trinkets are psychoreactive, thus the strong emotions and thoughts of people around them cause effects based on said emotions.

*Reality Shifting Events can occur because of that. These are things more suited to the Twilight Zone. (In fact, agents will often call affected areas "Twilight Zones").

>>Creation of "clones"
>>Creation of "ghosts"
>>mental manipulations
>>moving objects and energy fields
>>animation of inanimate objects and the reanimation of living thing.
>>Mutation of Humans and other animals.
>>Tipping of human perceptions/ sanity.

*Bigger Pieces change the people and things in the world around them. You can use the analogy that they are doing their spaceship job, thus lifesupport, propulsion, shields, etc, etc.

*While various countries are cooperating with each other, each country understands the technical and military advantages of the debris.
>> Other groups are doing the same thing. Some may want to use these advantages to gain political power.
>>One hypothesis is that one terror group gathering pieces are somehow manipulated by one or more trinkets to gather and assemble them. They seem to be behind certain events. (They may be under the control of a tourist of trinkets).

*One or two unmanned missions have been launched towards The Tour Bus and should be arriving in a few months. (Boeing X-37s) Manned Missions are being built and should launch soon.

2/1.
 
So I got 3,2 Medieval (Euro) Fantasy + 6,2 Templars. I guess I'm playing Stupor Mundi. (assuming I can track down a copy)
 
I got 5,1 (Time Travel) + 2,2 (Illuminati) + 1 (roll on Table A again) + 5,6 (Urban Fantasy). I may not have understood the instructions properly.

Unless I am misremembering, that's basically the setting of Feng Shui. I think I can leave the silly rules-lite systems to those who enjoy them, so let's instead go for something a bit grittier.

I envisage a sort of Timecop setting in which a group of elite operatives battle a cabal of evil mages and mad scientists for control of the timeline. Mostly the good guys manage to keep history unfolding as it should, but the cabal are getting stronger and more successful. When history changes, and the Timecops change it back, nobody is any the wiser but a very small percentage of people (nobody knows why) seem immune: they retain their memories of previous timelines. These people are, of course, highly prized as recruits by both the cops and the cabal. Anyone who doesn't need magic or technological aids to withstand a timeshift is a useful asset.
 
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5) Game from Shelf (1,5) 1- Table A (3,6) Generic Adventure Fantasy.
Okay, rather than a favorite game, I am picking something from the reading pile. I am ignoring Powers and Prowlers as I am not feeling Super at the moment. That Brings us to Changeling the Lost.

Fantasy Project 06 Borderlanders?

From the Inside, The World seems fairly mundane. It is a world where the dominant culture is a somewhat noble/feudal system, where the power of the Crown is balanced by the power of the Land Holders (Nobles who owe duty and money to The Crown). We always have a Patron/ Client relationship - more of a Celtic feudal system where contracts between people. They have one true church (and some splinters some attached some oppositional). Magic is believed in, but is not something you actually see. (To see/ know the magic is to be brought into the magic. Thus your life is twisted by it - usually not to great ends - per most of the legends.) So there will be several crowns in the western part of the Great Continent in the scheming for more land, disputes over The One True Faith, and other reasons.

This is the Law Realm, the order anchor. (Note: There will be regions of Dominion, where another power might be greater than a fey. Bryte (Angels), Darke (Demons), and Change (Mythosish?).

From the Outside, a bit different. Zooming out some...

Magic is always "just around the corner". Most of Humanity can not sense it. It is of The Middle Realms. There are pools, near realms, and The Realms. You can travel to the "magical" Middle Realms, via cracks in the world. These Near Realms are like the real world but different. Magical Abilities can happen in these Near Realms. The more they change the farther from the Mortal Realm you are. From the near realm, you can travel to The Realms. There Fey Lords rule the hearts, minds, and the very "ferment"(solids) of their realms. They can not create true life though, just the illusion of it. Thus they "adopt" people and things from the Mortal Realm. Normally, these mortal people and things just "disappear". Sometimes they are replaced by a Changeling Fetch. They change their "adopted" into to Lesser Fey.

These mortals are changed by Greater Fey into what they need for their realm - Lesser Fey. This grants them shapes and abilities and roles. Sometimes they are released. Sometimes they escape (like a Serf running to a city). Sometimes they are an agent. (Some are Exiled Greater Fey, which are stripped of their powers and bound to a mortal). The Characters are Lesser Fey (Humans brought to The Middle Realms/ Fey Realms). They have a Mask (how they look in the mortal eye) and their Mien (How they look in the magical eye). They have magical abilities (which are easier to do as one gets closer to The Realms). (Some will have gifts that make their mask in align with their mien.)

Traveling via Trods, one can travel from the Near Realms to a True Realm. The Realms are highly stylized places to fit the aesthetic and "game" of the Realm's High Lord (because there can be more than one Greater Fey in a given Realm). There are alleged trods to the Mortal Realms as well, but they are rare and hard to traverse. Note: The more Order or Mortals a High Lord controls, the more power they have/ can access. Fey of all stripes have the same reciprocal system - patron/client, thus gaining power by promises.

There are some places where the Middle Realms spill out. These become pools. These pools become places where Humans can "walk into a part of the world that acts like a Middle Realm). There might be a fairy forest or valley where Lesser Fey live that mortals can trade with. There might be pubs or castles where Lesser Fey might spend time.

There are a few Far Realms. They are on the border of the Middle Realms and The Outside Realms (Bryte, Darke, and Chaos). These Far Realms are where the Non-Bryte Gods lived (pagan gods, pantheons, etc- which were just super level greater fey who could travel to the Mortal Realm). There are a few left, but most are gone.

Those of the Outside Realms are often trying to reach the Mortal Realm via the Middle Realms. Thus there is regular fighting on the Border of the Change Outer Realms, and occasional fighting on the Bryte and Darke borders. The Middle Realmers defend the Mortal Realm from these forces. (If one side gained more and more control of the Order Realm, they could alter all the realms... starting with the Middle.) Middle Realmers are also holding back Outside Realmers, as their presence in the middle generates a dominion field. (Thus letting an occasional one through is not so bad. Let a lot through and all of a sudden it becomes very difficult to control your realm (as the difficulty of all actions goes up.)

Lesser Fey need to worry about Huntsmen. There are mortal huntsmen who are out to destroy all "things of another realm", to keep the Mortal Realm safe. Many are from The Church(es). Some have other reasons behind them (enslaving for power for example). There are Realm Huntsmen, to reclaim any runaway fey and return them to where they should be. Some Realm Huntsmen are hunting down Outer Realmers.

900 words for the setting idea.

3/.6
 
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Espionage+Horror

>>Last known mission log from operative "SONGBIRD", 11/13/1983

>Confirmed location of Dr. Alex Kant and his intention to defect to USSR. At 05:36, he was due to meet with KGB escorts at a cabin in the Black Forest for the final leg of his journey past the wall. Myself and operatives "PEREGRINE", "VULTURE", and "HORNED OWL" approached at 05:45 with no resistance. We assaulted the cabin per protocol. KGB assets not present. Dr. Kant was in a fetal position in the back bedroom. Initially unresponsive. Continued interrogation finally prompted him to talk, but his words made no sense. Exact quote; "The woods...it ate them...my god, it ate them...they're ALIVE!" Movement registered and confirmed outside...

The Agency has lost all communication with SONGBIRD's team. Satellite data on the area has come up black. We need to know what happened and the reason behind Dr. Kant's words.

Please note that this is not the first of such reports that The Agency has received regarding sudden MIA status of our operatives under unexplained circumstances. We have an enemy out there that is NOT the USSR or any of the usual Communist sources. Watch yourselves out there.

The Cold War just got a new player, and from a place far darker than the other side of the Iron Curtain.
 
I got a 4 on the "how many to roll" table, which means one extra of both. Then, using the "close-your-eyes-and-point" routine, I got "Adult, India, Near Future, Urban Fantasy".

