member, 390 posts
 Insane and loving it
Sat 15 Feb 2014
at 20:49
Plots, Story lines and other wierdness
As I have stated in other threads I am not up to running games any more. But I do come up with some ideas about plots, story lines and concepts. I imagine there are others out there with similar things - so I decided to make a thread to put forth some of these ideas and let anyone who is interested use them.

This first one is the one that inspired me to do this the most, as I never got to run it but really loved the concept of it.
Put simply, its AD&D meets Original World of Darkness.

It was a nice clear day on the lake. Hot like summers are, perfect for a day out here.

Then right at noon a cold breeze washed over the lake, the sky turned cloudy and what looked like a massive tornado forming over the middle of the lake.
At the same time the middle of the lake started to churn and froth and land pushed up through the water.

Even as the island appeared this huge black and silver structure lowered, genitally as you pleased till it came in contact with the island. At that moment their was a bright silver-blue and green flash and the feeling of the air shaking with unimaginable power, but no other real sound.
When all could see again they beheld a large tree covered island with a massive hill at its center and the black and silver building surrounded by a high black stone wall.


The peoples reactions was a mix of wonder, fear, and curiosity.
Some of the more brave or perhaps foolish, boarded boats and other water craft and went out to get a closure look at the new place.
A few of these even landed on the shore and looked around. They found a cove that made the perfect landing area and rows of trees, mostly apple but a few pear and some other plants as well. All set up in farm like rows but lacking any buildings beyond the Tower which is at the end of a steep narrow road. No one feels brave enough to approach the formidable structure.


Meanwhile satellite coverage of the area picked up the strange cloud cover and a surge in the electromagnetic spectrum that is unlike anything ever seen in the modern world.

Home land security and the military immediately went on alert and sent out scouts to examine the area.
The air force, is the first on the scene with a pair of jets followed by 2 helicopters.
At this point they are taking pictures of the structure and sending those back to their leaders.

What they see is a building built in to the form of a 5 pointed star within a heavily defensible shield wall. 2 helicopters on 2 of the massive spurs as well as the 5 sided pyramid that has a tall flag pole on it waving a banner of a dragon rampant and a tree in a gold circle.
They also note the flurry of activity. What they believe is troop movements with in the structure.
So far though there has been no overt hostilities from those with in the structure.

The President is notified and the joint chiefs and heads of the different intelligence agencies are all called in to meetings as this phenomenon is examined and theories are presented.


Media responce:

Several of those who witnessed this had the presence of mind to record it either on their cell phones or other recording equipment.
Many people called in the police and a few called the media. The media helicopters actually arrived before the air force and have been documenting this event since a few minutes after the 'storm' broke up.


Super natural responce.

Technocracy is freaking out at the massive display of pure magical might that was used to effect this transition or creation. They fear Marauders are to blame. But will not rule out some fool 'Orphans'.

The Kindred and others learn of this event from the media and are slower to respond.
The local prince has sent out some scouts to learn what he can a little after night fall. But at that point there is little to nothing to report other than no one has made contact with the inhabitants of the structure yet.

This message had punctuation tweaked by a moderator, as it was the wrong forum, at 21:01, Sat 15 Feb 2014.

 member, 391 posts
 Insane and loving it
Sat 15 Feb 2014
at 20:54
Re: Plots, Story lines and other wierdness
The above came about when a Mage from a parallel modern world was transported back in to medieval England (aka Connecticut Yankee in King Arthur's Court type deal). Long story short, she set up a tower / mage school and one day they had a bit of a mishap, due to several factors - including exhaustion of trying to cast a 3 day long spell to create a teleport disc like those described in Auroa's Whole Realm Catalog (Forgotten Realms).
Critical fumbles can have such Interesting results.

Comments welcome

This message was last edited by the user at 02:17, Sun 16 Feb 2014.

 member, 107 posts
Tue 18 Feb 2014
at 00:35
Re: Plots, Story lines and other wierdness
Everyone freaking out because they're on the receiving end of a mage's critical fumble. That's pure gold right there. (On the other hand, critical fumbles on great spells tend to be pretty awesome.) But that does raise questions of what the mages are currently doing. If they're worried about what's outside, why haven't the "defended" themselves? And if are aren't worried about what's outside, why haven't they tried to make contact? It's... just... well, tension is really high, seemingly at its peak, and there's been absolutely no action whatsoever.
 member, 396 posts
 Insane and loving it
Tue 18 Feb 2014
at 02:21
Re: Plots, Story lines and other wierdness
Well in the original story this is the Mage's home world and she is excited.
And two there are post that took place before this one I just did not include.

