Quest Idea Thread

What's the relation between environment saving and war mobilization? Is this like an alien invasion quest where they are trying to terraform earth?
Not aliens magitech evil overlord empire. One of their main methods of attack is by basically chucking huge amounts of dark magic and invasive species onto your sides lands which is causing issues as now you have to use forces to stop monster attacks, it's severly damaging parts of the economy and it i really demoralizing watching your home get hostile terraformed into something that you can't even recognize
 
Quest idea after playing World of Horror and Chorogaiden.
Players start as characters in a small japanese town, solving mysteries, gaining allies, and beating eldritch horrors.
I just need to cook up a system..
 
Arcane got its gripe in me again sofort o had an idea for a setting anybody up for discussion of it?;)


League of Legends Quest: "Gears of Fortune"

Setting

The story takes place in Piltover and Zaun, twin cities divided by wealth, innovation, and oppression. While Piltover gleams with prosperity, powered by the marvels of Hextech, Zaun festers in smog and despair, where the only rule is survival. Amidst this, tensions between the cities are rising, and an undercurrent of rebellion stirs.

You are a normal human born into this dichotomy—an unremarkable individual navigating a world where ingenuity, power, and connections mean everything. Your goal is to survive, thrive, and perhaps shape the destiny of these two intertwined cities.


Character Creation

  1. Background:
    • Zaunite: Born in the undercity, you've known hardship all your life. Your skills lie in survival and street smarts.
    • Piltover Citizen: Raised in the upper city, but far from its elite circles. You dream of breaking into the world of Hextech and proving your worth.
  2. Personality Archetype:
    • The Idealist: Believes in bridging the divide between Piltover and Zaun.
    • The Opportunist: Focused on climbing the social ladder, no matter the cost.
    • The Rebel: Seeks to tear down the oppressive systems keeping the cities divided.
  3. Starting Skills (Choose Two):
    • Tinkering: Basic knowledge of machinery and gadgets.
    • Chemistry: Familiarity with Zaunite alchemy and substances.
    • Street Smarts: Negotiating shady deals, navigating Zaun's gangs.
    • Charisma: Persuading others and gaining allies.
    • Combat Training: Basic self-defense and weapon handling.
  4. Flaw: Choose one personal weakness that adds complexity to your journey:
    • Haunted Past: A decision from your past keeps catching up with you.
    • Fragile Health: Exposure to Zaun's toxins has weakened you physically.
    • Debt: Owe money or favors to a powerful Piltover or Zaun figure.

Storyline Hooks

The quest begins with a pivotal event that disrupts your life:

  1. Hextech Discovery (Piltover): You stumble upon an unlicensed Hextech core. Keeping it could mean wealth—or death.
  2. Shimmer Trade (Zaun): A powerful gang forces you into transporting Shimmer, the addictive drug ravaging the undercity.
  3. Crossfire: A skirmish between the Enforcers and the Firelights leaves you with valuable intel—or dangerous enemies.

Core Mechanics

  1. Action Points (AP):Players have 3 AP per turn, which can be spent on:
    • Research: Work on crafting or tinkering with inventions.
    • Social Maneuvers: Forge alliances or gain favor with factions.
    • Exploration: Investigate Piltover or Zaun for opportunities or secrets.
    • Combat: Engage in scrappy, improvised fights using skills and gear.
  2. Faction Dynamics:Your actions influence relationships with key factions:
    • Piltover Elite: Merchants, inventors, and politicians.
    • Zaunite Gangs: Chem-Barons, Firelights, and other groups vying for control.
    • Enforcers: The law enforcers of Piltover, balancing justice and corruption.
    • Revolutionaries: Underground movements seeking change.
  3. Progression:
    • Skills: Improve your core skills or gain new ones based on choices (e.g., Tinkering evolves into Advanced Engineering).
    • Inventions: Build tools, gadgets, or weapons to gain an edge.
    • Allies: Recruit characters to aid you, from street-level friends to powerful patrons.
  4. Limited Resources:Money, components, and time are scarce. Players must decide what to prioritize:
    • Build a reputation in Piltover by inventing Hextech marvels.
    • Survive in Zaun by forging alliances or taking dangerous jobs.