Adult is an optional but highly popular part of UF anyway, so I've got merely Little Delhi 2050: Asuras Hunting.
 
3,1 Non-Earth Fantasy + 4,1 Stellar Sci-Fi

. . . Well, that's just Spelljammer, isn't it?
 
A useful tool for this game is https://rolladie.net/

If you roll 7d6, you will have all the dice you need for one run of the chart


Also, if you get a roll that comes up with an existing game, let us see your take on it. Just because a game exists, does not mean another game/ chronicle with the same elements can not exist. In fact, I am sure most of your takes will be more interesting than most published version.

So how would you do non-earth fantasy with stellar sci-fi elements?
 
2,1 Super Heroes with a roll of 4 for A - 6,2 Anthro/ Furry Gaming and B - 3,4 Kinds (Vampires, Weres, Androids, other "cousin species")

7) The Empowered Age (1059)

Earth 828 was your fairly standard Meta Earth - beings with super powers representing good and evil would fight each other in colorful outfits and concealed identities. Good tended to triumph over evil and crime.

Every once and a while, it doesn't. Normally not a terrible thing. However, this was one time the ball was dropped and "evil" won the day. The world will never be the same.

Gravity Master - a Mutant "Freedom Fighter" - came up with a plan. If Humanity would not accept Mutants, then all of Humanity should become mutants and accept each other. Utilizing some developments from USSR meta technology programs, combined with a crisper element, a virus to implant one if not all four M-factors in all people was created. It was released all over the world a week before. Gravity Master needed to energize the Earth Sphere to activate the M-Factors. This required a massive generator system, like The Three Gorges Dam, the world's largest hydroelectric dam and power station, on the Yangtze River in Hubei province, China. M-Force was delayed by The Red Dragon Guard (China's national meta unit), and by the time it was sorted out and they reached there... it was nearly too late. Energy was released, (but not all the planned energy).

By it self, the Master Virus would of changed - creating mutants or mutates - 20% of the population. Possibly setting up the activation of more people over time. With the energy released, people were either mutated (or unleashed the M-factor as a mutant). 74% of the population changed.

The largest percentage became Human Animal Hybrids, much like many mutants.

Some people simply became mutants with slight cosmetic changes and notable powers. And remember that many mutants do not have beyond normal powers, but simply enhanced normal abilities (super-engineers, super-performers, and in Vienna - a super barista who can make the perfect espresso.)

Some people became mutant psionics.

Some became Vampires, Werewolves (able to shift from a hybrid form to human), Atlanteans, MUian Reptile Men, Elementals, Angel morphs, Demon-morphs, and so on. Any of the ancient gene lines intermixed became active due to the M-Virus and the released energy.

So while 50% of the population did not visibly change, roughly half of those people did.

What was once 2% of the world population became 70% of the population.

The Age of Heroes is over. Now Humanity is now entering The Empowered Age.

Note: the existing meta forms still existed, though one known case of altered powers happened.
NOte: some great ape populations did mutate as well.

4/.57
 
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The Post two posts up is important. Take a few moments and read it.

This one is off-script. I like this concept for a chronicle. (Super Hero and non-stellar sci-fi if I actually rolled this.)

8) Hot August Nights (under The Blue Moon) (1060)

It all started when a stranger, a body from outside our solar system entered. Scientists called it Blue -2 It collided with asteroid 2049 "Gryphon" when Gryphon was in the Earth Orbit Track. Every August, Earth enters slowly expanding the debris field of the impact (which sort of follows Gryphons general orbit). The bits of Blue 2 enter the atmosphere and tend to glow a turquoise-green color. If this was it, it would just be another astronomical footnote.

Bits of Blue 2 come to Earth. They tend to enter the northern hemisphere. Some strike the ground. Some seem to burst in the lower atmosphere (not far from the surface). When energized Blue 2 particle/ radiation comes near a human (and any biologic lifeform), there is a significant chance of them becoming a "variant" - developing exceptional abilities and sometimes paranormal abilities. Psionics are very common.

Note: Blue Variants tend to be stronger with more Blue Radiation around them - so having bits of Blue can power you up. Blue Variants near other Blue Variants can be stronger.

Some people use their powers for good, some for personal gain or political view, and most just live with them. Given the modern myth of the super hero, people use their powers with costumes, codenames, and "volunteer police activity". Once a couple did it, everyone thought it was "okay" and did it.


The strikes in year one were small but numerous. Mostly there were wild life variants. Blue Ecology it is called now. Still Meteor Man, the most powerful variant to date, occurred that year. Since then, he has been Earth's Guardian from the worst of this.

In Year 2, when a space probe was sent to study it. (And we found out, it needs to hit our Van Allen belt and ionosphere to energize.) A large chunk exploded over Chicago. Nearly 1,000 people became variants that night. Chicago became the "Variant Capital" of the World (and super heroes and villains hang out there like Marvel Heroes and Villains do in New York).

Between Year 2 and 3, The Exceptionals were formed. The Six Private Astronauts traveled to the Blue Debris Field. They succeeded whereas four other missions failed (with the loss of 16 astronauts) due to overexposure to Blue 2. Because of an SME, the Blue was activated. As they crashed into the Earth, they became the most powerful team of variant scientists and explorers. They dealt with the first Dragon that occurred (because of their impact). The Blue Field is considered too dangerous for biological life to be near, so there are no human-manned missions planned in the next decade.


Every August, Blue Events occur... often bringing with them new variants, new Blue Ecology, and the occasional odd happening. (and sometimes they strike in the southern hemisphere.)


5/.62

You know, any 2,1 super hero results for me or Silverlion is almost unfair.
 
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1,3 Favorite/ Random Book Property (6 so 2 A) 4,2 Non Stellar Sci Fi & 4,3 Space Opera . My favorite book is Midnight at the Well of Souls (and the first set of books). This one has me stumped. I have gotten no traction. I might need to throw out an element, but then I have just the books. or I throw out the books. I might need to reroll.
 
Also, if you get a roll that comes up with an existing game, let us see your take on it. Just because a game exists, does not mean another game/ chronicle with the same elements can not exist. In fact, I am sure most of your takes will be more interesting than most published version.

So how would you do non-earth fantasy with stellar sci-fi elements?
Well, that's fair.

Probably it would start out with the tried-and-true frame of "The PCs are the owner/operator crew of a mid-sized cargo/smuggling/pirate ship", maybe the command crew of a military cruiser if the players prefer more of a Star Trek vibe. Session-to-session play would be very setting-of-the-week, utilizing the full spectrum of OSR material. I'd be very tempted to use the idea from the back of The Pirates Guide to Freeport to starbase up the city to use as "home port".
 
6,6 Angels/ Demons with a 6 for two A 5,2 Poly World Dimensional Travel and 3,6 Generic Adventure Fantasy (D&D, OSR) (which I am mostly going to ignore).

9) A framework for a Celestial Zoa Game, framed in the Waunder's Way terms.

Bryte Celestials and Darke Celestials have been conflicting with each other since the second era after the beginning. Ever since The Compact has limited how they can "conflict" (preventing open, often reality destrorying, war) Celestials compete for Souls and soul energy. Mostly a flock of Brytes are assigned to a region of the *verse, to win the "collection competition" for the region and stop the machinations of the Darke.

Still sometimes "bets" from top tiers occur. These will set up various special conflicts. Sometimes special groups of Celestial are tied to said competitions.