It was a good game and this was a thread that did not work, so we removed this event and went in a different direction but I always wondered 'what would have happened had it played out'.

If your interested I can include those post.

This message was last edited by the user at 02:24, Tue 18 Feb 2014.

 member, 399 posts
 Insane and loving it
Thu 20 Feb 2014
at 15:32
Re: Plots, Story lines and other wierdness
(Took me a bit to find (and edit) this, but here are the post leading up to the first post above)


posted... work

 The next evening I start working on a new spell.
I came up with an Idea while thinking about an Old AD&D game. Transporter pads that can send goods to other places.
Most often to another pad. The idea is an old one but no one I know of has ever made one.
(Site to site teleporters for sending large amounts of goods to my warehouses all over England).


posted... set up

  The spell is going to be a nasty one. It is going to take tons of energy to set it up.


posted... points

  I go over it carefully and bring in other mages to work on it.
This is deffinately a group effort spell. But once the pads are enchanted they should actually use very little magic.

Still its going to be a bitch in the short term.


posted... project

  It is going to take alot of time to set each one of them up. It is definately a long term project.


posted... sets

 They are done in sets of 4. This is to reduce construction time.
Even so ... I sigh and put someone else in charge. I have other duties, as Dutches to do.


posted... four

  Months pass as they work on the first set of four.


posted... Activation

 I am needed for the activation ritual.
Its a long complex 3 day ritual and I have to force myself to stay awake through the whole of it.

And that is probably why things went so wrong on the 3rd day.
We were just setting the Links when I stumbled over something on the floor that was not supposed to be there.
One of the apprentices, who was asleep instead of sitting in her position and holding her candle.
This caused me to drop the bowl of ingredients and they spilled over two of the disc and a couple of the other apprentices, who all cried out in the middle of their chant.
Something unexpected happened next. The whole tower 'Shifted'. It felt at first like a minor earthquake, then everything started to flip end over end and there was this horrible wrenching feeling deep in our bones.
This seemed to go on and on for a couple of eternities as time and space were pulled asunder and we all were thrown in to the maelstrom of it.

Eventually though it stopped, we were pulled back together, everything in its place but still something felt off.
We learned what when we looked out a window and saw that we, Tower, gardens, ring wall and all, were on a totally new island in the middle of a strange lake.
Well strange to my people, I on the other hand recognized the power boats, sail boats and other water sports equipment in use by the people enjoying this nice summer day in Colorado.

I mutter in a stunned tone, " Oh holy bat shit. Could this be my home ? "


posted... ugh

 "I think I am going to be sick." I moan and clutch my stomach. "What about bat shit is holy?"


posted... distracted

 In a distracted tone, still looking out the window and taking it all in, " Werebat phrase. Something about the mother of all bats. " totally made that up on the spot. Though for all I know it could be true.
" I am not 100% sure, but this looks like my home land. "

Those around me, who are not as badly affected as Winnie all just nod. It kind of fits, all the machines and scantily clad people. (I am not known for a sense of modesty).


posted... bat
on Mon 15 Sep 2008 @ 2:02 PM (PBW Time)

 "I want to go home. Let's go home. I do not like this place. I do not like bats. I do not want to meet a werebat."


posted... home

 Her complaints actually cause me to laugh.
I put an arm around her waist, " Winnie love, there are no bats here. Well I have never seen any. And if I am right, well this may be My home. My brother owns land here.
As for us going home, well I am not sure how to do that as it was an accident that brought us here to begin with.
But at least we are all here together. "
Now though I foresee other problems. 20 story buildings do not normally appear out of thin air and I suspect the goverment and worse the military will take an unhealthy interest in us.
As such I turn to the guards and order a full scale alert. Tell them to man the guns and prepare the gliders but do not launch any.
I want to be prepared in case some of the locals prove hostile.

Full alert means the main gates are barred and special weapons are brought online. These range from catapults and ballista to more advanced weapons such as rail guns and 50mm cannons, and even a set of 'lightning guns'.

My war gliders mix technology and magic and can actually fly but also have weapons built in to them. Smaller 'lightning guns'. The small ones act as stun guns but can hit anything from an individual to a good sized group.