Key Events and Decisions

  1. The Heist: A faction asks you to infiltrate a Piltover Hextech lab. Success could mean wealth, but failure risks Enforcer wrath.
  2. Zaunite Rebellion: Support or oppose a growing movement to overthrow Piltover's control over Zaun.
  3. Shimmer Epidemic: Investigate the spread of Shimmer and decide whether to stop it or exploit it for personal gain.
  4. Hexcore Crisis: A malfunctioning Hexcore threatens both cities. Will you seek to repair it, or let chaos reign?

Potential Allies and Enemies

  • Viktor (Piltover): A brilliant inventor with an interest in your ingenuity—or a rival for recognition.
  • Silco (Zaun): A Chem-Baron offering power and resources, at the cost of your morality.
  • Firelights: A mysterious group willing to help, but only if you prove your loyalty.
  • Caitlyn and Vi (Piltover Enforcers): Allies in justice or relentless pursuers of your activities.

Final Goal


  1. Peacekeeper: Unite Piltover and Zaun through innovation and diplomacy.
  2. Power Player: Rise to the top, becoming a key figure in Piltover's elite or Zaun's underworld.
  3. Revolutionary: Lead Zaun's rebellion and dismantle Piltover's control.
  4. Destroyer: Let greed and ambition consume you, leaving both cities in ruins.
 
Arcane got its gripe in me again sofort o had an idea for a setting anybody up for discussion of it?;)


League of Legends Quest: "Gears of Fortune"

Setting

The story takes place in Piltover and Zaun, twin cities divided by wealth, innovation, and oppression. While Piltover gleams with prosperity, powered by the marvels of Hextech, Zaun festers in smog and despair, where the only rule is survival. Amidst this, tensions between the cities are rising, and an undercurrent of rebellion stirs.

You are a normal human born into this dichotomy—an unremarkable individual navigating a world where ingenuity, power, and connections mean everything. Your goal is to survive, thrive, and perhaps shape the destiny of these two intertwined cities.


Character Creation

  1. Background:
    • Zaunite: Born in the undercity, you've known hardship all your life. Your skills lie in survival and street smarts.
    • Piltover Citizen: Raised in the upper city, but far from its elite circles. You dream of breaking into the world of Hextech and proving your worth.
  2. Personality Archetype:
    • The Idealist: Believes in bridging the divide between Piltover and Zaun.
    • The Opportunist: Focused on climbing the social ladder, no matter the cost.
    • The Rebel: Seeks to tear down the oppressive systems keeping the cities divided.
  3. Starting Skills (Choose Two):
    • Tinkering: Basic knowledge of machinery and gadgets.
    • Chemistry: Familiarity with Zaunite alchemy and substances.
    • Street Smarts: Negotiating shady deals, navigating Zaun's gangs.
    • Charisma: Persuading others and gaining allies.
    • Combat Training: Basic self-defense and weapon handling.
  4. Flaw:Choose one personal weakness that adds complexity to your journey:
    • Haunted Past: A decision from your past keeps catching up with you.
    • Fragile Health: Exposure to Zaun's toxins has weakened you physically.
    • Debt: Owe money or favors to a powerful Piltover or Zaun figure.

Storyline Hooks

The quest begins with a pivotal event that disrupts your life:

  1. Hextech Discovery (Piltover): You stumble upon an unlicensed Hextech core. Keeping it could mean wealth—or death.
  2. Shimmer Trade (Zaun): A powerful gang forces you into transporting Shimmer, the addictive drug ravaging the undercity.
  3. Crossfire: A skirmish between the Enforcers and the Firelights leaves you with valuable intel—or dangerous enemies.