Those from the Outer Reaches (parts of The One's Reality that are not really part of the reality) have somehow gotten into the "soul business", interfering with the natural reclamation of soul energies and experiences. These are Beyonds, things from The Before or The Moment. They were allowed to exist unless they disrupted the One's Reality. Somehow, they have found a new power source (or technique). They are disrupting things, destroying what is precious - Reality and the Shards of The Prime (i.e. Souls). A special team of Bryte (Angels) and Darke (Demon) celestials are tasked with working together and infiltrating spheres that the Beyond are attempting to disrupt. They must find the Beyonds (or their agents), stop their plans, and find out how they are destroying shards of The Prime Soul. (Each session a new sphere with a new game between Bryte and Darke... and still they must find the Beyond and stop their taking/ destroying the undestroyable - a soul a piece of The Prime.)

6/.66 heeheheeheheheehe In case you were wondering what these mean at the end of the post, read this)
 
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(4,2) Non Stellar Sci Fi + (3,2) Horror
Technically we do not have a zombie entry, perhaps if I get another 36 B-table entries I will make a second row and add Zombies.

The Rising Stars (1061)

The Rising Happened. "The Dead" (or seeming dead) rose again and were hungry. These recent dead were called Rotters, Walkers, or Eaters. Some people used the term Zombie. (The Z word is incorrect and is improper/ rude to use.) They became emaciated, dehydrated, and falling to pieces (actually being eaten by rats rather than decomposing as they feel no pain).

The "so called Zombies" killed many people initially. It was not world ending as not everyone killed by one rose again. (or who died of some natural causes)

Enter the HVF: Human Volunteer Force - anti infected militia (local). They stopped many infestations of these active infected beings. They saved a lot of people by rescuing them from dead zones. These people lost a lot of people while taking out rotters/ walkers/ eaters. During The Rising and after, they did a lot of good by protecting Humans and stopping the Actives. Nobody felt bad about shooting "zombies", and only slightly less for shooting Actives or Infected. .

Then the Scientists "saved the day". Officially it is called Partially Deceased Syndrome - PDS - The zombie disease but it is politically incorrect to call it that or the sufferers Zombies. While untreated, the term is Actives, sufferers are dangerous brain/ nerve eaters. They are also super strong and near unstoppable. They are drawn to the Humans, smelling their metabolism and neurological fluids.

Once a sufferer is captured they can be injected with Neuroquadozine. This is injected at the base of the skull/ neck on a regular basis. It stimulates neuron and glial cells growth - the thing sufferers can not make. Hence the reason they intake neurochemicals (brains, spines, nerves). Given a course of treatment over a month or two, they regain much of their humanity. PDS victims still looks like "zombies", but with actual facial expressions and full intelligence. (Given more liquids and eventually healing any removed tissues, they get closer to human normal). They are given makeup and contact lenses so they can look normal.

Note: Neuroquadozine will cure Alzheimer's and shows promise in regulating many neurochemical based mental disorders.

In the centers (which are modified prisons), PDS sufferers are treated with medication and therapy. Tasers stop cured sufferers, but only slow down actives. The disadvantages of having nerves that work. They are regularly used to herd sufferers for treatments. Many do not respond to the cure and are either contained or eliminated. After reaching therapeutic levels of the cure they have involuntary recurrent memory (they know the horrors they did). The flashbacks are a sign that their brains are working better... rebooting.

After a while, they can be released. However, they need someone to watch over them. There are home health people who are looking after PDS sufferers and checking on them. Nobody trusts family to turn them in if they start getting aggressive. The cure is not foolproof.

There are laws about "vengeance against PDS sufferers who have been cured". That is not stopping the harsh feelings many have about the Actives. Zombie sufferers should not feel bad about what they did in their untreated state. (Most still do.) Humans did not feel guilty (until recently) about shooting them. (And some Humans still don't).

The HVF are still at it, even though it has been years since The Rising. Society is moving on, despite the HVF. Not everyone who dies rises again, so you just have to monitor those who did not die of natural causes.) HVF do not believe that zombies on medication are really "cured". They will rise up again. So they will sometimes attack PDS people.

Some sufferers who have been cured are thinking they are better than non-infected. They may live forever. There is a religious zombie movement. Sort of. Another group has been formed. The Undead Liberation (Army) is being their political action arm and maybe leading them into battle someday.

Note: There are drugs that unleash the Active strength and power. They also increase aggression and mindlessness again. The military is looking into a "neutered" Z-virus which does not have the side effects. There might be a zombie vaccine, but the side effects are harsh and seemingly last for the rest of your life.

I could stop here. This is a world in recovery, post The Rising. The chronicle would be people dealing with the aftermath of what has happened.

What would be the fun in that?


The Aliens Invade. They don't have a lot of resources, but they are quite powerful. They stopped most of the military assets. However, then they needed to pacify the population (and the surviving infantry). They use neuro stunners/ energy weapons. (They want Humans alive for some reason.)

However, PDS sufferers are unstopped by the alien weapons. When they switch to destructive bolts, they are about as effective as large caliber bullets... to say.. very little. The Wild Zombies easily take down Alien infantry. The Aliens can feed Actives (and Sufferers), but do not rise again. Zombie bites infect and kill off aliens. The PDS and the Actives are the Human's only hope against them.

Things going on:
>>Human alien hybrids are made.
>>Humans are milked for various substances by the aliens.
>>They are collecting metal, wood, and fresh water. They are looking for resources.

7/.7 (In case you were wondering what these mean at the end of the post, read this)
 
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11) New Tharsis
Yes, I don't have a good place to put this. It is under Blackbird, but not. It is not Neo Frontiers. So a good set up.

The Tharsis quadrangle is one of a series of 30 quadrangle maps of Mars used by the United States Geological Survey (USGS) Astrogeology Research Program. The Tharsis quadrangle is also referred to as MC-9 (Mars Chart-9).[1]

The quadrangle covers the area from 90° to 135° west longitude and 0° to 30° north latitude on Mars and contains most of the Tharsis Rise. The plateau is about as high as Earth's Mount Everest and about as big in area as all of Europe. Tharsis contains a group of large volcanoes. Olympus Mons is the tallest.

One of the original Mars Landings was in Tharsis. New Tharsis is built just a little bit to the west of that base (which is now covered by a dome and is a historical landmark). New Tharsis is a combination of solid domes under construction, martian adobe buildings, and four inflata (blow up domes).

You are The First Batch. You are all Americans, Canadians, and Europeans who volunteered to come. There are about 40 of you. You are split between construction and hydroponics, with a couple of manager types and one EMT/MD. Second batch should be here in nine months, 22 days - local. You have a small town here, with the problems of a construction site and a new farm.

There are going to be real crises dealing with construction and systems, while the minor crisis like (we are running out of beer) or personal issues are going to seemingly be bigger issues.

7+1/.28
There are some other colony sites in process. The Chinese have two and Brazil has one. They are roughly 4 to 80 days local travel by truck (a misnomer). There are options for trades here.
 
6,3 TransHuman (6) so 5,3 Anime Style and 6,2 Anthro/ Furry Gaming

12) School 417 (1073)

It is Second Era. Sparks (and much of their associated memories) are placed in what ever Husk they want. Husks are as easy to change as getting a new wardrobe in the late first age (takes a little time, effort, and resources, but easy enough). (Some Sparks blank some of their memories so they can develop and grow.)

The characters are in a developing- growing stage, naturally taking in information. In short the Second Era's Kids in School. In fact, the local culsector patterns it after Japanese High School. The current fashion in Husks is ani-morphs (Anthropoid Animals) to express either your personality or your social group. The common template is a Rabbit as it is the Cycle of the Rabbit (look at Usagi Yojimbo). Currently is all about challenging yourself with learning and finding/ making your place in this cadres- generation.

Anime High School with Furries in a science fiction background.

8+1/
 
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3,6 Generic Adventure Fantasy (D&D, OSR) (1) 4,4 Mecha (and Kaiju)
Thinking about this it should be GAF, Super Hero, and Kaiju, but this is what rattled out of my brain.

13) Knights of the Star Order (1074)

One night it began. The New Stars shone in the sky, brilliant and blazing. Since then, the world has never been the same.

