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A mysterious asteroid tumbles through the depths of space on a highly elliptical orbit that brings it close to planet Earth every 150,000 years. On this asteroid lies a gateway to a distant realm. A land of strange alien monsters, ancient powerful kingdoms, mighty heroes, amazing technology, and sorcery beyond your wildest imagination. A land known as Xaalbara!

But as the gateway to adventure approaches, an ancient evil from the depths of times stirs in its slumber. By the time it reaches Earth it will be too late to stop this sinister power from breaching our world and making its will manifest. Our only hope lies in hands of a crew of intrepid earthlings, piloting an experimental rocket that will reach Xaalbara a few months earlier than expected. Can they rally the chaotic realm beyond against the forces of evil in time!?

Well, that’s up to you, isn’t it?

Adventures of Xaalbara is a tabletop RPG that will be run through Roll20 using the Atomic Robo RPG, which is a highly modified version of FATE Core. It will follow the adventures of 1-5 humans from modern day Earth in another dimension, focusing on the planet Xaalbara and its 5 moons. You can expect monsters, aliens (some looking more humanoid than others), princesses, treacherous viziers, sword fights, deadly peril, etc etc etc.

I say “1-5 humans” because at least one of you must be from Earth, but I am open to some of the party being native Xaalbarans who join up with the Earthlings early on. While the planet Xaalbara itself is a forbidden zone, I have ideas for what’s on each of Xaalbara’s moons. This early in the planning process I can still axe or edit them all to fit player concepts. The goal would be to keep any detailed knowledge about the Xaalbaran planetary system a secret from any Earthling players so they can discover the world in the game, so if you want to commit to being not an earthling I can get you secret intel on this exotic world.

IF THAT SOUNDS LIKE A RAD TIME then reply here
  1. NAME: who are you?
  2. CHARACTERS: throw some pitches at me for what you’d like to play. Feel free to make up entire societies on the moons of Xaalbara, or request to join the secret Xaalbaran lore zone. OR you can join the shadowy cabal that rules the world know only as “the plotting clique”.
  3. REQUESTS: if you have any concepts or themes you’re especially interested in exploring, fun ideas, or themes you DONT want to deal with, share them here.
  4. MONSTER: show me a picture of a really gnarly looking monster.
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Captain Otztek wishes to retire, after a long career of sailing back and forth across the Wildsea. She has chosen Three Masks, a small spit community known for being home to bibliophiles, to spend her days writing a memoir about her adventures.

But her crew still has a ship to run and bills to pay. After dropping Otztek off at Three Masks, The Crew hears of a missing library ship and a mysterious Pre-V manor. The start of a new adventure beckons!

Full details of the game here. This will be a weekly Wildsea game on Roll20. Making an account is free and easy.

If you're interested in playing, reply to this post with:

1: Who you are?
2: When are you available?
3: Stick some character concepts in here!
4: What specific themes are you interested in exploring or avoiding?
5: Picture of a mushroom.

The available time slots:
Monday: during the day. Finish by 3PST
Wednesday: anytime after 6PST, if we're willing to wait a few months for Godbreaker to finish
Friday: After 4PST
Sunday: during the day. Finish by 4PST
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300 years ago, this world was not too different from yours. Technological civilizations sprawled across it's surface and warred and traded and grew and died in ways that we would find familiar. The hardy Humans, the strong Ektus, the clever Mothryn. They all had their cities and empires and kingdoms and republics and armies.

Then the Verdancy happened, and in a few short years, it all came to an end.

Fueled by the strange mutagenic chemical called crezzerin, the plant life of the world went into overdrive. The oceans were drained and the cities buried beneath the roots of mighty ironwood trees as their trunks stretched thousands of feet into the skies, burying the world in a sea of green. Only the tallest mountains and mesa still poke their peaks up above the boughs of the Ironwoods, and the survivors of the Verdancy who fled to those safe havens fared little better. They escaped the tide of vegetation only to face exposure and starvation without supplies. Probably 99% of the world's population died off.