Tracy and Winnie are actually Admin characters I and my Co-gm at the time were running between other players games.
Tracy after the original events in her version of King Arthur's story was made a Dutches of the western provenances, which is largely rivers and lake territory. She is also a werepanther as well as a mage.
Winnie is um, a 'mutt' type shifter, her family mixed with so many different sorts of cats that what came out when she eventually shifted is weird to see. But her personality is somewhat childish despite being a goodly powered mage and chief apprentice to Tracy.
Tracy came from 21st century earth and is a trained pilot and had a masters degree in Economics and Architecture as well as having been a practicing mage. She is also deathly afraid of water, so putting her on an island is a special torture for her.
Winnie on the other hand hates flying and has to be dragged on to one of Tracy's helicopters, which is the Only way Tracy will come or go from her island to the main land (as she does not trust boats).
 member, 110 posts
Fri 21 Feb 2014
at 02:50
Re: Plots, Story lines and other wierdness
That definitely sounds like a lot of fun. It really is too bad that didn't work out.
 member, 407 posts
 Insane and loving it
Thu 27 Feb 2014
at 15:59
Re: Plots, Story lines and other wierdness
Note: I made this thread so others could put in idea's they had for plots and stories to. But I will put in more of my own as well. Maybe between myself and others some fun inspirations will come of it.

Another idea

When Worlds Collide
 Mon 27 Apr 2009 <-included when I thought of this]

On Dec 24 2012 the world as we know it came to an end and No one noticed.

There was some disappointment, seeing as the Mayans calander predicted it and all. But nothing 'out of the ordinary' seemed to happen.

Mostly this is because no one knew where to look or what to expect. That and the change was quite subtle.

Changes came of course, they always do. Political, seasonal, weather related. All the normal things. Some good some bad.
But the coming of the one.
The 'Traveler' who came looking for something or someone which may not exist here.
This was an earth altering event, for he came with power and knowledge not of this world or time.
He opened a door that had never been opened in this world or Frame before. And in doing so let in things that till then had only been Myth, Legend, and in some cases out right Fantasy.

This game is good for Rift or free form or any number of 'modern / future' story lines.
 member, 6284 posts
 Gaming for over 30
 years, and counting!
Thu 27 Feb 2014
at 19:15
Re: Plots, Story lines and other wierdness
That actually sounds similar in tone to the whole basis of the Dark Conspiracy RPG.  It wasn't a single, specific 'Traveler' entity, from what I recall, so much as it was a general kind of breaking down of dimensional barriers (along with alien invaders).  Only ever played one campaign (and that was home-brewed with Star Wars D6 rules, because we all knew them and the GM liked the Dark Conspiracy setting but didn't care for most of the rules all that much), but it's still one of my fondest gaming memories.
 member, 414 posts
 Insane and loving it
Sat 1 Mar 2014
at 21:59
Re: Plots, Story lines and other wierdness
Similar yeah. Or Rifts - basically this Traveler was the cause / origin of it all. But he did not realize it, possibly ever.
 member, 429 posts
Sun 9 Mar 2014
at 02:41
Re: Plots, Story lines and other wierdness
Old idea I did long ago. My first game in fact, learned allot from it (like not to put main plot around 1 PC as sometimes they wander off and don't return).

AD&D 2cd ed. Forgotten Realms -
The PCs are all -1 level and 'children' age 10 to 14 (early Apprentice ages)
City adventure (I used Waterdeep back then), takes 500xp to reach lv 0, 500xp to level 1. HD is 4hp (plus Con bonus) all physical stats are at -2. Mental unaffected. A mage or Priest type would have only a few cantrip type spells. Thief type would be at 30 pts (45 at lv0 and 60 lv1 + race and dex bonuses). And only skills numbering their Int bonus. (basic understanding in what ever field they are studying - apprenticing in).

Story around a group of friends. (not a gang) possibly they find a magical device, or learn of a plot (thieves, evil humanoids, slavers, etc) and none of the adults are willing to listen to them, so they have to stop it themselves.
 member, 119 posts
Sun 9 Mar 2014
at 05:22
Re: Plots, Story lines and other wierdness
In reply to ShadoPrism (msg # 10):

Ah, low-low-level campaigns. Those are fun. I had an idea for a game where the characters derp out endlessly, such that the entire campaign consists of getting out of bed, opening a door, walking to the kitchen, opening the fridge, and getting rid of the final boss: a moldy ham sandwich. If the entire party survives, the GM didn't do it right.
 member, 444 posts
Tue 18 Mar 2014
at 23:57
Interesting Times
I ran this on Playbyweb a few years ago and had a blast. (2006)
Thought I would put out the 'hook' I used back then.

Was just another night of Chat gaming. PBW was down again and you and your friends were just playing a chat game on Yahoo when the Glitch happened. You all saw it but none of you knew what it was or how it was caused.

This weird set of neon colored 'letters' appeared on your screens. They looked like Elven crossed with Arabic. Then they started to swirl around and around. After a minute of this and much to your surprise the world exploded and you were ripped from the place you were and awoke here.

Now if you could just loose the whole body head ache ...