Fluxes of natural forces (magic is a natural force) have generated Terato - dangerous monsters - before. They are the things of legend.

We now live in a legendary time it seems.

Since New Stars appeared in the sky, there are now colossal monsters. Nothing so large has ever been seen before. They are all things of chaos, they seem to be one beast of a giant nature with elements of other beasts (or elemental forces). Some are spawned by fluxes, amplified by the power of the stars. A few are generated through emotional energies - with said emotional energies causing a flux. A few are created by the Cultist of The Far Gods to destabilize the world and cut loose the (Near) Gods.

They are too large for knights and warlocks to fight, being the size of towns, castles, and even cities. (Imagine a 2" action figure against a full-sized person or a SUV). Even armies and siege weapons do little against them.

There is the lone Blue White New Star in Southern part of the sky (where most of the New Stars are to The North). Higher Spirits (maybe they are Gods or Far Gods, but they need no worship) came from it, touching The Noble. They gave many the power and spells to affect the Terato - channeling energy through their swords into rainbow blasts or using bows undrawable by mortals without magic. These Knights of the New Order can deter and sometimes defeat Teratos. However they are just mortals, so they usually are not enough.

(The Knights of the Star - a non-chartered order - defend the people and our world from Star Powered Forces - Cults of the Far Gods, Fluxes, and Terato of a more expected size.)

Some, a secret few, are taught The Great Rite (perhaps using a magic object). They channel the Power of the Blue White Pulsing Star and become colossal themselves. For a short time, these Great Star Knights in exotic armor grow to great size, fight with great skill, throw bolts of great power, and fight the Colossai or Gigaterato. Will they be enough to save us, our world, and perhaps even our gods

There is a rumor that use of this Great Rite (or magic item) shortens the lifespan of the user. It seems that many of these Great Star Knights fade away so soon because of it (or maybe the reason their identity is secret is they are assassinated by The Cult if found out).

9+1/.69
 
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Just a reminder

The Setting Seeds game could be mash-up role-playing game. The term needs explaining.

The term mash-up originated in music, to describe the process of taking two different songs (usually by different artists) and blending them together into a single work. This game takes the same process and applies it to two sets of RPG rules and making a new setting based on the fusion of them. (Mechanics optional) .
 
1,6 Modern Action/ Drama (and 5) 2,2 Conspiracy/ Illuminati and 6,5 War

14) Resistance Project 003 (1075)

The arrival of our alien visitors changed everything.

These Travelers from a nearby star look like us.
They changed themselves to look and be like us so they could live in our ecosystems and use our world.
Note: They may make themselves look a bit distinctive from Humanity, so you can tell a Traveler from The Herd (Humans)


They quickly dominated the world. They say they come to make peace (what they mean is to pacify us and our war like ways). The Travelers decimated the military forces briefly mustered against them (and neutralized most atomics). They don't even call it a way. It is mentioned as "the reflex attacks".

Colossal Alien Base Ships hang over or nearby twelve major cities in the world (with one over each continent/ region). We know they have not come in peace. They have arranged a transfer of ownership of many of our companies and resources. (by negotiation, trade, or by strong suggestions backed by implied force

There are Human collaborators. Some think they are helping their fellow man by smoothing things over. Some are just in it for their own safety and comfort. Corporations are working with them, as are some governments. They are releasing some technology to us (Counter Grav and Power Cores) and a few things so they can make the world "less primitive". Corporations just want money/ gold/ credits so they buy and sell to anyone. Remember, Travelers can neutralize any military because of the force shields, force beams, and teleporters (used to take out nuke missiles). So rather than be replace or be irrelevant, the governments are cooperating (and either helping their citizens, helping themselves, or waiting for their opening).

The Future depends on all of you.

This game is about the resistance movement fighting back against fascist alien invaders. Inspired by V, War of the Worlds, Attack the Block, Independence Day, and other alien invasion fiction, but also the actual resistance to the fascists during World War II.

In the chronicle, we need to discuss
>>Cell structure and some tradecraft.
>>Resources/ Tech adaption - Gamers would strive to just use it all right now, but characters would need to learn and find uses for it. This would be a task track. Resources would also be a track, fluxing up and down with use and access.
>>Tide (of conflict) tracks This larger track would help monitor "the conflict" and show what the aliens might be doing

Question - What do the aliens want?
It changes what they are doing. Perhaps no one reason, but several. Perhaps there are factions inside the Travelers that are conflicting.
1) Resources - natural and not.
2) Fodder for wars/ experiments. Perhap
3) Perhaps they want Hybrids, their culture and alien abilities with our Biospheric vigor.
4) Their planet's spirit energy field is depleating, so they need to use ours to continue.
5) To collect and pull it all together. To uplift our tech some. Then for them to live here. We can be slaves, because we are inferior

Note: "By any other name". The Aliens will be experiencing sensations and emotions different than their own (and we are unsure what they look like before they adapted). Thus they will be getting a handle on this "humanity issue".

Additional thought: There may be many factions withing the Travelers, with different goals... and sometimes stopping another faction is one of their goals... thus the aliens which should just "win" won't.

The Space Magic question:
Do they have psionics? (and let us include various cognitions...)
Does their presence trigger out psionics?
(Are we better at it. Do they do a PR job and make normal people afraid of them, thus nudging them to the Traveler's camp?)
 
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4,2 Non Stellar Sci Fi (3 for 1 B) 1,4 B-Movie (Monsters, Atomic Horror)

15) The Shroud of the World (Arachnophobia warning)

The scenes open with a news real/ school history movie - it all starts in 1953.

There was a new "hyper" fertilizer (that provides resistance to diseases and pests) from Bayer called Vitapor. It was good, but not awesome and slightly more expensive than most products. Still some people liked the results so used it.

Then, two to three years later, the Grain Blight Occurred.

Vitapor was a key weapon in Humanity's fight against the Blight. It was expensive but worth it. Bayer even slashed the price to make sure every farm could afford it, so that the blight could be stopped. (Other companies magically had similar "hyper" fertilizers ready to go soon after the Blight was noticed.)

So the Blight has become old news. It has changed many agricultural processes some, notably poly-agriculture fields and some other practices. If one is interested in agriculture, there should be a list. However, that is not part of this story.

We all know fertilizers and pesticides get into the field run off and into the eco-web. Vitapor (and similar agents) has been noted to make insects in saturated areas larger, a good 15% larger. (It makes everything healthier is the joke.) Animals that eat insects are getting slightly larger, but that is because there is just more food.

While it makes Spiders bigger (not being insects) nobody thought much about it. It had other effects. Spiders of the same species began to exhibit group behaviors in saturated areas, working together to capture larger prey, make bigger webs, and even change behavior (foraging and hunting rather than being patience hunters). While they seemingly are not eusocial like ants and wasps, they are about as cooperative as Humans (which to be honest are fairly cooperative). The Spider changes only alarmed certain biologists. Bayer and the Other Companies simply suppressed some of the work being done on it, with the help of governments who needed various "hyper" fertilizers to keep food prices down.

It is now twenty five years down the line since The Blight was considered "ended". The Spiders are bigger, smarter, and more cooperative. Some people think they are telepathic, but others think they have a primitive language and chemical exchange for communication. Spiders in saturated areas are showing super colony behaviors and are polydomous. In fact, sometimes spider colonies assist each other. (Note: Spiders in non-saturated areas are beginning to show cooperative behavior on a much smaller scale.)

The Wolf Spider numbers are increasing, as pack behavior is occurring. In fact, some of the super colonies are working with wolf spiders.
Scientists have found the first case of a spider colony "domesticating" ants.

Now the Super Colonies are working with other Super Colonies. The Spiders are thinking about taking their proper place in the dominant place in the food web. Humanity has done too much damage. It must be stopped.

And yes, colonies are telepathic. Yes, they have figured out how to influence some Humans.