But 1% survived, and over the past 300 years they have started to remaster this wildly different world. They built cities on the few bits of solid ground that remained, and in the branches of the mile tall ironwoods where the trunks felt stable enough. They learned how to survive in a world where plant life is the undisputed master of the world. They learned to fear fire, to avoid crezzerin poisoning, to scavenge remains of the pre-Verdent (Pre-V) world when the growth of the ironwoods brought them up to the light, to fear the darkness-under-eaves.

And they learned how to make Wavecutters; Mighty ships designed to sail the treetops of the ironwoods, which were now what people thought of as the sea rather than any bodies of salt water from the Pre-V world. Dragged along by massive chainsaw blades along the bottom of the hull, cutting a swath of destruction through the green wavetops that grew back in a few hours, these ships became the most reliable way to travel between the otherwise isolated communities of the Verdancy. Travel by foot was technically possible, as the trees were densely packed enough that would could in theory climb from branch to branch as far as you needed to go. But the sea is a dangerous place, crezzerin having mutated the wildlife from the old world into new dangerous forms. The sea is full of monsters, animal fungal or plant. It is full of ghosts, of the old world or of lost sailors. It is full of mysteries.

You might even call it a Wildsea.



Inheritors of the Dark is a campaign premise set in the Wildsea setting of my own creation. When a leafcutter crew find a relic from the PreV world that fuses itself to their ship, they find themselves the target of a mysterious organization with unknown origins or goals. These mysterious adversaries will do anything to reclaim what they lost, and will suffer no witnesses to their plans. If you want any hope of getting out of this alive, find out what they’re up to and where they came from!

If this sounds rad as fuck to you, here's what to do:
  1. If you don't have the rules already, click here for the free version and give them a gander
  2. Respond to this plurk telling me who you are and that you're interested
  3. If you want to be IN THE GAME then maybe throw down a few character concepts
  4. Also maybe throw down any themes or setting aspects that you're interested in exploring. The wildsea in my head still has room for a lot more stuff.
  5. If you don't feel like you have the time or inclination for being a player, you can also sign up for the SECRET COUNCIL, in which case I will bounce ideas off of you in private plurks.
  6. Tell me about an interesting plant from OUR world. If you want.


At the very soonest, this would start after Quinn’s Godbreakers campaign ends.
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It is the year 599 of the Age of Valor. The Celestial Empire stretches from the sun blasted wastes of Mercury to the frozen bounties of Jupiter's moons. Humanity advances ever onwards, both technologically and spiritually. Mighty battleships and massive freighters ply the darkness of space, while cultivators absorb the energy of the universe to infinitely expand their potential. And at the heart of it all sit Earth, like blue green jewel in a shining crown.

The Celestial Empress reigns from on high in her space palace, which is like a world unto itself. Much of the day to day ruling of the empire is handled by her aides and administrators, but it is understood that her power is absolute.

But on Earth itself, life is not always so glamorous.

Most of Earth has been returned to nature. The lands that humans are allowed to settle are highly limited, so as to encourage the growth of dragons, heedless of the threat they represent to the Earthlings. Life is hard, and dangerous, but there is a way out, to the utopian paradise that space represents: The Gundam Fight.

Every ten years, fighters from across the globe gather to have a massive tournament. Anyone who's spirit is strong enough to survive the strain of piloting a gundam can take a shot at it. The battle is grueling and the opponents are the most powerful people Earth has to offer, but the further you get, the greater the prizes. Vast riches, chances to get training from powerful cultivators, access to the orbital elevator, or as the grand prize: A chance to become the protege of the Celestial Empress herself!

Are you ready to put your life on the line for a chance at greatness? Find out in Mobile Gladiator Gundam V, a Valor Alter campaign to be run at some point in the future after my RPG plate is looking a little bit less stacked.

Glossery )
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The year is 1999.

Cell phones are starting to become common, DVD is phasing out VHS, Star Wars is relevant again for the first time since the 80s, and a small group of people got an email.

I know that you feel like something is wrong with the world. You feel like you've been dreaming your whole life, and that there's something that you aren't letting yourself known. You feel like you've forgotten something important.

I know why you feel this way.

Unfortunately, this message would be detected if I actually spelled it out for you, but I can tell you a few things safely:

- You have been lied to every moment of your life about the nature of reality
- There is less than a month left before the end of your world
- I can't help you because I died in the 30th century
- You are the only people who can save the Earth

If you want to learn the truth, click
here

Which is a ridiculous thing to say in an email, right? It's probably just some weird spam. You reach for the delete button, but hesitate on actually clicking it.