Basic Concept:
A group of online friends, while chatting one night, are pulled into a 'Fantasy World'.
Only they end up in new bodies. Maybe even of different genders and 'Classes'.

Character Creation
using AD&D 2cd ed Rules.

Races are from the Complete Book of Humanoids- Reincarnation chart. Player rolls 2d100, but admin decides which body type the player gets.
No Humans though, so that's a re-roll. (55-68 on roll 1 and 42-55 on roll two are auto re-rolls)

The Admin will tell you what you rolled and let you choose which of the 2 (or 4) races you rolled you wish to play.

Physical Stats (Str, Dex, Con, Chr) are rolled by the DM and adjusted for race.
Players either roll or choose their Intelligence and Wisdom score. This represents the 'mind / spirit' of the 'Real' person.

Note: just cause the body you end up in was a Priest does not mean you have to stay one. With a little work you can become another class.

I am willing to work with players for interesting ideas. Like you want to try a race not in the book. Same goes for a specialty class.

This game will be partly free form and player feedback is a Good thing (helps form Plots).
shady joker
 member, 1511 posts
Wed 19 Mar 2014
at 11:51
Re: Interesting Times
This idea was scrapped but still liked it. nWoD Promethean: the Created meets Hunter: the Vigil. Basically a Promethean is on a Project Valkyrie team and fights monsters. Inspired by the Hellboy comics and movies.

Another game I had an idea for used the Savage Worlds system. It was called 'Spooks' and about psychic spies that astral project to do their spy stuff and countered by ghost buster like security forces.
 member, 450 posts
Sun 30 Mar 2014
at 17:47
Re: Interesting Times
One of my all time favorite plot devices is 'play yourself'. Or at least a close approximation of yourself, in a time / dimension shift type story line.
Like dropping modern people in to AD&D or from this world to a World of Darkness or even 'super hero' type world.
It usually ends up being a journey of self discovery - or just fun wishful thinking.
shady joker
 member, 1521 posts
Sun 30 Mar 2014
at 23:15
Re: Interesting Times
In reply to ShadoPrism (msg # 14):

Play yourself only works if you are cool to begin with. I am a crumb bum so playing myself sucks in all genres and systems.
 member, 126 posts
Sun 30 Mar 2014
at 23:50
Re: Interesting Times
In reply to ShadoPrism (msg # 14):

My friends have done the "play yourself" in the World of Darkness. It turned out to be pretty good. Even better was the time where the ST had us stat up sheets and we thought we were going to play ourselves. Then he had us give our sheets to the person to our left. That got pretty wild. Awesome one shot game.
 member, 451 posts
Mon 31 Mar 2014
at 00:02
Re: Interesting Times
I did one where people were sucked through a wormhole and given super powers - it lasted 2 years. The world was sort of World of Darkness meets the Batman cartoon (the one from the late 90's with the dirigibles over the city)
shady joker
 member, 1524 posts
Tue 1 Apr 2014
at 07:35
Re: Interesting Times
I always wanted to run a game based on Captain N the Game Master cartoon. I seen a conversion for it in T.W.E.R.P.S. but no other system never and never had time to make one in different system.
 member, 460 posts
Sun 6 Apr 2014
at 20:30
Re: Interesting Times
There was once a game called Teenagers from Outer Space - it may have worked, with some tweaks for that game.
shady joker
 member, 1534 posts
Mon 7 Apr 2014
at 03:54
Re: Interesting Times
You are right ShadoPrism! I know TFOS, I'll give it a look. Thank you.
 member, 480 posts
Sun 27 Apr 2014
at 15:28
World of Darkness Steampunk varient Reality
The story starts in 1516 when a young widow came to work for the master Leonardo DaVinci. She was unusually tall but very beautiful and so very brilliant as well. She understood all of the masters works with a near perfect sense and in less than a year became one of his most trusted confidants (and rumored to be his mistress as well, though this may have been just gossip). In the last years of the Masters life this woman inspired him and encouraged him to publish his works.
When he died in 1591 he left her all his notes and observations of the world with instructions for her to use them as she saw fit.

With the help of her only son she set out to use them and her own inspired idea's to change the world for the best. They started the DaVinci Corporation and with the blessing of Francis the First began using the knowledge to create wonders to empower France. Over the next 20 years (1592 to 1612) she and her people created a chain system to move objects across warehouses and from ships to shore. She also worked out how to make peddle powered conveyor system in which 2 strong men could work the peddled device and move large numbers of packages to waiting wagons. Thus making it easier to unload ships or other conveniences.
 This lead to the construction of a man powered flying machine. A large long shaped balloon that was powered by people using the peddled devices to turn fans that propelled the craft forward (primitive zeppelin). At first these were just entertainment for the masses as the corporation sold rides above Paris for a few pennies.
Later versions, created by scientist working for them created flying troop transports and ways for the military to spy on enemy movements. And even later 'gun ships' that carried small cannons that could rain death from above and out of the range of modern weapons. This in turn made France a world power of unprecedented strength for it's age.
In 1613, the Lady Ami Zion Penn, retired to a more sedentary life. Her son, at the age of 30, Eric Zion took over the business and helped move it forward and shape the world even further with the invention of the first steam engines and the discovery of how to created controllable lightning (ie electricity).