Core Mechanics

  1. Action Points (AP):Players have 3 AP per turn, which can be spent on:
    • Research: Work on crafting or tinkering with inventions.
    • Social Maneuvers: Forge alliances or gain favor with factions.
    • Exploration: Investigate Piltover or Zaun for opportunities or secrets.
    • Combat: Engage in scrappy, improvised fights using skills and gear.
  2. Faction Dynamics:Your actions influence relationships with key factions:
    • Piltover Elite: Merchants, inventors, and politicians.
    • Zaunite Gangs: Chem-Barons, Firelights, and other groups vying for control.
    • Enforcers: The law enforcers of Piltover, balancing justice and corruption.
    • Revolutionaries: Underground movements seeking change.
  3. Progression:
    • Skills: Improve your core skills or gain new ones based on choices (e.g., Tinkering evolves into Advanced Engineering).
    • Inventions: Build tools, gadgets, or weapons to gain an edge.
    • Allies: Recruit characters to aid you, from street-level friends to powerful patrons.
  4. Limited Resources:Money, components, and time are scarce. Players must decide what to prioritize:
    • Build a reputation in Piltover by inventing Hextech marvels.
    • Survive in Zaun by forging alliances or taking dangerous jobs.

Key Events and Decisions

  1. The Heist: A faction asks you to infiltrate a Piltover Hextech lab. Success could mean wealth, but failure risks Enforcer wrath.
  2. Zaunite Rebellion: Support or oppose a growing movement to overthrow Piltover's control over Zaun.
  3. Shimmer Epidemic: Investigate the spread of Shimmer and decide whether to stop it or exploit it for personal gain.
  4. Hexcore Crisis: A malfunctioning Hexcore threatens both cities. Will you seek to repair it, or let chaos reign?

Potential Allies and Enemies

  • Viktor (Piltover): A brilliant inventor with an interest in your ingenuity—or a rival for recognition.
  • Silco (Zaun): A Chem-Baron offering power and resources, at the cost of your morality.
  • Firelights: A mysterious group willing to help, but only if you prove your loyalty.
  • Caitlyn and Vi (Piltover Enforcers): Allies in justice or relentless pursuers of your activities.

Final Goal


  1. Peacekeeper: Unite Piltover and Zaun through innovation and diplomacy.
  2. Power Player: Rise to the top, becoming a key figure in Piltover's elite or Zaun's underworld.
  3. Revolutionary: Lead Zaun's rebellion and dismantle Piltover's control.
  4. Destroyer: Let greed and ambition consume you, leaving both cities in ruins.
 
So quest idea based for a Divided Loyalties based quest for anyone who wants to adopt it. Basically you play as an attendant/member of a Rogue Trader's retinue and your job is to see their wishes carried out while persuing your own goals and ambitions.
 
Arcane got its gripe in me again sofort o had an idea for a setting anybody up for discussion of it?;)


League of Legends Quest: "Gears of Fortune"

Setting

The story takes place in Piltover and Zaun, twin cities divided by wealth, innovation, and oppression. While Piltover gleams with prosperity, powered by the marvels of Hextech, Zaun festers in smog and despair, where the only rule is survival. Amidst this, tensions between the cities are rising, and an undercurrent of rebellion stirs.

You are a normal human born into this dichotomy—an unremarkable individual navigating a world where ingenuity, power, and connections mean everything. Your goal is to survive, thrive, and perhaps shape the destiny of these two intertwined cities.


Character Creation

  1. Background:
    • Zaunite: Born in the undercity, you've known hardship all your life. Your skills lie in survival and street smarts.
    • Piltover Citizen: Raised in the upper city, but far from its elite circles. You dream of breaking into the world of Hextech and proving your worth.
  2. Personality Archetype:
    • The Idealist: Believes in bridging the divide between Piltover and Zaun.
    • The Opportunist: Focused on climbing the social ladder, no matter the cost.
    • The Rebel: Seeks to tear down the oppressive systems keeping the cities divided.
  3. Starting Skills (Choose Two):
    • Tinkering: Basic knowledge of machinery and gadgets.
    • Chemistry: Familiarity with Zaunite alchemy and substances.
    • Street Smarts: Negotiating shady deals, navigating Zaun's gangs.
    • Charisma: Persuading others and gaining allies.
    • Combat Training: Basic self-defense and weapon handling.
  4. Flaw:Choose one personal weakness that adds complexity to your journey:
    • Haunted Past: A decision from your past keeps catching up with you.
    • Fragile Health: Exposure to Zaun's toxins has weakened you physically.
    • Debt: Owe money or favors to a powerful Piltover or Zaun figure.