The thing is, you HAVE felt like something is wrong. For as long as you can remember, you've had a nagging feeling that the world you grew up in is a lie, even if you can't put your finger on why. You've done your best to live a life in spite of this, but as you grew up it grew harder and harder.

So after staring at your computer for twenty minutes, you clicked the link.

A dizzying array of images immediately assaulted your senses. Memetic graphics that altered your brain chemistry just to look at, stabbing into your mind and reprogramming you as easily as if you were a computer yourself.

You blacked out.

And when you came to, the world looked slightly different...



Sentinel: Project Lancer is, as the name might imply, a Lancer RPG campaign inspired by The Matrix and 13 Sentinels: Aegis Rim. It will be played on Roll20.net in weekly sessions that will probably run 2-3 hours. I also plan to make use of the new Bonds mechanics introduced in the Karrakin Field Guide expansion. Expect lots of classic sci-fi references, giant robot battles, weird philosophy about the nature of reality, and sick kung-fu gun fights. Don't worry about having a lot of experience with Lancer specifically or Table top in general. I will match the complexity and difficulty of the game to the experience levels of my players. For now, just reply to this post if this sounds like something you'd be interested in, either as a player or as a member of the plotting clique shadowy cabal that secretly rules the world. Please share any world building questions, character concepts, and also a picture of your second favorite giant robot.
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Welcome to the Cygni star cluster. Three stars, Cygni Alpha, Beta, and Gamma, that are far enough apart to each have their own planetary systems, but close enough together that travelling between them by Nearlight drives only takes a few (objective) weeks. Well within the territory of the Karrakin Trade Barony, the Cygni stars are owned by the House of Starlight, one of the wealthiest of the great houses of Karrakis. Under the rule of Baron Braxton-Forrest of the House of Starlight, Cygni has flourished for over a hundred years and is one of the richest systems outside of the Core Worlds. His son, James-Forrest of the House of Starlight, is a rising star who shows every sign of following in his father's footsteps and leading his people to even greater heights when the time comes to take up the mantle of rulership.

Braxton-Forrest's single greatest accomplishment is the Dyson Web, a constantly growing network of power satellites in orbit of Cygni Alpha that gather solar energy and beam it to a collection station on Aman's (Cygni Alpha II's) moon Beleriad, from which it can then be distributed across the system. Once it's complete, it will grant the people of Cygni Alpha functionally unlimited power with which to do whatever they please. The day of the dyson web's first activation (at this point it will only be functioning at 1% of its predicted final power output), is soon.

The number of stars we have built dyson webs around can be counted on the fingers of one hand, so this is a big deal.

Cygni Alpha's bottomless need for raw material has led to the prominence of Cygni Beta. Not nearly as well as settle, Cygni Beta is mainly home to agricultural worlds and mining colonies, outputting tremendous amounts of raw materials back towards Cygni Alpha.

The Ungreatfuls have, of course, been poking around and making a nuisance of themselves, and the pirates that work out of Cygni Gamma have been raiding shipping between Alpha and Beta. Despite their efforts most sectors remain on schedule.

The Dyson Web will be activated any day now.

So what is James-Forrest doing right now?

No one is sure. No one has even heard from him for weeks. No one, but a small strike force of Lancers and other mercenaries that he has slowly been gathering without his father's knowledge. James-Forrest insists that his father has gone mad, and has sold out his people to make a deal with a dangerous entity of unknown power that will doom the entire Cygni System, and perhaps all of mankind everywhere.

It's a ridiculous claim, many would say. But for the mercenaries, renegades, and outcasts who are desperate enough, a paycheck is a paycheck. As the Dyson Web's inauguration ceremony goes on, you will be the ones to commit high treason and save the universe.

Hopefully.

...


IF ALL THAT sounds pretty cool to you, you should consider joining The Anglerfish: A campaign of cosmic horror and giant robots. It will be a Lancer game playing on Roll20.net once a week in a 2-3 hour session, and will feature space pirates, alternate dimensions, evil rich people, and at least one masquerade ball. If necessary, I CAN supply a copy of the rule book to you.

