Hello all!
I've been thinking about a setting that I posted on "Ideas are easy", and I was thinking about rules on that subject.
The Harbinger of Nightmares is the great evil of the setting. It wants to take over the entire humankind and it's weapons are the ability to pull nightmares and torments from the collective unconscious of humankind, whether they'd be real or imagined. He'd be able to pull giant spiders (arachnophobia being pretty common), the Waffen SS, and any and every nightmares common enough for humainkind into a tangible force under it's control, obeying it's order but otherwise behaving "naturally" (A summon detachment of the Waffen SS would try to kill jews and homosexual while not given orders, but will obey any orders given by the Harbinger of Nightmares).
On the opposite side, there is the Vanguard of Dreams, able to take those who prevailed through difficult times (from schoolyard bullying and depression to the actual holocaust survivors), and materializing the dreams and hopes they clung to. The catch, is that while the Harbinger pulls monster from the collective unconscious, the Vanguard pulls them from specific people. The constructs from the Vanguards are easier to rebuild than the ones from the Harbinger, but are permanently destroyed should the person from whom they come be killed.
I planned on having players play two characters: their real character and their "dream" (for example a geek and his Commander Elisa Shepard he played because he eased his pain through playing Mass Effect.) and having to act to protect the normal character who could still do some support role like learning important mundane skills that could help an improvised fortress to hold (like setting up a working computer network and defenses powered by the cells of any high tech hero from dreams who are currently standing guard...), so maybe a subgame part about developing fixed/mobile fortresses like that zombie game Rebuild 2 for the "mundane" characters?
What do you think?
Setting idea: Vanguard of Dreams
I've been thinking about a setting that I posted on "Ideas are easy", and I was thinking about rules on that subject.
The Harbinger of Nightmares is the great evil of the setting. It wants to take over the entire humankind and it's weapons are the ability to pull nightmares and torments from the collective unconscious of humankind, whether they'd be real or imagined. He'd be able to pull giant spiders (arachnophobia being pretty common), the Waffen SS, and any and every nightmares common enough for humainkind into a tangible force under it's control, obeying it's order but otherwise behaving "naturally" (A summon detachment of the Waffen SS would try to kill jews and homosexual while not given orders, but will obey any orders given by the Harbinger of Nightmares).
On the opposite side, there is the Vanguard of Dreams, able to take those who prevailed through difficult times (from schoolyard bullying and depression to the actual holocaust survivors), and materializing the dreams and hopes they clung to. The catch, is that while the Harbinger pulls monster from the collective unconscious, the Vanguard pulls them from specific people. The constructs from the Vanguards are easier to rebuild than the ones from the Harbinger, but are permanently destroyed should the person from whom they come be killed.
I planned on having players play two characters: their real character and their "dream" (for example a geek and his Commander Elisa Shepard he played because he eased his pain through playing Mass Effect.) and having to act to protect the normal character who could still do some support role like learning important mundane skills that could help an improvised fortress to hold (like setting up a working computer network and defenses powered by the cells of any high tech hero from dreams who are currently standing guard...), so maybe a subgame part about developing fixed/mobile fortresses like that zombie game Rebuild 2 for the "mundane" characters?
What do you think?
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