A HP Founders' Era RPG |
[26 Feb 2012|02:03pm] |

taken | available | premise rules | application | resources | info | FAQ | | At the beginning...
These times are dark indeed. In the year 991, fear - of the unknown, untrusted, foreign - runs rampant through the newly-strung-together kingdoms of England. With the long-continued Danish raids and the burgeoning threat of Norman conquest, lives are expected to be both brutal and short. That's, of course, if you're not cut down by black magic first. To say that magic is feared is to drastically and dangerously understate. It's not simply feared. Rather it and its ilk are ruthlessly hunted down - those suspected of dabbling in such are barbarically put to death. Magic and all it encompasses is to be squashed out entirely.
There are survivors, however. There are those with magic in their veins who seek to change this dark and savage world into something better for themselves and others. There are those who seek to segregate themselves and their society, to push those of "thinner blood" back into their own cruel world of witch burnings, executions, and ransom. And, although none of them knows it yet, nor do they know much of each other, there are those who will, indeed, create something - someplace - that's never been seen and that will stand more than a thousand years to come.
But that light has yet to burn. Blackness still shrouds England, the only reprieve brought by the bright, ever-present flames of witch burnings.
We'll open with five characters.
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[26 Feb 2012|02:56pm] |
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As recently as a hundred years ago, the decay of a human corpse was evidence of vampirism, and little girls who spoke in tongues or heard the Devil were possessed, not schizophrenic. The modern medical world continues to identify and treat the “supernatural” that made up our ancestors’ nightmares.
Some things, however, still defy category, medication, or logical explanation, even now. History is filled with stories of people who hear a second voice in their minds, a voice not their own. In English, they named it an “Alter.” Unlike the kaleidoscopic hallucinations of a schizophrenic, this voice never multiplies, and always, consistently, identifies itself as a major character of fiction. From legend or history, at first, and then from fairy tales, and now novels, comics, television, movies - the Alters are characters that people know and love.
Las Vegas, America’s Sin City, has drawn this generation of people with Alters together, shown them a mouldering hotel just off the strip and allowed each one a Door. Doors that lead to a world where the Alters can be themselves, and that open in ways science could never hope to explain.
Most Wanted Casts: Harry Potter, His Dark Materials, Avengers, X-Men, Batman, Superman, Sherlock, Game of Thrones, Gone with the Wind, Inception, American Horror Story, Stardust.
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[26 Feb 2012|04:41pm] |
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Premise Rules FAQs Format Characters + Holds Application Wanted Characters Credit
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In recent months, twenty-six volunteers were selected to take part in a social experiment. They would give up one year of their life, to science. Upon completing the experiment, they would be rewarded handsomely.
For one year, they would disappear from their lives. They would tell family, work, and friends only that they were going on a Pilgrimage, and they would be gone for one year. On December 31st, 2013, they would leave their lives, and be taken to a secret place referred to only as The Compound. A large block of property and a mansion completely blocked off and barricaded away from the outside world.
No phones, no cellphones. No television, no radio. No newspapers. No letters. And no leaving, for one year. Just twenty-six very different individuals, all selected for very different reasons, living together, no matter what. Could you do it? It seemed very simple, at the time. Everything they needed would be provided... all they had to do was give up a year, and get used to hidden cameras over their shoulders. It would be worth it.
What they weren't told was that it would be a simple social observation. It would be a study, not only of how strangers would adapt to their surroundings and live together, but of how different people would react to various stimuli – including the occasional stressful situation.
Everything starts off fine and dandy. The days go by, and just as everyone is starting to get comfortable, that's when weird things begin to happen. Subtle changes, at first. For several days, the temperature in the house cannot be controlled, leaving parts of the house at sky-high temperatures. Then nothing. Then it seems like in the middle of the night, walls and hallways are changing, revealing rooms that no one seems to remember.
No power or electricity for a week. Having your inner-most secrets exposed the next. Waking up one morning to find one of your housemates - maybe one of your new friends - has been removed, and replaced. And then you discover that perhaps the lot of you aren't so random at all. It seems, that each and every one of you is somehow connected...
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[26 Feb 2012|10:05pm] |
SENSATIONALISTS DO YOU HAVE WHAT IT TAKES... TO MAKE IT BIG?

Fame. It doesn’t last forever, but everyone is clamoring for their fifteen minutes of it. Whether you’re an actress or a Quidditch player, a publicist or a journalist, a socialite or a sycophant, the public eye is where you belong. You may have wanted this life, you may have been born into it, or it may have been an accident you wish you could take back. But no matter what you’re famous for or how many famous friends you have, the fact remains that your name is on everybody’s lips. And if it’s not yet, then it’s going to be.
Sensationalists is a next gen post-warts Harry Potter game for every witch or wizard who has ever wanted to make it in the entertainment industry – those that might, those that have, those that haven’t, and those that manage them. premise | rules | taken parents | taken pbs | holds application | wanted | faq | ask box |
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