If that sounds like a good time to you, respond to this post with the following:



The most likely times that will work for ME, just to get things narrowed down, are Monday after 5PST or Wednesday after 5PST. If we want to wait a month or two, the same time slot on Tuesday and Friday will clear up.
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The Karrakin Trade Baronies have a history that stretches back far longer than the up and coming power of Union. They are the oldest continuous human civilization in the galaxy, and they rule through a complex network of feudal hierarchies. Barons jockey for position and power, grinding ordinary people into dust in the gears of war and industry. Even the sudden appearance of rebellion, with the meteoric rise of the "Ungratefuls", nothing seems like it can seriously threaten the stability of the throne on Karrakis itself. Barons come and go, wars rise and fall, but they all serve or covet the same institution of power.

But there are some existences compared to which the whole of human history has been a tiny blip. Those which are vast and alien and, until an incident on a small moon near the heart of the Baronies, blessedly unaware of humanity, or of this dimension entirely.

A small team of Lancer find themselves as the only people who can even perceive this entity, to say nothing of resisting it. But what can so few do against a force so vast?

Nothing. Not, at least, while you stay within the confines of the law.

SO WHAT IS THIS ALL ABOUT THEN?

It's a tabletop campaign hook, set in the Lancer campaign setting. A group of plucky Lancers (Elite mech pilots) have come face to face with a cosmic evil from a dimension inimical to human life. With the powers that be being rapidly subverted, the only way to fight back is to become space pirates and leading daring raids against its agents in our dimension.

...Okay yes I came up with a lot of this while listening to Starship Velociraptor but the ideas have been percolating for a lot longer than that.

This game would be run after I finish running No Room For A Wallflower, and would take place on Roll20 in probably weekly 2-3 hour sessions. Obviously, when initially designed I was planning on running the game in Lancer, but I think it would probably work about as well running it in Valor Alter.

IF THIS SOUNDS LIKE YOUR JAM

Then you should respond to this post! If you want to be a player, fill this out:



Or, if you want to be in the super secret plotting clique, just let me know. Obviously, joining this disqualifies you from being in the campaign as a player.
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The deck of the light carrier is warm and humid, a welcome change after the dry cold of stasis. Dim, recessed lighting glows a gentle amber to let your eyes adapt to seeing once more. The stasis headache is a miserable bastard – you’ll have to reassess your hydration cocktail, shout at the autodoc for that one – but tea and a seat will help. For now, you are the only ones awake on this deck. The artificial dawn is yours to enjoy. You pad barefoot from your roomette to an observation blister, find a couch, and sit. The dome above you populates, void blooming across an opaque hexagonal field like ink dropped on a blank page.

Space. You sit alone on a soft, semi-gimballed couch, the vacuum of space projected around you. Your gut twists and the old fear sends a bolt of adrenaline to the back of your throat, but it passes; you know you’re still inside the observation blister. A jade and white disk hangs on the velvet field above you. Hercynia. Big as a dinner table. What do you know about the place? Not much, and the packet was slim: early testing ground for the mechanized chassis, hostile local fauna, isolated for centuries before being forgotten, rediscovered and snapped up by a high-risk firm with a few other colonies under its belt. Apparently there was a local indigenous population that the original colonists didn't know about, which led to some legal tangle between SSC and Union.

A mess, in other words. An emerald mess.

You order the ship to play the sound of rain. You lay back upon the couch, tea on your chest – it’s still a little too hot – and float, surrounded by stars. You’ll be there in a few days. Around you, the others are waking up. Systems organic and synthetic cycling to life. Some of you might not return to this little ship. Maybe you’ll die down on that world. But right now you have the sound of rain. The hush of broad fronds rasping against their neighbors. The background hiss of air. The comfortable gravity.

Peace.

Your slate pings in your pocket. The amber light floods the periphery of the blister. Your aurals hum a notification tone.

Ah well. Time to go to work.


No Room For A Wallflower is a prewritten Lancer Campaign that I intend to run as soon as scheduling permits, as most of the work has already been done for us. It will be played through Roll20.net, so an account there will be necessary but signing up is easy and free. It will likely be scheduled in the morning (no earlier than 7am PST. I'm kind of an early riser but there are limits), and on a weekday, but we will investigate all possibilities.