11+1/.73

This is not a chronicle I would really want to run or play in. However, as a stopover for a Waunderer's Way / Alternate World/TransD chronicle, it would have just the scary factor needed to motivate players.

Yes, Spidermen would come into play...
 
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3,5 Fantasy in Age of (Gaslight) with a roll of 4 2,1 Super Heroes and 1,4 Monsters
Okay , I didn't roll this one... but if I did then I would of needed these.

16) Shields of The World (1078)

The World, Earth, is in a period of Gaslight Fantasy. There are some low magics and alchemy, but it is fairly much a technological world. There are mostly Humans, but Elves and Dwarves (and others) mostly pass as Humans. We have tiny fairy folk as well. Like so many fantasy worlds, how it achieved these Forms and Ways is a little fuzzy. The Main Area of play is a bunch of Faux German Princedoms/ States.

In the current age, this is a world where monsters have become prevalent. They are bigger humanoids with a mix of features and sometimes odd animals. People have taken to living in walled cities and towns for general protection. (Little do they know they are in a "slow war". The Nox come from a different world via various kinds of portal. (Nox are albinos with silver hair and odd colored eyes when you actually see one.) They are behind most of the monsters.)

To fight the monsters, The Locals have created the Shield Order - Defenders. Normal defenders are not quite enough against this age's monsters. With some alchemy and training, New Shields are made. Every New Shield is chosen via a test of blood. The Alchemy of Defenders only works on pre-teens/teens. It grants them great powers (Full Meta Set (9+Lv). Max Cost of an ME is 2, with max effective level of 4 (adjustments needed) ). Each Defender- New Shield is fairly unique. Once they get older.. age to adulthood their powers begins to weaken. They become Old Shields (Meta Set of 0+Level, max cost of ME is 1 (except for one exceptional one at 2, with max effective level of 4). Thus the Young must Defend the World.

So here you have Teenage Hormones and Angst defending the world. (Gosh this sound like an Anime doesn't it.) By the time they get any good at "Shielding", they begin to lose their powers/ advantage. Thus they come up to either fight and die soon after or become Old Shields and train New Shields.

--- -0- ---​

In Convergence Point Cinematic Terms New Shields and Nox Monsters are all Major Characters. Thus Impairments are more expensive and harder to earn in comparison to others. Plus their Damage Level is 5 (thus 1 wound and 4 stun per five points of damage done). All other important characters are Minor Characters (mechanically speaking). Thus base impairment costs and their Damage level is 3, (1 wound 2 stun per three points of damage done.) (We will have mooks around here too..)

11+2/.81
 
1,6 Modern Action/ Drama (1 for an A) 3,6 Generic Adventure Fantasy (D&D, OSR)

17) It is a Second World

Yesterday, to your memory, was a normal day. Today, you wake up, and the world is different. It is a second world. And nobody remembers it not being this way except you (and maybe a scattering of others). Today looks a lot like yesterday, with cars, computers, and work. Yet we have people who are Elves, Dwarves, and such. As well as some strange animals. Oh and magic (little magic, much like a tool). You have hazy memories of the past always having all these things, but you have clear memories of the normal real world. You also might of been changed some to fit this different world, this second world. (a new species or new history,)

It looks the same at the local level, but it is not. The USA is not united, but roughly 48 continuous countries with their constitutional monarchies that are historically allied.

So here you are. Something has changed things. Obviously magic, but you might not have any of that or know much about it. What are you going to do

Explore. Try to fit in. Try to find a solution on how to go back to the first world. ... oh and it seems that as you poke around, assassins might be out to kill you

12+2/.82 .
 
Also you know what setting seeds are? Book Blurbs.

I always think about them that way. They should hit all the points of the setting and the big arc for the setting (that may be the forefront of the chronicle or the background). Game Blurbs are always less exciting than actual book blurbs because you don't have a specific character and their personal drama, like you do for a book. But you still need the setting, the drama, and the kind of characters common for this so players know what to expect.

I just stumbled over this posting which spawn this post. This is not the "end all be all" of this subject, but it sparked that I should mention this.


 
3,2 Medieval (Euro) Fantasy (3 B only) 3,3 Ice Age (Okay Dialing this one back some)

18) The Mysti Shroud (1080)

Yours are "The North Wards", lands of mountains (tall hills really), valleys, lakes, and the everwinter snows (you get a a week or three a year where the ground is mostly clear, but there are snows in tucked away places all year) - all that is north of the old Empire Wall (Hadrian's wall) and south of the Shroud Mysts. You live in a rough and rocky land, where the people are strong and tough ("Scotsman", "Viking with fewer boats", & Starks). For the most part, you and yours are herders and farmers, but there is a fire in everyone's blood. You follow the old ways (of sword and split (in the veil of the world - i.e. spell) ) and they serve you well. Your people are beholden to the Crown of the Southlands due to laws, traditions, and trade. You stand between "good souls" and the Wylds of the Northern Mysts, The Shroud.

Note: There are Wyld Men to the North as well as Myst creatures.

Note: There might be New God Worshipers here. I would think a monastery of a mildly heretical sect. Still not common this worship of the New God.

Note: Your people might be pawns in the political games of the Southern Lands.


In this game would would have ....

A political game as the various clans and keeps jockey for power, position, favor of the South Court, and the princedom/crown of The North Wards. So you might be the young "hands" of your leader, acting on politics, economics (thriving maybe), and honor.

You will have Keep/ Lands centered game, experiencing events of the season and planning on what might make your keep/ lands better.

You might be rovers, those who wish to make a name for themselves. You and your band wander the edge lands, between the good souls' lands and the Wylds lands. You take care of Wyld and Myst things that come into your lands. They might go into the lands of the Shroud and explore or take on myst beasts.

13+2/



Note: Making Splits in the veil between Souls lands (Material) and Spirit lands (Astral side) is something everyone can do. They are small things for the most parts, specializations in general skills. (Sword Spells would be based on sword skill - Combative minus 2). Most people have craft splits, making life easier. Still the wise ones might know splits to learn the future or learn the truth. (Knowledge minus 2 or Communication minus 2). A Rover or Swordsman might know a split (spell) or two (bonus to hit, sharpness of blade, fire sword, and so on.)

Screw Spell Caster. No one is a specialized caster. Those that would be would be are considered a Wylder of the most dangerous sort and killed. You might have wise ones that know many a split or a mentor who knows a handful of sword or bow splits, but no summoners, no warlocks, or wyzards. Even the Old Ways have no truck with such things.


add on:
I did 2009 words towards this setting for some reason. The ToC, the beginning of the glossary, and a page of archetypes and developing assets/ burdens (gifts and flaws). I hit the ideas up for Myst Beasts. The setting has drama, some built in conflicts between people and you can go mystery/monster if you want.
 
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6,6 Angels/ Demons (5 for) 2,3 Dueling - Martial Arts and 3,2 Horror

For Honor and The Way

This Earth is a fairly standard one. The War (with its End of Mortal Times) has come to this Earth in the *verse. At this point, most mortal souls have been sorted and collected. All we have left is "final debts", "challenges of style", "personal conflicts" (vengeance, making a point - with combat, gaining satisfaction), and the last battles for a given soul/ mortal. It is all a fairly standard thing between The Bryte (Angels) and The Darke (Demons).

Then They Come.

They come from the Far Reaches, things not part of The Primal One's plan. They are things "left over" from The Before (that the Prime One took pity on and did not just wipe them out), things that hid from "The Moment (Multiversal Bang)", and things that were obscure occult parts of the Primal One's Plan (dice in the dark).

They are unnatural. They are collecting souls as power. They are collecting Angels and Demons as "food" and "tools". While The Celestials (Bryte and Darke) must complete their appointed tasks (such is The Way), they must deal with these Horrors that corrupt the local reality, defy The Plan and The Way, and attempt to make deeper intrusions into The Near and Close Reaches.