Storyline Hooks

The quest begins with a pivotal event that disrupts your life:

  1. Hextech Discovery (Piltover): You stumble upon an unlicensed Hextech core. Keeping it could mean wealth—or death.
  2. Shimmer Trade (Zaun): A powerful gang forces you into transporting Shimmer, the addictive drug ravaging the undercity.
  3. Crossfire: A skirmish between the Enforcers and the Firelights leaves you with valuable intel—or dangerous enemies.

Core Mechanics

  1. Action Points (AP):Players have 3 AP per turn, which can be spent on:
    • Research: Work on crafting or tinkering with inventions.
    • Social Maneuvers: Forge alliances or gain favor with factions.
    • Exploration: Investigate Piltover or Zaun for opportunities or secrets.
    • Combat: Engage in scrappy, improvised fights using skills and gear.
  2. Faction Dynamics:Your actions influence relationships with key factions:
    • Piltover Elite: Merchants, inventors, and politicians.
    • Zaunite Gangs: Chem-Barons, Firelights, and other groups vying for control.
    • Enforcers: The law enforcers of Piltover, balancing justice and corruption.
    • Revolutionaries: Underground movements seeking change.
  3. Progression:
    • Skills: Improve your core skills or gain new ones based on choices (e.g., Tinkering evolves into Advanced Engineering).
    • Inventions: Build tools, gadgets, or weapons to gain an edge.
    • Allies: Recruit characters to aid you, from street-level friends to powerful patrons.
  4. Limited Resources:Money, components, and time are scarce. Players must decide what to prioritize:
    • Build a reputation in Piltover by inventing Hextech marvels.
    • Survive in Zaun by forging alliances or taking dangerous jobs.

Key Events and Decisions

  1. The Heist: A faction asks you to infiltrate a Piltover Hextech lab. Success could mean wealth, but failure risks Enforcer wrath.
  2. Zaunite Rebellion: Support or oppose a growing movement to overthrow Piltover's control over Zaun.
  3. Shimmer Epidemic: Investigate the spread of Shimmer and decide whether to stop it or exploit it for personal gain.
  4. Hexcore Crisis: A malfunctioning Hexcore threatens both cities. Will you seek to repair it, or let chaos reign?

Potential Allies and Enemies

  • Viktor (Piltover): A brilliant inventor with an interest in your ingenuity—or a rival for recognition.
  • Silco (Zaun): A Chem-Baron offering power and resources, at the cost of your morality.
  • Firelights: A mysterious group willing to help, but only if you prove your loyalty.
  • Caitlyn and Vi (Piltover Enforcers): Allies in justice or relentless pursuers of your activities.

Final Goal


  1. Peacekeeper: Unite Piltover and Zaun through innovation and diplomacy.
  2. Power Player: Rise to the top, becoming a key figure in Piltover's elite or Zaun's underworld.
  3. Revolutionary: Lead Zaun's rebellion and dismantle Piltover's control.
  4. Destroyer: Let greed and ambition consume you, leaving both cities in ruins.
Also,very good quest idea,ring me up if you start it
 
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A dungeon core quest, but the theme of the dungeon is tech and the location is warhammer fantasy. the further down in the dungeon you go, the more high tech it gets.
 
how would you pull off a quest where the hook is that the whole quest is POV of a streamer and voters are chat? i guess it would be kind of like a riot quest
 
Would anyone be interested in a CK2 style Genshin Impact quest, where you control the Archon (leader) of one of the game's seven nations? 100 years before the events of the game start, of course.
 