The story is about a team of relatively rookie lancers investigating a distress call from a small colony that no one really thought was that important, only to find out the situation was more complicated than they expected. It came with the following content warning:

Do note that this campaign discusses or grapples with genocide, colonialism, displacement of refugees, and the trauma of war. Though they are fictional in this narrative (Wallflower does not depict real-world atrocities), these scenes may echo historical and ongoing events.

If you're interested in joining, please fill out the following:

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Kepler 186 is a star in the 11th blinkgate ring, some 26 light years from Phou Bia Station. It was colonized during the expansion of Union under SecComm. When SecComm lost power, Union abandoned the Kepler system, and they had to struggle on on their own for centuries afterwards. It was only reason the Union returned, under the rule of the Third Committee. Kepler is being reintegrated into Union, but it is a slow process that has been going on for years, and will probably not be finished for decades yet.

The Kepler system has 6 terrestrial worlds in it, most of which are far too close to the sun to support life. Only the outermost, Kepler-186f, is heavily inhabited. It is a large, arid world (compared to Earth) that none the less is home to hundreds of millions. The people of 186f (or, as they call it, Vanheim) were always relatively poor until the blinkgate opened up, and suddenly the 6 uninhabited rocky wastelands became a perfect location for a vast mining empire of mineral goods that could be sold to hundreds of other planets. As a result some of the Keplerians became fabulously wealthy, and access to modern technology reshaped the entirety of their society within a few short decades. Today, Vanheim is pockmarketed with glittering metropolises. The largest, Brahe, is even the home of an orbital elevator, giving all citizens easy access to space and the rest of Union, if they so please.

"Citizens" is something of a loaded word, though. It was the leaders of the great houses of Vanheim who owned the mining rights to the inner planets, and they are a bit out of touch. They have established some changes to the local laws to take into account access to the new technology offered by the Union Administrator who had moved into the system to help facilitate Kepler's reintegration. Now, all citizens must, by law, have universal access to the omninet. That means neural implants, which are still something of a luxury item that the vast majority of the inhabitants of Vanheim can't afford. It's created something of a stratification of their society. Citizens live in clouds of data and social media, constantly interacting with a vast digital world only they can see as they vote on matters of state that are suddenly moving far too fast to wait for people who have to actually send in a ballot or go to a voting booth.

These days, citizens are a relatively small and privileged elite, who rarely put more than cursory effort into navigating the physical world, as they are so invested in their shiny new digital world. Non-citizens watch them stumble about, barely paying attention to where they're going, and can only imagine what their world is like. They have taken to calling citizens "Sleepwalkers", or, if they're feeling uncharitable, "Zombies." Fortunately, zombies citizens rarely worry about what non-citizens call them. It's not like they matter.

OTHER NOTABLE FEATURES OF THE KEPLER-186 SYSTEM

- On Kepler-186e, Smith-Shimano Corp has built a rather large research/production facility. They're very picky about who they let see what they're doing, but they SEEM to be following all local laws, and don't seem to be bothering anyone. That and the fact that they are bringing a LOT of manna into the system has made them relatively well liked neighbors. Keplre-186e is technically a planet you can live on, but 99% of the planet's surface is dry desert, with only a few bugs and plants as native life.

- BEYOND Kepler-186f is a huge asteroid field, full of rocks and comets and even a few dwarf planets. Piracy is a growing problem in the Kepler system, and there are several known pirate forces that their homes in this area. It has, fortunately for you, also made their an increasing need for freelancers, who can usually find work guarding mining operations and ore shipments from raiders.

- Kepler-186g is a gas-giant far beyond the asteroid cloud. It once had a few observation and research stations on it, but these have long since been abandoned as rising piracy made it harder and harder to keep them supplied. Some astronomers claim they have seen activity out there, but so far no one has had the time, energy, or interest to investigate some pirates dismantling old space stations.