Normally Angels and Demons (of this tier) are so powerful that the world threatens to break. These "They" break reality by their presence. They make the most powerful things in The *verse vulnerable. Now the Celestials are being tested instead of the Mortals. Can they do their Way and Survive? (Or perhaps find a new way of cooperation with the other side to defeat "They".


14+2/
 
20) Shroud of the World Part II (EVEN MORE ARACHNOPHOBIA WARNING) (1082)

We start with this. It actually gives an explanation for how this might start. Though for Part II, you could ignore it completely....

4,2 Non Stellar Sci Fi (3 for 1 B) 1,4 B-Movie (Monsters, Atomic Horror)

15) The Shroud of the World (Arachnophobia warning)

The scenes open with a news real/ school history movie - it all starts in 1953.

There was a new "hyper" fertilizer (that provides resistance to diseases and pests) from Bayer called Vitapor. It was good, but not awesome and slightly more expensive than most products. Still some people liked the results so used it.

Then, two to three years later, the Grain Blight Occurred.

Vitapor was a key weapon in Humanity's fight against the Blight. It was expensive but worth it. Bayer even slashed the price to make sure every farm could afford it, so that the blight could be stopped. (Other companies magically had similar "hyper" fertilizers ready to go soon after the Blight was noticed.)

So the Blight has become old news. It has changed many agricultural processes some, notably poly-agriculture fields and some other practices. If one is interested in agriculture, there should be a list. However, that is not part of this story.

We all know fertilizers and pesticides get into the field run off and into the eco-web. Vitapor (and similar agents) has been noted to make insects in saturated areas larger, a good 15% larger. (It makes everything healthier is the joke.) Animals that eat insects are getting slightly larger, but that is because there is just more food.

While it makes Spiders bigger (not being insects) nobody thought much about it. It had other effects. Spiders of the same species began to exhibit group behaviors in saturated areas, working together to capture larger prey, make bigger webs, and even change behavior (foraging and hunting rather than being patience hunters). While they seemingly are not eusocial like ants and wasps, they are about as cooperative as Humans (which to be honest are fairly cooperative). The Spider changes only alarmed certain biologists. Bayer and the Other Companies simply suppressed some of the work being done on it, with the help of governments who needed various "hyper" fertilizers to keep food prices down.

It is now twenty five years down the line since The Blight was considered "ended". The Spiders are bigger, smarter, and more cooperative. Some people think they are telepathic, but others think they have a primitive language and chemical exchange for communication. Spiders in saturated areas are showing super colony behaviors and are polydomous. In fact, sometimes spider colonies assist each other. (Note: Spiders in non-saturated areas are beginning to show cooperative behavior on a much smaller scale.)

The Wolf Spider numbers are increasing, as pack behavior is occurring. In fact, some of the super colonies are working with wolf spiders.
Scientists have found the first case of a spider colony "domesticating" ants.

Now the Super Colonies are working with other Super Colonies. The Spiders are thinking about taking their proper place in the dominant place in the food web. Humanity has done too much damage. It must be stopped.

And yes, colonies are telepathic. Yes, they have figured out how to influence some Humans.

11+1/.73

This is not a chronicle I would really want to run or play in. However, as a stopover for a Waunderer's Way / Alternate World/TransD chronicle, it would have just the scary factor needed to motivate players.

Yes, Spidermen would come into play...

Part II is a similar world. The Spiders, they just come from "somewhere else". There is no science behind them that we know. In fact, their existence at that size (see later) ignores the laws of physics and biology.

The Earth is an arachnid nightmare. Giant Spiders (variations on the same species it seems like, and have wolf spider characteristics) have blanketed The Earth (well Human civilization) in sticky webbing. (Their webs are fire resistant and very strong, as well as sticky and/or conductive to electricity (which some of them can generate). The Kaiju8 or Hachi (as this started in Japan), range in size from large dogs (new hatches), the size of large cars/ trucks (commons), and large houses/mansions (kaiju), with a few exceeding city blocks (nightmares). These Spiders are operating somewhat cooperatively as the 1 foot (diameter) wolf spiders of version one. (They can range from spread out hand size to 1 foot to 2 foot in size).

These things are things of nightmares, brought to Earth through the Dream/ Nightmare realm. They are not physical things, technically. They are made of psuedomatter which mostly seems like real material, but not.

The Kaiju8go are very tough. Most military weapons are either useless or overkill. (And resources being exhausted, at several million a shot. Nobody wants to risk radiation that might make them grow bigger and tougher). Given their speed and coordination, they tend to "win" against most conventional forces. Civilization is either collapsing, on the verge of collapsing, or has collapsed. (unless you want to play early in the movie series, where they are just starting up.) The few survivors huddle in underground shelters, occasionally creeping out to scavenge for food and supplies. While traveling, the survivors must constantly avoid being eaten by gargantuan spiders, or worse – turned into hosts for a cluster of spider eggs. (Archetypes: Survivalists, Joes, Scouts, Jammers (Parkour movement experts), Ex-Mil, Techs, Scientists, (near) webbed, and Useless.)

If you travel in an infested area [light/ moderate/ theirs], there is a danger number. Roll this number or less, and you boost the "spider awareness" track up, thus increasing your chance about encountering spiders (often bigger ones). There is also a random factor. there will be a number [3 of moderate/ 5 if theirs] that is you roll that number, you need to make a danger roll (and boost the track). Theirs are areas with very impressive Spider Nests, some of it is underground and some of it is webbed sections.

There are Humans who have become "One with the Great Web". Yes, the telepathic powers are coming into play. It is not quite a mass mind or mind control, but it is close. So you have Humans who are working with The Kaiju8go. The Webbed either waunder around like zombies (acting as eyes, ears, and sometimes mouthes, of The Spiders). Some act as "bait" or judases, leading "free humans" into traps. The Webbed are sometimes making things or doing things for The Spiders. (With Humans in "The Great Web", the spiders have access to more cognitive and logical ideals.) Some of the Webbed are beginning to show spider like traits (first the black eyes, then sometimes more eyes, then other spider features. This also defies biology, so again more of the pseudomatter/ magic of the Spider Nightmares).

In Version 2, your players are in a post appoc situation (or a Kaiju monster battle). You could combine Those of the Great Web in to version 1. You could have the horror game of version 1 and move into a world wide kaiju and apocalypse of version 2 (where did the giant ones come from).

14+3/

Because I think in terms of the *verse and alternate worlds (thank you Fringeworthy and Paratime), you could have "the spiderverse" interact with this world. There is an "realm" that interlinks the *verse made up of various weblines and such, populated by powerful spiders.. and other spider related things and sometimes enter and exist this realm.
 
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2,4 Pulp (4 for) 6,5 War 5,1 Time Travel

21) The Great Gang War (1083)

Prohibition is in full swing. There is money to be made if you are in the right business - though that business might not be legal. The Gangs are consolidating their power and position, greasing palms and making plans.

Then these new players are coming in. Foreigners in a couple of territories bringing in alcohol and other things. They are pretty well packing too, and not afraid to use their heat.

Well these Germans are playing a weird game. And we can tell that their alcohol has something "extra" in it. Some kinda drug that makes their hooch and the Englestaub or Angel Dust sold straight up pretty darn addictive. Well the Syndicates are not taking this lying down. We are fighting back.

As we get into these Germans' business we discover some thing. They are coming here via some shiny gates. It isn't some kind of pulpy magic crap. It isn't taking them to Germany. It is taking them to America in the Future. (Though we have heard the word Parazeit or para-time, so it is not quite the future).

See, the plan for them is to come here and weaken the US for the upcoming war in 1936. They come here with their grease guns and blinky boxes. Well we may be criminals, but we are American criminals. (Besides we can't go to the Feds with this. Who would believe us? And if they were smart, they would of infiltrated the feds by now.)

