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View Full Version : The Invasion. 5th Ed. homebrew fridays 11 p.m. central time u.s.a. 4 players needed



illithid123
November 30th, 2015, 06:40
FG License: GM has Full
Game System: D&D 5E, lots of homebrewed rules

Time Zone:Central Time USA,
Day of week and time: friday 11 p.m.
If new game, planned start date: 12/11/2015
Planned Frequency: Weekly
Term: Long term

Text or Voice: Voice preferred,
Voice software used: mumble

Roleplay & Combat mix:25/75 Heavy Roleplay,
Number of Players in game & needed:looking for 4 players
Character starting level & equipment: 1st level
Character restrictions: must be human, and no wizards, warlocks, druids, or paladins.

Details of your scenario:
The year is 2039
Ten years ago the world was rocked by an invasion. on the evening of July 21st 2029 as the sun set over the trees of central park New York , massive portals opened all around the united states and from these portals poured illithids, and Dark elves. As they arrived a defense was swiftly mounted by the armed forces and local law enforcement all around the nation, but the vast knowledge of the arcane arts held by the two invading forces quickly overwhelmed any resistance.

Enormous electromagnetic pulses created by the illithids shut down all electronics within 20 miles of any portal and electromagnetic fields were conjured to keep the area around each portal safe from any attack that might seek to close the gateways to the invading force. After years of fighting the invaders won, destroying many major cities and cowing foreign governments into seeding control of the united states to the the invaders who came to be known as the Hive.
In the years since the Hive has taken control, they have turned many major cities into blackout zones where the sun is blotted out at all times and communication in and out is scarce. Magic has become the only weapon against the forces arrayed against mankind, and since the opening of the portals lay lines,(magical veins) have opened all around the united states enabling many to access the magical energies that lay dormant on our planet for centuries, unfortunately those who wield the magic do so at great risk for the magic is often unpredictable and dangerous. in the best cases a spell or attempt at a casting will simply fizzle, while in many cases a spell will result in a catastrophic miscast, or backfire. knowing that the only true threat to the rule of the hive is magic, the have has begun to round up any who show talent for the craft and take them as prisoners and slaves, or just kill them outright if they fight back.

You will be part of a group formed by the U.N. who have come together in secret to bring down the hive from the inside. you are a specially formed group from all around the world, specialists who were trained to infiltrate and handle any threat. You're mentors were sent in 10 months ago to gather information on the resistance that has cropped up in New york city, which is the Hives central base of operations. After 8 months of steady information and some progress into the resistance, the group began investigating a power growing out of the south, the Juggalos. shortly after the initial correspondence regarding the juggalos, the group went dark, and have not been heard from since. You're mission is to now infiltrate the resistance and find any information you can on the former group and what may have happened to them. You are to use the utmost discretion when gathering information, no one can find out who you are or what you're true mission is.

some of the houserules are as follows:
1. magic is unpredictable in all of its forms, and is best used in dire need. any time an offensive spell is cast you will roll on the spell failure chart, which gives a 50/50 chance that the spell will fail. and if the spell fails a roll will go out on the failure table which can result in a basic spell fizzle, to a catastrophic failure our boon of some sort. when casting a defensive or healing spell the spell will only succeed or fail normally.
2. roleplay trumps mechanics. while the core mechanics are important, i beleive that a well thought out move or action trumps basic rules when fun is on the line. if i deem that an idea makes some sense for the character you are playing and the situation i may forgo certain mechanics in order to facilitate more fun roleplay.
3. as above roleplay is king, i will not tolerate rules lawyers or anyone who tries to drag down the game with excessive rules discussions, i will make a descision when needed and that will be that. if you have a problem with the way i played a rule or question a decision please wait until the game is finished to ask me in private or if it will effect the whole group ask before everyone signs off for the night. i ask this to keep the game running smoothly without needless arguments.
4. if there is anything you want to discuss weather it be decisions made, questions about the world, or criticism please p.m. after game and i will get back to you as soon as possible.

Link to Gamecalendar page: https://www.fantasygrounds.com/calendar/index.xcp?id=1717

if you are interested in this game please send me a p.m. any time with questions and a character concept. i would like a full backstory on what led you to join the organization, and how you came to know you re mentor, along with details about the relationship you share with youre mentor. once i have accepted concepts i will post the character creation(mechanically) guidelines on the calendar page.
i hope to bring this idea to life with the help of creative and fun players who don't mind playing around a strange set of rules and circumstances and can find the fun in role play.