Would anyone be interested in a CK2 style Genshin Impact quest, where you control the Archon (leader) of one of the game's seven nations? 100 years before the events of the game start, of course.
Idk if 100 is far back enough, because I checked the tropes page, I know at least that one of the current Archons is active then.
 
Idk if 100 is far back enough, because I checked the tropes page, I know at least that one of the current Archons is active then.
Tbf, that far ago causes wayyyy too many timeline disruptions. I'm a smart writer, but not that smart. It's meant to be a fairly relaxing quest, 1/2 narrative adventure, 1/2 CK2 politics.

Maybe I'll just put that part up to a vote.
 

Quest Premise: "Ashes of Immortality"


The Immortal World—once the crown jewel of creation, a realm of eternal possibilities—now teeters on the edge of oblivion. Its vibrant energy fields have withered, the immortal paths are broken, and its denizens cling to fading scraps of power.

Cultivators are trapped in stagnation, unable to progress beyond Dao Forming. The heavenly tribulations that once signaled the ascent to higher realms are absent, and the immortal energy that once suffused the world has decayed into irrelevance. Legends speak of what lies beyond: Tribulation Immortal, True Immortal, and even Immortal Godhood—but to pursue these is to court death.

In this dying world, you are nothing but a lowly mortal. Yet, as the heavens falter and decay creeps into every corner of existence, you are presented with a unique opportunity: to carve a new path where none exists. By defying tradition, innovating new cultivation methods, and forging a legacy that does not depend on the broken heavens, you may become the architect of an entirely new system of power.

Can you succeed where countless others have failed? Will you create the foundation for a new age—or be consumed by the remnants of the old?



Got boring on the train so i wrote this how do you find it?
 
Been thinking of doing one of two quests sometimes mostly as a cool down while I wait for my pain to fade.

The first would be an evil Terran faction commander in Starcraft quest..... the name is.... well hopefuly self explanatory. Options would include the likes of Confederate Remnants, the Dominion or the UED and each would have sub factions with different quest lines. For example the Confederate Remnants would have varius merc groups and houses based on historical aristocratic classes.

The second would be an Quest about an unusal Ork WAAAAGH in 40k. Options would include single Klan Orks, Imperium Imitators, and even entire Freeboota mobs.
 

American Underdog: An American Warlord Era Quest


The year is 2109, and the mighty United States of America has been a relic of the past for over a decade. What was once a global superpower is now a patchwork of fractured territories, governed by warlords warring for their own twisted visions of what America should be. The Communists want a worker's paradise. The Fascists hunger for an iron-fisted empire. Then there are the dreamers, clinging to the ghost of the old USA, believing they can breathe life back into the fallen republic.

You are none of them. You are the underdog—the one no one believes in, the figure barely managing to control a single, small town on the edge of chaos.

Yet, as the dust settles from decades of turmoil, the question remains:

What do you believe in?

[] The AI Presidents will save us!!!

The remnants of America's greatest leaders—digitally preserved and enhanced with cutting-edge AI—have returned to lead the nation. Obama. Biden. Trump. They are incorruptible, efficient, and above all, immortal. Who better to bring unity than the flawless wisdom of America's greatest minds?

[] The American Colonies need to return home!
The old USA has fallen, but the soul of America lies in its roots. The thirteen original colonies are the heart of the nation, and you believe that rebuilding from these foundations will lead to a purer, stronger America. It's time for the colonies to rise again and forge a path back to greatness.

[] Cosplayers Rise UP!!!
A madcap vision born of chaos: the future belongs to the fans, geeks, and dreamers. America doesn't need warlords; it needs heroes. You will build a nation where the ideals of fictional worlds and characters become reality. Why rebuild a dull world when you can create one where everyone can live their fantasies?

[] Write-in Something Absurd:
 
Random Idea I had.