So we are taking their product and their stuff. We are using it to take them down. We even made some contracts to hit and rub out certain Germans they are helping. (Then there is that crazy guy flying around with that rocket pack in LA.) Some of their "military things" are here. We are fighting those off (and ripping them off when we can).

We sometimes take the fight through the shiny gates and blow them to Mist. We even sent some of our guys through to start business there... and the locals are happy for our help.

Gangsters vs Time Nazis... (Inspired by the Rocketeer movie when I thought about it.)

(Nazis and Gangsters should be added to the second list of B category)
15+3/
 
6,5 Gods/ Pantheons (Scion, Rick Riordan) 6 for two As 3,1 Non-Earth Fantasy & 1,5 Favorite/ Random Game from Shelf (Legacy War of Ages)

Hmm. Legacy is a highlander situation, but I like the Techno-gothic way it has.

22) The Circle of Ones

The Gods are our source of Great Knowledge and Magic. They provide power and wisdom to their speakers. We the people live in harmony with the God's way (for the most part).

Once every Great Cycle - as all the wanders and the Sun aligned - the Gods Ends. God Children Races - those tied to a specific God - are dying off in the first loop. There is no Magic to help People: helping crops, blighting enemies, inspiring art, shaping the arcane materials, etc. Society as it is known is withering.

The Gods were to fight and defend The World and the weave of fate. The World and Weave remains. New Gods are born from the remains. The ancient texts get a little fuzzy on that last part. It should all happen in this First Loop (small astronomical feature of a comet perhaps).

You are One. You feel the fire in you. You see, the Gods are Sun/Stars that are part of our world. When they died, their spark or star, "fell to the Earth". It found a home in you.

You also find out there are more sparks than "celestial ones". The opposition celestials had their sparks released. The old gods that were not gods in this Great Cycle have fallen to The World as well. You are One of them.

You can spend some time helping people and society. Maybe some will align with you can become god-children. Maybe you will just stare into space and find "the wisdom".

In this first loop, those who are One, are going to conflict with each other for The Right of Dominance - to define this new Great Cycle. (Usually this is fight, but sometimes other conflicts happen). As you win, you take the power of that god star. Eventually you (and others) will ascend - to become a new Circle of Gods - to help Society (or The World) as you see fit.

What kind of world will you allow to exist?

16+3/

This sounds fun, but it would be a nightmare to run. So Scion's domains okay. Pick up more as you "win". Then somekind of fate weaving. The world around you begins to reflect your ideals/ ways/ images. So as you pick up more power (and domains), the GM has to change how the world "works" / looks and seems.
 
You all can throw some dice and make something up.

A useful tool for this game is https://rolladie.net/

(I have set it up to roll 7 dice for you. The first two are your A and the next single die determine which list and how many additionals.)

Remember, to be good at something you need to practice. So want to make better settings? Practice making setting seeds or settings.
 
5,2 Poly World Dimensional Travel and 6 for 1,4 Favorite/ Random Tokusatsu & 3,6 Generic Adventure Fantasy (D&D, OSR)

Kamen Riders (for the moment is my 1,4), though currently Garo is coming in close second. (I love the Ultra Series, but I have used it recently) Given the 3rd A, we are going with Kamen Rider Wizard and Wizard Riders. (my current series of choice which I have only seen a few episodes of)

23) Circle of Wizards

"The magic rings, the Wizard Rings.They shine on both hands of the modern mage as he changes despair into hope."

A mysterious ceremony held on the day of a solar eclipse (see Sabbath) released demons called Phantoms into this world. (In fact they performed it on several worlds at once to produce a Grand Sabbath and releasing a Phantom Elder from his bindings.) In most cases, everyone died releasing beings of negative feelings - phantoms. On a few worlds, there are survivors. (Thus the Grand Sabbath failed.) Most survivors of the ritual obtain mystical powers and receive Wizard Rings to focus it from a mysterious White Wizard. Now these new Wizards may protect the hopes of the people. Now wizards can look Human/ normal (someone is going to want to be an Elf) much as the next one. However, Wizards when empowered take on the form of the Ancient Coleopteran Peoples. This armored form (techno organic) makes the wizards great fighters and masters of the mystic forces (focused through a wizard ring). This grants them great prowess (fighting and physical abilities) and the ability to do greater magics with the wizard rings (focusing on one element or one ideal (sleep, laughter, weather, speed, etc).

The Wizards defend their own worlds from Phantom intrusions (in which people are often killed, mayhem ensues, and a person is targetted so they may fall deep enough into dispair to either become a phantom pawn OR a phantom themselves. The Wizard of a given world is most effective against phantoms of their world (hence why a phantom often travels to other worlds). A Wizard can sometimes convert a phantom of their world back into a souled person, saving them from the Hell Realm of the Phantoms. Wizards, using a world ring, can travel between the worlds to hunt phantoms.

Note: Phantoms are quite variable in their appearance, based on the deepest despair of the soul they were hatched from. They also have multiple magical powers based upon it and great prowess. (Illusions and multiple forms can be common.) Phantoms take the power of the ambiance in the area. Thus when multiple phantoms are in an area, they are all a bit weaker... thus they tend to spread out when active. Each Phantom will have a weakness, usually based on their despair/ form.

Wizards also have an ambiance, but only those using the powers of the same element or ideal have to share.

Thus The Circle of Wizards will form. They will move from world to world to fight the Despair. Eventually, they will find the anchor worlds, where there are no wizards and the Phantoms are in the process of making it a Hell Realm.


17+3/
 
Time Travel and a 4 for Near Future

24) Jumpers (1085)

In the next few years, it begins. The Temporal Age. Earth will move out of the Time Wave Turbulence Zone. The period of time - 1800s to 2200s - called the Time Sea Region is a period of temporal shift, as various nows change from what was the original happen track to a new one. From Outside the Turbulence Zone we can travel back into it (and to other zones).

The Foundation will send you into the past to stop the new event before they can change out happentrack. Ideally, you are the only ones to make the jump, but this is not always the case. This new age is "bright and shiny", but it is up to Jumpers to prevent it all from crashing down into a pool of entropic goo.

Let me explain: Time Wave Turbulance Zone is an area of time where the various time threads and subject to "variation". Thus things will just change (generally following the same path, but slippage). Thus things will change the most in a turbulence zone (hence this 400 years of history). You might get changes millennia in the past or future occasionally, but you might get one of those per two to three in the T-Zone at the same "concurrent period".

18+4
 
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25) Battlecraft (1087)

Life on the Frontier is pretty harsh, with nominal access to proper technology and infrastructure. However, you came out here to avoid all the monitoring and rules and pressures of living among so many beings.

So for some reason, you fell into Battlecraft.

You are taking your G-craft (hover vehicle) across the terrain. It is a rally race, making required times to each check point. You are armed and armored, because you sometimes have to fight the locals, fight the other drivers, and fight the emplacements (to spice things up for the viewers. Battlecraft is the fastest and most entertaining sport on the Frontier. Sure you might die (or if you are connected enough they can reload you in a new frame or just reanimate). However, you can earn major resource units (money) in a way you never could before. And it is a way to truly feel alive.

18+5
 
2,1 Super Heroesm 5 for 2Bs 2,1 China Asia and 4,3 Near Future

26) The Bauhinia (1088)

It is 1984. The Place is Hong Kong. The world is full of technical advances when compared to baseline. It has more space activity and science explorations. There are advanced robots, synthetic intelligences, derrigibles for shipping, hypersonic ships (match 10), undersea habitats, fusion centers, and more.

Variants and "mutations" have been an open secret for the last thirty years. (Maybe they were around before... had to say). Some say government and corporations have formulas and processes to create them. Again hard to say. In the 80s "spontaneous" clusters of Variants have happened, often near high population centers (New York, Los Angeles, Mexico City, Tokyo, London/ Oxford, Johannesburg, Cairo, Duluth, Mn (because why not destroy a good data trend), and other lesser ones ). Each Region has its own "flavor", common kinds of variants, and way to deal with variants.