SO WHAT IS ALL THIS ABOUT?

the Kepler-186 system is going to be the theater in which a tabletop campaign set in the LANCER universe takes place. It will be run by me and be played on Roll20.net. My current plan is thus:

1: Run a short one or two session adventure about taking on a space pirate base in the asteroid field in which we all collectively figure out how to play Lancer.
2: Once that is done, there will be a hiatus while I work more shit out
3: A much larger and more epic adventure will take place, starting one year later in the same setting. Players may keep their characters from the first adventure, or introduce new ones if they feel so inclined.
4: Robots will blow up other robots.

WHAT I NEED FROM YOU:

Express interest to me by filling this out.

This campaign probably won't start until after either Disgaea Valor 2 or Project Lorica finishes, so don't worry about availability yet.
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The world is a frustrating maze, riddled with corruption and with no clear villain. At least, for most people it is. Five chosen humans awaken one night to find that while their physical bodies slumber, their psyches have been set free to have a chance to become their idealized selves; idle power fantasies become brilliant heroes who can take a shot at society's evils in the form of nightmares given flesh. But what caused all this to start, and is it REALLY making the world a better place?

Dream Warriors is a Valor Campaign in the VERY earliest stages of development that is loosely inspired by Planet With and The Lucifer And Biscuit Hammer. It will be a tale of ordinary people with extraordinary power doing amazing things. It will be played online on Roll20 with text chat, on a weekly (or possibly bi-weekly I haven't decided yet) basis.

If that is something that sounds interesting to you, please respond here indicating so. Add character pitches if you want, but don't worry about anything too detailed. This is just an interest check.
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You killed the Emperor.

For three thousand years, he had ruled humanity. It was his will alone that gave us access to the incredible Celestial Force, a source of power that made our weapons unmatched by any of the aliens that stood against us. The Legati, trained to the absolute limit of human ability, infused with cybernetic implants to push them beyond even that, and then granted armor and weapons infused with Celestial Force, led humanity's armies as unstoppable warriors that were fanatically loyal to the Emperor.

But you were different. You are Legati, but your team was trained to be more independent, to go beyond the Emperor's reach and operate without direct guidance. When you discovered the truth about Celestial Force, it was that very independence that let you do what needed to be done. Celestial Force is an incredible power source, it is true. The Emperor acts as a living conduit between our universe and the universe of pure energy, granted the Legati access to this unstoppable power. The Emperor shines as a fire in the darkness.

A fire in the night can keep you warm and light your way, but it also lets the things that live in the dark to see you. You don't even know exactly what they are. All you know is that they were already starting to appear as you pounded your way into the Emperor's throne room. Strange, alien things that looked upon our works and only saw food.

You killed the Emperor, and saved humanity.

Your Legatus Armor stopped functioning the moment he died, of course, and there were entire armies of those loyal to the dead Emperor who wished for your death to balance the scales, so you had no choice but to flee. You fled to a distant asteroid base, landed your ship, turned off the lights, and hid in stasis pods. If ever there was any sign of someone repeating the Emperor's mistakes, the automated systems here would wake you all up. Someone would need to be ready. To warn people, or to correct matters by force, if necessary. As you did before. And no one did, for another three hundred years...

Time to wake up, Legati.


Valor of the Stars is going to be a valor campaign run...probably some time after at least two of the games I am currently in ends, so like probably later this year I don't know. It is inspired by series such as Warhammer 40,000, Warframe, Asura's Wrath, and Tenra Bansho Zero. This game will be about a group of super awesome space knights who just woke up from centuries of suspended animation and are trying to accomplish a mission while figuring out this strange new future.

IF YOU WANT IN ON THIS
Tell me! Throw some character concepts at me! Ask setting questions! Setting questions are very important because this is an original setting! Let me know if you need a copy of the rulebook! I can get you one, or you can get one yourself at Valorous Games.

IF YOU DON'T WANT TO ACTUALLY PLAY IN IT BUT IT SOUNDS COOL AS FUCK
I will have a plurk clique for plotting purposes. You'll help me brainstorm stuff for the players to deal with and also get juicy spoilers about the plot.