27 years later, in an unprecedented move, the company bought from the country of France a large area of the new world. The southern half of what would be modern Louisiana. Specifically New Orleans and the surrounding land. Making it in effect its own country.

The reality behind this.
Ami Zion was in reality a Torridor genius and used her gifts to meet and befriend not only Master Leonardo DaVinci but also the King, Francis the 1st. Her son was her front man, despite being a child at the time.
In 1591 Leonardo became ill and Ami turned him. Then contracted a Tzimisce flesh crafter to make the 'dead' Leonardo look like a younger version of himself, so as to keep suspicions down. Thus Leonardo, with the help of his sire, created this business and the subsequent advancements.
Many of the advancements were actually the brain children of Ami Zion, who was blessed with a form of Precognition. She had dreams of the world as it Could be, in the far distant future. She used those dreams and her natural skills as an engineer to come up with many of the inventions that are changing the world.

In 1639, she and her group came to odds with the powers that be in the vampire world. So she set forth to make her own place in the world. She instructed her people to purchase land in the new world. She was mildly surprised that they were able to buy the cities and surrounding lands in Louisiana but pleased to. She moved to there, set up shop, and then with out governments looking over her shoulder, really moved things forward.
Ethanol powered engines, ships, flying machines, carbine rifles, gatling guns, and other things that the 'normal' world would not have seen for at least another 200 years.
Most of this technology stayed in Louisiana to keep them safe from the enemies of the people (mostly the Catholic Church and the Inquisition) as Louisiana openly accepted 'pagans' to live in their borders. (They had Freedom of Religion as well as other advanced social concepts, like womens equality. This really just doubled the countries work force.)
 Though the Church labeled them all heretics. The Corporation labeled the Church 'backward thinking spawns of Satan'. Needless to say there is allot of bad blood between the two groups.
Where as most countries would rather be on the Corporations good side, hoping to purchase (or steal) some of their advanced technologies for themselves.

This message was last edited by the user at 01:11, Mon 07 Dec 2015.

 member, 512 posts
Sat 7 Jun 2014
at 16:39
World of Darkness with a twist
This is a re-imagining of how vampires work. Using the original World of Darkness base character creation for stats - but with these new sort of vampires.
Note: All these vampires have no more trouble with sunlight than any mortal.

The 3 levels of Vampirism

The basic level is the Thrall or Ghoul (name is to the preferance of the dominant vampire).
This is a mortal who has injested the blood of a vampire, binding themselves to that particular vampire (refered to as their Dominant - their actual relationship can be anything really, this term is just a catchall in vampire society). They become fearcly loyal to their Dominant, protective and in many case somewhat submissive (though this is not always true depending on how strong their personalities are). They are also change internally and can never return to being fully human even if they never drink from a vampire again.

The first stage causes some mild cramping and muscle spasms. This is the initial stages of change for a forming vampire. But if no more blood is introduced then no real outward change happens. There is also no real additional attraction toward the Dominant, and no 'lock' on which vampire may become their Dominant. (no more than 2 seperate days of injested blood for this level - 3 days moves the thrall to the 2cd stage).

The 2cd stage is slightly more dramatic, as the body begins to become healthier and more developed. Not nessisarly prettier, during this period the body looses excess weight and becomes more resistant to disease.
This stage takes roughly a week to ten days. Even multiple feedings will not speed this up, though it may make the changes easier to endure.
At this stage the subject starts to feel strong feelings for their Dominant, but they are not locked to a particular Dominant till stage 3. They also start to become more sexually aware and crave the attention of the vampires more. This stage Thrall, if left at this level, are good for breeders and as the occaisional willing meal. [Stat note: +1 Strength and Stamina]

Stage 3 can Only take effect after a subject has gone through stage 2. Safely at 2 weeks for estimitation referances.
Stage 3 causes the body to reach peak physical condition and form.  This can include changes in their sexual organs. It is not unheard of men gaining better deffination of their sex organs (larger, wider or both) and women gaining larger breast or more defined occaisionally smaller breast, which ever is more healthy for their body types, as well as tightening of their buttox and cervical muscles (really gives both genders great legs).
Emotionally they become loyal, protective, very strong sex drives (this is a compairison to what it was before they were changed). This increased sex drive sometimes makes them appear more submissive or dominant. Though they will never harm their Dominant - at this stage they are locked on to the vampire brought them to the 3rd level. This last for the rest of their (long) life.
[Stat Note: +1 to Strength, Dexterity, and Stamina]