However, while these clusters are notable, nothing compares to Hong Kong. Not only high population with high population density, It has more variants per capita than anywhere else. (Well publically known variants and variants that stay local. Not like they develop abilities elsewhere and take their show to other cities like The Mockingbird in San Francisco.) Here The Tongs and Super Cops fight it out with guns, martial arts, and powers. Science Villians build robots to conquer or steal and vigilantes stop them. Street Monsters happen and Mutant Knights stop them. Gangs vs Vigilantes and other "Clubs" of fighters. We even have groups who are fighting even now Chinese encroachment. (And the spies, we tend to forget about them).

Hong Kong is considered the City of the Future - Hi Pop - Hi Tech - Hi Variant - a pressure cooker of forces forming a new world

----- --0-- -----

To play here, imagine a cooler vaguely cyberpunk world with more tech, yet with all the issues and complications of today (and less dystopian themes) - think HK Action Movies from the golden age (70s to 90s) with better and actual CGI - mashed with Marvel Movies/shows.

Some Variants are exemplars (those with enhanced bodies and minds). There are those who are focus - who have beyond human skills - vEngineers, vArchers, vProgramers, vSingers. Many have mental powers (some which say it is magic). Others have abilities beyond what humanity has - fire blasts, super speed, flight, electrical senses and bolts. Many variants have visible changes, odd hair colors/ eye colors to downright more alien looking. To be honest some are monsterous. We tend to call those with notable traits... mutants.

And the Variants have brought the future to us, rather than make the future.


Upon reflection, I really like this one.
19+5/.92
 
1,3 Favorite/ Random Book Property 2 (for 1 B) 3,2 Horror
The book of the moment is The Lord Darcy Series.

27 Metalines


The Lord Darcy stories are set in an alternate world whose history supposedly diverged from our own during the reign of King Richard the Lionheart, in which King John never reigned and most of Western Europe and the Americas are united in an Angevin Empire whose continental possessions were never lost by that king. In this world a magic-based technology has developed in place of the science of our own world. (The world has technology equivalent of 1850s with the feel of the Victorian Era.) The Polish Empire is the other main player on the world stage and is the current threat to peace in Europe.

The Polish, unable to must a win in either their Eastward or Westward advancements through strict military means have taken to Espionage and subtle ways of undermining the Angevin Empire (corruption, sabotage, promoting disconent). They are not as strong in Science (magic theory) as the Angevins. Still they take their attempts. They may even sanction Black Magic, but that was only once and so distasteful that they have never done it again.

Until Now. The Polish Unleashed something to be used again the Russian Princess. These are metallic monsters, who seem to function in a way no natural life does. These Metalines were summoned from another world by Angevin Intelligence. They hiss and clank, eating coal or oils, and have minds made of no thoughts but cogitating "gears". They have created Havoc in The East, as only great force seems to stop them (or very clever and specific/ prepared magics). This would be frightening enough. However, it seem the Polish have lost control of them. While the bulk of them continue to crush everything East and South in a wave of metal and blood, some have "crept off". These smaller Metalines have moved in all directions. Some even being Human Sized and shaped. They are moving quietly around the world. They create chaos where they can. They are making chiurgical (surgical) acts to impair if not destroy countries and their militaries before "The Wave" could reach them.

If just the military were their intent, one could deal with them. The Metaline also make acts of terror, slaughtering nuneries, flooding towns, being a shadowbeast in the city acting like a killer insane. It is more than just military. It is like their goal is fear.


20+5/
 
Third time in a row that I rolled up some inspiration, and nothing worked.

28) The Question? Meta

Everyone always asks what causes superpowers to exist. What changed is really what we should ask. Because when you look at the rest of the universe, most species have some low level (or better) super powers. Yet on earth for the last few thousand years, we haven't had them. So on Earth, the question is not what caused superpowers. Superpowers are the natural way of the universe. We should ask what stopped the superpowers.

They're superpower beings in our past. A handful. The heroic age of Greece. A couple of other places and times briefly had heroes. But then they went away. What caused them to go away?

Now you get it. Who has something to gain by Humanity not having super powers? Aliens? Entities who are experimenting? Entities who are afraid of Humanity with Powers? Humans with powers who want their quiet monopoly of things?

The Neutralizer is either an organization (terrestrial or non) or a long-live life form that is suppressed superpowers somehow. For some reason recently they seem to be unable to keep it 100% impression. We have break throughs. (Did the last one die out?) Are the new super beings just so much more powerful that they can't be repressed anymore? What happens if they still are repressing us with a few breakthrough beings? What happens to the existing super beings when the suppression stops?

What happens when people start looking for them and or they get careless? What happens if we stop them. What happens when we discovered everybody should have some degree of superpowers?

So in a world of a handful of super beings, there are agents of change looking at these things. They need to know. Once they know, can they stop it?

You could be the Agents of Change.
You could be someone with powers (who might get a boost sometime soon)
You could be a person and find you have powers one day.
Maybe you think you are in charge, then "things change" and we have a population of minor super powered people? That will challenge your "control".

20+6/
 
1,3 Favorite/ Random Book Property 2 (for 1 B) 3,2 Horror
The book of the moment is The Lord Darcy Series.

27 Metalines


The Lord Darcy stories are set in an alternate world whose history supposedly diverged from our own during the reign of King Richard the Lionheart, in which King John never reigned and most of Western Europe and the Americas are united in an Angevin Empire whose continental possessions were never lost by that king. In this world a magic-based technology has developed in place of the science of our own world. (The world has technology equivalent of 1850s with the feel of the Victorian Era.) The Polish Empire is the other main player on the world stage and is the current threat to peace in Europe.

The Polish, unable to must a win in either their Eastward or Westward advancements through strict military means have taken to Espionage and subtle ways of undermining the Angevin Empire (corruption, sabotage, promoting disconent). They are not as strong in Science (magic theory) as the Angevins. Still they take their attempts. They may even sanction Black Magic, but that was only once and so distasteful that they have never done it again.

Until Now. The Polish Unleashed something to be used again the Russian Princess. These are metallic monsters, who seem to function in a way no natural life does. These Metalines were summoned from another world by Angevin Intelligence. They hiss and clank, eating coal or oils, and have minds made of no thoughts but cogitating "gears". They have created Havoc in The East, as only great force seems to stop them (or very clever and specific/ prepared magics). This would be frightening enough. However, it seem the Polish have lost control of them. While the bulk of them continue to crush everything East and South in a wave of metal and blood, some have "crept off". These smaller Metalines have moved in all directions. Some even being Human Sized and shaped. They are moving quietly around the world. They create chaos where they can. They are making chiurgical (surgical) acts to impair if not destroy countries and their militaries before "The Wave" could reach them.

If just the military were their intent, one could deal with them. The Metaline also make acts of terror, slaughtering nuneries, flooding towns, being a shadowbeast in the city acting like a killer insane. It is more than just military. It is like their goal is fear.


20+5/
Sounds like a job for Sir James le Lien.
 
29) 6,1 Comedy Toons Games 4 for A 1,4 Favorite/ Random Tokusatsu and B Africa

Earth Z144

Zoodon came to The World Ages ago, bringing with him the power coins and the stolen evil power of the Machines. In the Ancient Gorge, he buried the five crystals of power, hoping that The Dreaded Machine King would never find them. It had been so long, that Zoodon can no longer fight, being trapped in his hyper chamber. He recruits 5 yearlings (teens) from the various tribes (animal kin). He gives them the coins and color coded battle armor and tries to train them "on the fly" as Machine Beasts are sent to Earth to recover the crystals - a source of great machine power.

Okay they all can't be hit out of the park. Zoo Crew Power Rangers. It could be worse. Someone save me. Do a roll and make a setting.


21+6/
 
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