It began a year ago, a bank robbery in Oakland, California was interrupted by what appeared to be a sixteen year old girl in a pink cosplay outfit of some kind. She pointed a wand crowned with a large pink gem shaped like a heart at the robbers and demanded they surrender. The Robbers were more bewildered than anything and told her to sit down and shut up. That's when the gem on the girl's wand began to glow brightly, melting the barrels of all the robber's guns. Before the robbers knew what was happening the girl quickly knocked them out using her incredible speed and strength. The girl introduced herself to the now thoroughly confused and terrified bank employees and customers, saying she was Callie the Radiant, a Magical Girl. One empowered to bring justice to the world.

Hours later, there were numerous reports of similarly empowered women and men across the world. A Man in a top hat in Taiwan stopped a typhoon using only a tea cup. A woman in France on a broomstick who stopped no less than 20 murders in a day, seemingly knowing they were happening before they even occurred, and a girl lifting an entire sinking refugee boat out of the water using only the power of her staff and flew them to safety, to name a few examples. All would tell a similar story, claiming a magical artifact had appeared before them and asked a single question.

"Do you hold Justice in your heart?"

They came to be known as the Empowered, people of all genders, from roughly the age of 16 up to 35, who had been given a magical artifact sent by unknown forces. These artifacts could, at the will of the user, transform them into an empowered state. Granting them various abilities and magical powers, ranging anywhere from simple increased strength and speed, flight, to shooting beams of intense power, to even manipulation of nature and time itself. Their empowered state transformed them as well, changing their physical appearance and giving them a new outfit. Everything from dresses and stylized Tuxedos to trench coats and armor. As far as many were concerned, they were Magical Girls (And Boys) made reality.

The first few months were good, the Empowered all seemed to be people of sound moral character, who truly held justice in their hearts and did what they could to help the common people. Crimes were stopped with minimal violence, disasters were prevented and numerous lives were saved. Privately however, governments around the world were beginning to panic as they realized they were now dealing with hundreds of people with powers ranging from super human to those who could manipulate the fundamental forces of the universe, with their numbers growing by the months. Few ways to effectively counter them emerged, states around the world quickly realized it was effectively impossible to steal an Empowered's magical device. And the study of devices brought by those Empowered sympathetic to their governments revealed nothing. The device's technology made no sense to anyone who studied even on the most basic of levels.

Plans were being drawn up around the world for what to do about the Empowered but little action was taken during those first months. Then, four months in, something changed. The character of those who had a device appeared to them began to grow more broad and dangerous. Extremists of every variety soon began to acquire devices to disaster results.

A self-declared Reichsbürger Magical Girl in Munich would end up killing dozens after the police tried to arrest her, fleeing into the Swiss mountains before the army could be called in. In another case, a pink haired man who called himself Loki emerged out of the backwoods of Northern Idaho, declaring the gods had granted him his power to 'purify' America. Loki would kill thousands in a week of terror before a half dozen other Empowered took him down in a battle that left most of Boise in ruins.

To further complicate matters, even those who were empowered during the first days, those who seemed to be everyone with a pure heart and sound mind, were beginning to change. With their powers seemingly defying all scientific explanation, many empowered people began to believe that their powers had a scientific or even divine origin, which led many of them to become more and more convinced that their judgement, their morals, stood any government's. Most notable Callie the Radiant, some ten months after she stopped that robbery and revealed the empowered to the world, began to attack LAPD officers after a series of incidents involving police brutality. When questioned about her actions she said simply, "They were given their power by flawed men, I was given my power by god. Only my kind are allowed to deliver justice to the world".

The Loki incident, followed by the Radiant growing rogue lead to government crackdowns on the Empowered world wide. To often disastrous results. Most empowered hide their civilian identities well or simply abandon them, remaining constantly transformed. This forced militaries and police forces to engage them when they were at their strongest. For months across the world, the Empowered have been fighting against their own governments. A few governments, mainly China and parts of South America, have found some success, mainly by allying with some of the empowered to fight against their more destructive counterparts. But for most it has been nothing short of disaster.