Stage 2 Thralls have mildly extended life spans - average about 30 to 50 years longer than a normal human. They tend to heal faster and are more resistant to diseases. (100 to 150 years is not unheard of)

Stage 3 Thralls have greatly extended lives. With no more vampire blood they can live a comfortable 300 + years. With a steady (minimum monthly) supply of vampire blood they can live as long as their vampire Dominant.
Bound Thralls tend to become despondant and self destructive if their Dominant dies. Suicide is not unheard of in these cases.
The 2cd level of vampirsism

These are 'Lesser' Vampires. They are immortal, and all started out as Thralls. They all have the same traits. Increased strength, Dexterity and Stamina plus basic vampire gifts. Wall walking (including ceilings), super leaping (upwards of 150ft is not unheard of, but it takes someone who was very strong as a thrall to do this as a vampire), highly enhanced senses (equal to Auspex lv1) and a kind of controlled animal magnetism (increased sexual awareness in mortals - makes them more desirable but not to the point that the mortals become unaware of others or loose control of their bodies). This power has no effect on other vampires and limited effect on thralls not of ones own. On the vampires own thralls it is extreemly powerful and can make them slavish to the vampires desires.
These sort of vampires have a weaker thirst than a full vampire but also have the advantage that they may still procreate. Though this is much harder than for a mortal. Children born from either these or Thralls are automatically level 2 thralls. But because of their birth they can not undergo the change to a level 3 till after their bodies have completed the puberty change. Ironically they are also immune to their birth parent or parents Dominitors blood. The reason for this is unclear.
The vampires can also learn new abilities but at a slower rate than a full vampire. {Game Mechanics: +1xp per level of Discipline - so 8xp to learn a new discipline and 4xp per level after that. Max bloodpool is: 20 for All no matter what generation}

Lesser vampires are created by other lesser vampires or a greater vampire.
Accidental vampires only happen by feeding errors by greater vampires and they Always end up as a lesser vampire. Though a Greater Vampire can create them on purpose. (standard form of change - potential is bitten, drained till close to or at unconsciousness then fed the blood of the sire - it takes both the Venom and Blood exchange for the change to happen, just one or the other will not do it.)
Non thralls can not become Lesser vampires from other Lesser Vampires do to a weakness in the blood. When a lesser vampire tries to turn some non thrall (ie normal mortal) all they get is a dead mortal.

Lesser vampires are hardier than mortals or thralls but not all that hard to kill. Destruction of the heart, decapitation, fire, and even some very nasty blood affecting diseases can kill a lesser vampire as easily as any mortal. Anything less and they will eventually heal from do to their higher regenitive rate.
Note a bullet to the heart hurts like all heck but is not in it self fatal. A stake to the heart, no matter if it's wood, metal, or plastic, will kill them if it removes at least half the heart.
The 3rd level of vampirism

The Greater Vampire.
These can only be made my a greater vampire. They are closer to the 'undead' vampires of legend. Stronger, faster and with more power than a lesser vampire but also fewer of them as they can not procreate. But two they are much harder to kill as well.
Greater vampires have more starting powers (3 Disciplines) but the type of power varies from vampire to vampire (no 'clans' or sire to child carry overs) as well as the same powers the lesser vampires have. Greater vampires also act as walking magical Cairns - they act as a 'hot spot / stablizer' for magics around them. The radius of this varies from a few yards (min 100 yards) to over 300 miles (so far only the first one has a field that large).
Interestingly they also seem to stabalize natural phenomina (weather, earth movements, etc) though this is less noticable by the mortal world. (ie less dangerous weather and earth quakes around these powerful vampires. A good concentration of them in one place (4 or more) has a more profound effect.

Greater Vampires can be made from Mortals, Thralls, and even lesser vampires. The process is similar to how the lesser are made, but for an added ritual which is kept secret till a Greater Vampire reaches the age of Release (which has another ritual with some bindings included in to it).

All vampires are subject to their sires as if they were level 3 thralls - this connection of blood and spirit is just that strong. However the Sires attachment to their child is at least the equivalent of a level 2 thrall. Because of this no sire / child murders have happened. (yet)

Sub note: do to the sire - child link - vampires can not become blood bound to one another. As such drinking from other vampires poses no more risk than drinking from any other vessel, though vampire blood is not as nutritious or tasty as mortal blood. Though it is most often only found in lovers as between vampires it is seen as an intimate act.
 member, 517 posts
Sun 8 Jun 2014
at 19:40
The problem with Portals and Gates
You never know when your life is going to go off in a strange way.

