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Tabletop RPG
Tabletop RPG
Savage Worlds
Savage Worlds
Portland
Campaign
Red Flower
Players
0/5
GM
1/1
Savage Worlds
en English

Red Flower

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
Laws, society, magic, none of that exists yet, or if it does you've never heard of such a thing. You are simply a nomadic hunter or a gatherer, that has just always been the only way to live. Maybe you used to travel in a herd, but for one reason or another, you are no longer with such group. You each manage to stumble upon a group of people who seemed to be content staying in one place, with permanent shelters, a system of telling each other what to do, and some kind of new concept where you can make your own food, which they call "Fameng", where you don't have to hunt or gather for anything, the food just grows out of the ground over time. As you are slowly accepted into this non-nomads, it very quickly becomes clear that their society stems from a strange bright red flower called "fa'ler". Fa'ler can bring harm to those who touch it, but they have found a way to use it to build and maintain their entire way of life. However, they haven't quite figured out where it came from, and while they've kept it burning for many days and many nights, it has started to shrink and die down. Soon it will be gone, and these people will completely lose their fundamental existence and starve. Having spent much longer as traditional nomads, you are the only ones truly fit to embark on a long journey to find the knowledge to bring back the fa'ler. You know that many days ago, a person appeared who could make the fa'ler just appear out of thin air with just a thought; they taught the people of this place what it can do and made it for them, although they didn't their methods or process, but it involved something they called "najeek". Now you have to venture out to find some way to learn about other Fa'ler or najeek and save this unconventional, but innocent people.

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Tabletop RPG
Tabletop RPG
The Practiti...
Portland
Campaign
Call of the Underbelly: A Guardian's Saga
Players
0/5
GM
1/1
The Practitioner's RPG
en English

Call of the Underbelly: A Guardian's Saga

Homebrew
House rules, a custom setting, or a system the Game Master wrote themselves.
Roleplay focused
Conversation, character and story take up most of the table time.
It’s bright and sunny 2010 and New York has turned into a real shit hole. Crime has gotten really out of hand, and it’s affecting a lot of people. You might have the desire to do something about it; unfortunately, you’re not the best equipped to do so. There were a few people once with incredible abilities that transcended natural law that used their powers to help people, but they’re not here anymore, and you’re not exactly super yourself. However, you’re quite young (maybe not even a full adult), and as you’ve just found out, anyone can become super, with the right knowledge and training you can become a living weapon and unlock within yourself the abilities to fend off the forces of evil, through science and even magical techniques. You’ve just met two interesting and mysterious figures. One of whom is a former superhero (although he hates that word), who seems insistent that you shouldn’t be doing or wanting this; a kid like you shouldn’t be putting themselves in danger or trying to fix the world themselves. However, the other, an even more mysterious old man, seems very eager to train you to fight, claiming he needs “soldiers” for “the big war”, although he’s not too keen on elaborating when you ask him about that. It seems clear that one of these two figures can give you the keys to eventually fight back and stop the scum of New York from swallowing up the city that you call home. Even if it means putting yourself at risk, you have to try. Based on the old man’s implications, it seems like organized crime is going to look like a summer picnic compared to what’s on the way, and the secret puppet masters pulling the strings on all of it are spreading their grip by the second, unless somebody does something about it.

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