For months the media has been treating things as basically little more than civil unrest, that the Empowered were little more than troublemakers who would soon be forced to obey the law. Then Natasha, the so-called Gentle Witch, laid waste to most of Moscow in a giant pink explosion, followed shortly thereafter by the unexpected surrender of the German government to a coalition of Empowered. After that, people stopped pretending and acknowledged that things were beginning to fall apart.

You are

Name
[] Write-In

Appearance (Optional)
[]Write-in (Something magical girl related or Anime related, NO AI IMAGES)

Gender
[] Male
[] Female
[] Write-in

You have watched helplessly from the sidelines. What could you do? You were just an average person just trying to survive, one of millions in a similar situation. You never believed one of those magical devices would come for you. Until everything changed one day.

When did it occur?

[] On the Best Night of Your Life.

You had finally, finally, worked up the courage to purpose.

[] On the Worst Day of Your Life
WIP: Just after you were kicked out by your parents on your Eighteenth Birthday

[] In a Moment of Terror
WIP: As you were being robbed at gunpoint

[] Write-in (Subject to QM Approval)

You stood there, transfixed as a bright light shot down from the sky. A single object rocketed downwards before stopping suddenly just before it touched the ground. It hovered before you. It was a-

What is Your Magical Artifact?

[] A Ring
It's a simple thing, a gold band with a Seven pointed star made of crystal as its stone, each point a different color of the rainbow. It granted you the power to shoot beams of energy from your hands, strong but not strong enough to punch a hole in a tank. You had modestly increased strength and Stamina, and you could fly though not particularly fast. You wouldn't say your powers were unimpressive but you couldn't help but feel a bit let down. That's when you discovered the Ring's true power, it could create up to six copies of yourself. You're weakened slightly by each copy you create but your combined power is greater than you are alone. The copies are able to exist for up to three days before being forced to merge back with you. Your copies are exact copies of you mentally at the time of their creation, though you cannot directly control them. Not that you've been in a situation where they would strongly disagree with you.

[] A Broomstick
You expected something more rustic looking for some reason, not this seemingly modern look thing with a smooth black handle and yellow bristles that looked like it was one of a dozen others you could buy at the store. Despite lacking any seats the boom is shockingly comfortable to ride. Which is good because the thing was fast as a fighter jet and yet could turn on a dime and dash between alleyways with ease. You can make it turn effectively invisible to the naked eye for periods of time but doing it for more than a few minutes leaves you exhausted. Beyond the broom, you also can materialize a bow and quiver of arrows. The arrows regenerate overtime and come in two varieties, homing and explosive. You have surprisingly good aim with the bow even while riding your broom.

[] A Wand
WIP: Shoots beams of intense heat or cold.

[] An Orb
It is a large glass orb, about the size of a mango and dark blue in color, though you can see what appears to be an unending storm constantly raging inside of it. The orb appears to have some kind of mental link with you as it obeys your thoughts. When transformed it is near constantly floating around you unless commanded otherwise. You can easily launch this thing fast enough to break the sound barrier at your enemies but that's not it's true strength. The strength is the beam that emits, a brilliant pink beam of energy. The beam burns hot and can easily melt through the side of a building. The orb can also divide itself into numerous smaller orbs on your command, giving you numerous but weaker beams. You can't fly; a smaller section of the orb can flatten itself into a disk for you to hover around on.

[] A Surfboard
You don't think there's ever been a magical surfer before, not that you've heard of anyways. And your surfer attire strikes a rather different image of most of the empowered. But few deny your status as one once they see your powers. You can control water itself, manipulating up to an olympic size swimming pool's volume of water at any time. You can shape it, mold it, create blades of ice out of it or transform the water into steam only to have it rain down on your enemies as hail. The purity of the water seems to matter little though you cannot control water that is inside any living beam. The Surfboard itself can fly, treating the wind like it was just another wave. But of course it's much faster on the water.