One day, your out running errands and this portal thing opens up around you and you and your vehicle drop down in to some strange primitive world with different natural laws. First thing you notice is your vehicle's engine dies, and when you try to restart it it acts like the battery is totally dead (ie Nothing happens, no lights come on, nada), also you note your cell phone no longer works. Then it slowly sinks in, the scenery outside your vehicle is not like home. You were on a road in town, not in the middle of some primeval forest with no visible road or people.
Once you build up enough nerve to exit your vehicle, you notice that the air is fresh and there is a path leading away from your vehicle.

What are you going to do ?

All you have is what is on your person or in the vehicle you arrived in.

This scenario / story is a what if type: Some unknown reason or force pulls people from our modern world in to a magical world where technology (well anything electronic, including spark plugs) simply does not work.
You have a few supplies (depending on the type of errands you were doing) but no clue as to this new place or how to get back to the place you came from.

I see this world as being like Realm Space (they already state in its description that electronics don't work. Magical interference probably). You have a group of people, who start out alone or maybe with one or two others (who was in the same vehicle when they arrived). The starting post will all be individual to each arrival - coming together when they all reach the end of their paths at the central location. Most likely a town, but it could be a cave, castle, tower, or what ever the GM wants. (I lean toward the town myself, with a selection of locals and general store type things. An Adventures way stop possibly - one of those places that springs up or around a known adventures dungeon crawl or meeting place. So the people are more or less use to odd people and will have a better chance at trading with the new comers.
Many wild goose chases and other adventures can spring up from this type of group or people.
Will the try to go home ?
Or maybe they like this world and want to stay but need a place to live and some form of income (lets face it, not many modern people have skills that would work in an alien and more primitive world. So adventuring maybe their only options.)
Many possibilities for events to. Accidents caused by misinformation (gamer who Thinks he knows all about the Realms only to learn that allot of what he knows is wrong, names have changed, or events he heard of never happened in this world. - like the Gods War did not happen (Yet ?) or other gamer info is accurate but brings about people who don't want that knowledge known, or worse, want to know all you know and are not shy of trying to force it out of you.

I personally think this would work best using 2cd ed AD&D.
 member, 1 post
Mon 16 Jun 2014
at 08:00
Re: The problem with Portals and Gates
Man, these are all incredible ideas! May I ask why you wont/cant gm anymore? You're obviously a very good one
 member, 152 posts
 AIM: Azraile
Mon 16 Jun 2014
at 09:38
Re: The problem with Portals and Gates
You can't escape the draw to and demand for the ST!!!!


lol  =p

One plot I had a lot of success with was a rather simple one.

First take your standard Hunter game and strip away there powers, all they get to do is pick a creed and virtues.... otherwise they write up a normal human. No supernatural backgrounds, merits, or flaws... just your run of the mill every day human.

Then go from one player to the other, one on one, RPing out the day they become a hunter. They go along there normal human day when, blam second sight sets in and they see some one for what they truly are, a monster. Then hit them hard with the call from the messengers.... words changing on adds, people sounding like they say things they didn't realy say, there whole world spinning as the weight of the messengers weighs down on there mind making them see and hear things. All telling them the monster must die, kill the monster, it feeds on human flesh... and so on and so on.

Then sit back and let it roll from there, let each char react to this horrifying situation as they will. When ever some one dose something that fits as a good trigger for one of the powers they have enough virtue for, make that the trigger for the power from then on and activate it.  Let them discover a power or two right then and there as they run from or try and kill the beast.

Do this for every char and let them have there time in the spotlight.

When all is said and done make another go around. Each person wakes up the next day to find they have a letter.... it has odd markings on it that they have never seen before and yet some how they know what it means "help" and "message". It is a letter from a local priest, he as been contacted by a local hermit and told of the new hunters and has sent a message to all of them to come and meet him... he promises to explain everything.

Through the rest of the game let them turn there conviction into virtue as normal but they never get to pick any powers, when ever they have the virtue (and I dubbled the amount of powers you could unlock from virtue points being that they didn't have control over how they were spent) and the NEED for a power comes up give it to them, again with the trigger they use when they first activate it.

This system of getting powers as you need them should focus mostly to powers in there own creed, but they can get any power on the list 1~4 (excluding the two broken creeds of crose).  Players that are smart will likely try and force powers out of themselves, allow it but don't make it to easy. If they dedicate time and research though hunter message boards and the like to see how powers manifest in others make it a little easier on them... there doing there homework and it pays off. Powers are a good bit on confidence, and knowing that something worked for a lot of other people convinces you it will work for you too.

