Saturday, May 16, 2015

Next Campaign Finalists

Terra Nullius - The Crucible
-System: 4th Edition Dungeons and Dragons
-House Rules: Utilizing the same House Rules used in the first Terra Nullius Campaign.
-Setting: Terra Nullius (Homebrewed Science Fantasy.)

-Premise: Old and new Runners alike band together to root out the Cabal. This faction is said to pull the strings of the world from the shadows. From an ailing, dying dragon that hides itself in the ruins of an ancient civilization to a powerful undead necromancer buried underneath the sands of the elven deserts, the Cabal is an alliance of ancient, extinct creatures who long ago defeated any and all adventuring heroes. The bad guys won long ago and have been in power since...

Now, those who've learned about the Cabal's existence seek to bring them into the light and destroy them in order to free the world from their influence. Band together and work with people like Dr. Vesper Klein, Watchdog, the Middleman, and Gwen Morrisson in hopes of making Terra Nullius a better place for everyone.

Zeitgeist - The Gears of Revolution
-System: Pathfinder Dungeons and Dragons
-House Rules: TBD.
-Setting: Zeitgeist (Picture a Fantasy world that entered into the Industrial Revolution. Victorian England inspired.)

-Premise: You serve the Royal Homeland Constabulary (RHC) for the nation of Risur. You protect the country, the citizens, and the king from foreign threats lurking within Risur's borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.


The World's Largest Dungeon - Heaven and Hell
-System: Pathfinder Dungeons and Dragons
-House Rules: TBD.
-Setting: Terra Nullius (Fantasy)

-Premise: You wake up in the cold darkness. Your eyes slowly adjust. You seem to be underground in a dungeon and you have no idea how you got here. There seems to be no obvious exit--other than going forward and hoping you find a way out. Luckily, you're not alone; you'll have to band together with a small team of other people in your position. You will have to confront deadly denizens, tricky traps, and weave through the complex ecosystems and social groups that have risen down here. As you attempt to survive, you begin to uncover the truth about what this place is...

Deadlands - The Weird West
-System: Savage Worlds
-House Rules: TBD.
-Setting: Deadlands (Wild West with Steampunk and Magic.)

-Premise: On July 4th of 1863, Earth's history diverted. Mysterious beings called the Reckoners have given life to monsters and magic. The South has won its independence, California has shattered into a labyrinth of flooded sea-canyons, and a mysterious super-fuel called “ghost rock” has spawned as much war and strife as it has “steampunk” devices. Players are steely-eyed gunfighters, card-slinging sorcerers called hucksters, mysterious shamans, savage braves, mad scientists, and more who battle against evil and attempt to prevent the “Reckoning”.

 AMP - Year One
-System: AMP
-House Rules: TBD
-Setting: AMP (Modern 'normal' times.)

-Premise: Generations ago, your family members were involved in a top secret project. The purpose of it? To create a serum that would result in extraordinary powers (the birth of super soldiers). These experiments were deemed failures and the project was shut down. However, one day, the descendants of the volunteers involved in the project spontaneously developed supernatural powers. Some can control the elements, others can shapeshift into animals, others can control minds or utilize telekinesis. You are one of these descendants. We are in the first year of this new phenomenon, full of secrecy, conspiracy and danger for everyone involved. As humans begin to notice these new and often terrifying people with abilities, not everyone reacts accepting. This is not the supers game of tights and capes, but instead of shadows and choices.

Numenera
-System: Numenera
-House Rules: TBD
-Setting: Numenera (The far future; where technology is indistinguishable from magic.)

-Premise: One billion years in the future, the Earth looks like a very different place. There have been eight previous worlds; you now live in the Ninth World. Built on the bones of these old worlds, the Ninth World fears a similar fate. You explore the remnants of these ancient wonders of the world not for their own sake, but as a mean to improve the present and build a future.

More often, however, when you find leftovers of the old worlds—the devices, the vast machine complexes, the altered landscapes, the changes wrought upon living creatures by ancient energies, the invisible nano-spirits hovering in the air in clouds called the Iron Wind, the information transmitted into the so-called datasphere, and the remnants of visitors from other dimensions and alien planets—they call these things the numenera. In the Ninth World, the numenera is both a boon and a bane. It makes life very different from any other time on Earth. Carve out a life for you and your people--explore the world of Numenera.

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