[] Write-in (Subject to QM Approval)

You stared at the object, transfixed by the sight, amazed and horrified at the same time. Then it asked you the question that thousands before you had been asked.

"Do you hold Justice in your heart?"

You answered yes, what else could you do? Who would deny such power, such possibilities, when it is offered so freely? In an instant, you were transformed. Your clothes replaced, your face and body reshaped the artifact. You had become one of the Empowered.

That was nearly three weeks ago. Despite the awesome power you had been granted, you kept a low profile as you figured out your powers. You had become powerful, not on the same near god-like level as some of your fellow Empowered, but you weren't helpless anymore. You could do something, you had the power to change things. You just weren't sure how. You had no intention of letting the feds kill you or lock you away forever but you were also weary of some of the other Empowered.

As you tried to figure out your place in the world, others took action. It happened suddenly, the President-elect was killed in an explosion while a group of Empowered swarmed DC, taking the president and most of Congress hostage. The news was filled with images of various magical girls and boys, floating above the White House, threatening to shoot down anything that approached.

They called themselves the Wild Hunt, A dozen or more Empowered, all led by Callie the Radiant. They denounced the recent crackdown on the Empowered by the Federal Government and have declared martial law across the country, saying they would guide the country into a new age. Several states have already denounced the Wild Hunt as nothing short of coup. Rumors abound that one of the Cabinet had escaped and was organizing something in the midwest. Meanwhile dozens of Empowered were making their way to DC. Some seek to fight the Wild Hunt, others want to join them. Beyond DC there are reports of multiple Empowered doing battle with state and federal forces, seeking to carve out chunks of the country for themselves.

You could make your way to DC, fight the Wild Hunt, Join them, try to protect the people from the battle that is about to erupt. You could also stay home, protect the ones you care for, try to build an empire for yourself. This country, indeed the whole world seemed to be coming apart at the seams, maybe you could stop it, or maybe you could help forge the new order to come.

What Do You Do?

[] Head to Washington D.C

[] Stay Home and Prepare



Notes: So for those of you who remember, this inspired by the Cape Wars GSRP from last year/earlier this year. Though with magical girls instead of superheroes. Actually keep debating if I should do this as a Quest or GSRP. This would be very vibes based either way, I'm not a person who's big on mechanics.

 
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Been thinking about dipping my toes into quest-running with a Star Trek quest inspired by "My Loyalty Is To The Republic"; players act as Starfleet Command, using actions each turn to address tasks in and around the Federation. Actions are resolved through simple dice rolls (probably d100 or an equivalent number of dice) and can be boosted with Heroes (starship captains); each Hero has a bunch of traits which each give a small boost (like +5) when relevant to the task at hand. Use of Heroes is limited through a one-turn cooldown and (very small) chance of death or starship destruction; if a ship is destroyed, it needs to be rebuilt (taking time and resources), and if a Hero dies, their second-in-command takes over (i.e. if Picard was a Hero, the Enterprise would pass down to Riker, and if Riker died, it would pass down to Data). Would probably make an AU setting so people and factions from different points in time could be used together :V
 
Been thinking about dipping my toes into quest-running with a Star Trek quest inspired by "My Loyalty Is To The Republic"; players act as Starfleet Command, using actions each turn to address tasks in and around the Federation. Actions are resolved through simple dice rolls (probably d100 or an equivalent number of dice) and can be boosted with Heroes (starship captains); each Hero has a bunch of traits which each give a small boost (like +5) when relevant to the task at hand. Use of Heroes is limited through a one-turn cooldown and (very small) chance of death or starship destruction; if a ship is destroyed, it needs to be rebuilt (taking time and resources), and if a Hero dies, their second-in-command takes over (i.e. if Picard was a Hero, the Enterprise would pass down to Riker, and if Riker died, it would pass down to Data). Would probably make an AU setting so people and factions from different points in time could be used together :V

This would be neat, but my only piece of advice is to use dice pools to stop the dice from being *super* swingy.
 
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