At this point you can really go where ever you want for a good time, this system is loosely suggested in the books and put together players seam to love it.

In my game the city was our own so everyone knew what we were working with, and after everyone was introduced to each other and learned about what they were they were sent out on missions by the priest and his experienced group to go kill various groups of monsters.

This all lead up to there being a large amount of plant zombies in the park, some vines in the park were killing people at night, and then taking over there bodies. Several of the homes around the park had people that besides moving slowly and with jerky motions looked some what normal.. until the vines started growing out of them and they tried to kill everyone. (this monster is in Book of the Wyld)

A hudge hord of these zombies will threaten anyone trying to kill them or the vines, visionary powers will show though that they are all coming from one bulb. If the hunters can dig it up from under ground and kill it all the zombies will die.

If the players kill off the bulb the next night they get more stories about odd things going on in the park..... thugish clows and a strange mime in a suit. They are planting wodden stakes in the ground.

IF they investigate to much the clows will try and kill them, even though they are just really strong humans.  The mime is human but something is wrong in second sight he looks twisted and flicking green flames twist about him in strange fluid ways.  The mime will inter in if the clowns are beat up to much and start juggling balls and bale fire and throwing them at the group!  This will likely drive them off. This mime is rather strong for hunters.

The next day it seams the carnival is in town.... one that is oddly only open at night...Anastagio's Olde Time Lunar Carnival and Midnight Circus.

Yes thats right people, I ran a Midnight Circus game with weak hunters..... what a true horror story it was....

there second sight could see the thorns too, the 'night pass' was a crescent man in the moon with a snake coiling around it and biting the eye of the man in the moon... they HAVE to get the stamp to get it as the circus exists in it's own realm and the only way in is through the front gate... They watch as the more of there soul they lose the more the snakes tail coils around and up there arm.... and every where they can see the snake coiled around peoples throats and a second head of the snake bitting the persons eye...... a rather disturbing thing to see, that no one else see's.

It's hard for there second sight to brake the glamor over the place but when ever it dose they are rewarded with horrors.

In the end they can find out that the souls of the city folk visting are being collected into two phylacteries that if they can get to them they can set them free... one in the Ferris wheel guarded by the executioner ghost, and the other at the heart of the mirror maze guarded by Aphosis' embasary

They have little chance of getting these through direct confrontation.

In the end they have 7 days before the Circus moves on.

Regardless of the turn out the priest will end up calling them in. Turned out that half of the monsters they were sent to kill were good ones, the others competition for controlling the city. The bulb was a gardian of the city, it was going crazy in reaction to trying to build up power to keep the Circus away.... killing it let the Circus in...  The priest is a Drone of the Patriarch, the incarnation of Dogma, a very powerful drone at that. But he should be little trouble for the party.... the only thing they should have to worry about is the cathidral is a glass one.... and drones have the shatter glass power. They better take cover!

He's an easy kill though.... the quire boy though.... he's a weaver spirit of grate power an angel of dogma who they will have to gain there level 5 powers in the fight with it to even have a chance to beat.  Depending on how they have plaied determines what power you offer them... as level 5 has it's prices.   Oddly enough in my game I had 3 people...and one ended up with a messanger power,  one a creed power, and the other a currupter power..    lol

In the end if you run with the idea they can find out some of the things that are going wrong if they aren't hack and slashing there way through things.

Some of the fera they are sent to kill can be especialy helpful with there own wondering of why there totem spirit is so upset and is hurting people

If they manage to calm the plant rather than kill it, the Circus people will show up to kill it themselves though.

Some big red flags are the fact that the quire boy is always around.... even if just watching from a balcony... he's always there some where with the priest, even if the priest acts like it's because well you can guess why.... lol

A much bigger red flag is the fact trying to use visionary powers don't work well diff 10 with more than one success needed..... should they actually get it.... massive loss of temporary willpower, intense pain, loss of consciousness, and likely a derangement or two.

Sad thing is in my game the visionary did this... looked at the kid, used the power.... got 4 10's and a scream and a thud late was on the ground twitching. She just chocked it up to the fact that she was going insane....  lol

making friends with the fera can tell you sence they church was build weaver activity has been growing stronger and stronger driving out other spirts in the area.

this is already long, so i'll stop as this is good enugh I think lol
 member, 541 posts
Mon 16 Jun 2014
at 15:48
Re: The problem with Portals and Gates

This message was deleted by a moderator, as it was against the forum rules, at 16:25, Mon 16 June 2014.