ALSO???
Post pictures of cool sci-fi art!
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Original Characters

Avanti Kadam
An aging starship captain who became the leader of a revolution and a part time space pirate

Bai Lin
A happy go lucky former monk who led a band of cynical bastards across the atomic wasteland of 22nd century China

Courtney "King" Barker
Courtney is the AI copy of a woman who was mute from terminal throat cancer. She likes her new life as an AI construct trapped in a game construct just fine, thank you.

Kohaku Yuhara
Infused with a symbiotic parasite that grants her strange powers, Kohaku tries to navigate her way through shadowy conspiracies and high school at the same time

Marco
All mages are expected to give up their power on their 18th birthday, but when Marco found out it was all a scam to maintain the immortality of a chosen few, he decided to tear the system down

Njall, Son of Erland
An ordinary viking, until one day a strange encounter left him immortal and unkillable. A thousand years later, he's resorted to killing his also immortal best friend to stave off boredom

Rafael "Superego" Cardenas
The son of the greatest superhero who had ever gone bad, Rafael fights alongside the Valor Corps, saving the world while also trying to stay one step ahead of his family's reputation

Ricasthix
A dragon who has devoted his time to studying humans and their fascinating primitive culture.

Samata Mahto
A university student who learned how to use magic without having any inborn magical talent, and so became the world's first wizard.

Sonje Forstner
A knight for hire who is calm and cool when in danger, but falls apart in social situations. Very very gay.

Tyabur
An ordinary university student. He's learning to be a vet, he's in a shitty band, he drinks and gets high when he should be studying, and also happens to be a djinni.

Yui Takonaka
The newest prodigy of the Octopus Ninja Clan, based in Hawaii. She uses the aid of her partner, a fearsome tentacle beast, to succeed at her missions.

Zolk
A former slave who, when freed from the threat beatings or being eaten alive, realized that instead of being afraid all the time, he was now ANGRY ALL THE TIME!


Canon Characters

Akame ga Kill!

Akame
A former imperial assassin who turned against her masters because she saw that the empire was far too corrupt to be allowed to survive

Atomic Robo

Atomic Robo
The ageless, wise cracking, super strong, nuclear powered robot built by Nikola Tesla. Robo stands forever at the very edge of human understanding and deals with the things beyond that limit.

Cucumber Quest

Nightmare Knight
The scourge of the kingdoms of Dreamside, who rises every 5000 years to try to take over the world, with the help of his Disaster Masters!

Noise Master
The smallest of Nightmare Knights Disaster Masters, but definitely not the least dangerous. Partnered with the enormous Mute Master, Noise Master loves to party and despoil the lands of Dreamside

The Devil is a Part Timer

Demon King Satan/Maou Sadao
After he was defeated by the hero Emilia, Satan fled to another dimension to recover and plot his revenge. The world he fled to was 21st century Japan, which meant that if he was to survive in Earth's weak magical field, he needed a job so he could pay the bills. And so, Satan, king of demons, got a job at MgRonalds, selling hamburgers.

DC Animated Universe

Batman
The scourge of the criminal underworld of the city of Gotham. Batman uses trickery, stealth, and fearsome combat skills to pray on the fear of the unlawful

Bruce Wayne
Owner of Wayne Enterprises, Bruce Wayne is a billionaire and Gotham's city's most eligible bachelor. Definitely, definitely no relation to the dark knight who stalks the city streets every night.

Discworld

Angua von Uberwald
A werewolf who fled from her pack and moved to the big city to become a cop. Her unmatched sense of smell and ability to shatter a man's skull in her jaws has made her a valuable asset to the city watch.

Detitus
Once the dumbest troll in the city, Detritus is now a sergeant in the city watch. He's still pretty dumb, but no one says it to his face. At least, not while he's carrying the Piecemaker, a converted siege crossbow that he holds in one hand.

Mustrum Ridcully
The Unseen University wanted some peace and quiet, so that asked for an Archchancellor who lived with nature and spoke to bird. Ridcully does speak to birds. Usually what he says is "ALMOST GOT YOU THAT TIME YOU BASTARD!"

His Grace, His Excellency, The Duke of Ankh; Commander Sir Samuel Vimes
The Commander of the city watch of Ankh-Morpork, Vimes is a hard bitten, cynical man who keeps getting honors he doesn't want bestowed upon him for saving the city over and over again

Flying Witch

Akane Kowata
A prodigy in the magical community, Akane uses her vast magical talent to live an easy going life as she travels the world and generally has a good time.

Girl Genius

Gilgamesh Wulfenbach
Heir to the throne of the Wulfenbach Empire, Gilgamesh is a dangerous mad scientist, skilled politician, and absolute idiot when it comes to girls.

Gravity Falls

Mason "Dipper" Pines
Dipper was an ordinary nerd who spent a very strange summer with his twin sister at their weird grand uncle (gruncle) in the town of Gravity Falls, Oregon.

Souls in the Great Machine

Zarvora Cybeline
Zarvora discovered that an ancient countermeasure to global warming was going to freeze the world over. So she conquered the known world to stop it

The Masters of Creation

Teyud za-Zhalt
A genuine martian princess, in exile and disguised as a common mercenary until a chance encounter with an Earthling archaeologist set her on the path to reclaim her throne

The Hitchhiker's Guide to the Galaxy

Ford Prefect
You sass that hoopy Ford Prefect? There's a frood who really knows where his towel is

Zaphod Beeblebrox
The former president of the galaxy. Now? Zaphod's just this guy, you know?

Kill Six Billion Demons

82 White Chain Returns From Emptiness To Subdue Evil
An angel who was only trying to stop the key to all creation from falling into the wrong hands, but ended up on a quest to guide the future king of the universe.

League of Legends

Ekko
A street punk from Zaun who built a time machine out of scraps that he uses to stay one step ahead of the many many people who would kill him for a nickle

Leona
A warrior of the solari who's mind was infused with the aspect of the sun, which grants her amazing celestial powers, but also urges her on to some mysterious fate

Vi
A criminal who was turned into a cop because it would be marginally less expensive than actually trying to arrest her

Viktor
A mad scientist obsessed with transhuman augmentation. He will show you all the weakness of your flesh, that you might trade it in for more efficient steel counterparts

Overwatch

Lúcio Correia dos Santos
A revolutionary from Brazil who turned into a world famous pop-star after kicking a sinister megacorp out of his home town

Winston
A superintelligent gorilla from the moon

Tengen Toppa Gurren Lagann

Kamina
The manly man who could be contained by neither cavern nor beastman, and would carve his legend across the very heavens!

Warhammer 40,000

Idranel of Ulthwé
A farseer of the Eldar, who attempted to sacrifice a few human planets to save her home. She got her skull crushed by a space marine for it.

Yu Yu Hakusho

Shizuru Kuwabara
The elder sister of the famous Kazuma. Though she lacks her brother's spiritual powers, she more than makes up for it in guts and powers of intimidation
overbringer: (Default)
At some point, I'm gonna need to come up with a proper name for this, since I'm tapping on different mythological roots for inspiration here, and so there won't be anyone named Asura in this, BUT



Asura's Valor (working title) is a Valor Campaign inspired by the game Asura's Wrath. The main draw points will be mythological concepts reinterpreted as science fiction shit, personal tales of fury and revenge, absurdly large scale everything, and interrupting bosses mid monologue by punching them in the face. Here's a quick premise:

Since time immemorial, the world has been divided. All the lands of the world are known as Getig. Life is harsh on Getig, but the mortal humans who live there know that they are protected. Above is the endless band of colossal space station cities orbiting the world that are collectively known as Menog, the home of the Yazad, a race of technologically enhanced post-humans. The Yazad protect the mortal realm from the endless assault of the Daevas, fearsome beasts that come from somewhere deep beneath the surface of Getig and rampage across the land until destroyed. Ruling over the Yazad is the council of the Six Sacred Divine Sparks, the greatest among all Yazad, who act as a proxy for the divine throne that once belonged to Ahura Mazda, the supreme being that created the universe and then left.

YOU are a small band of warrior Yazad working directly for the divine sparks as their right hand against the Daeva. You report directly to Vairya, the Spark of Dominion, who commands the armies of the Yazad. You are honored and respected, you command armies and are peerless warriors. The people of Menog celebrate you as heroes, the people of Getig venerate you as gods. Life is good.

Until a foul betrayal turns everything on its head.

This campaign probably won't finish until one or two of the four goddamn games I'm in come to an end, so don't worry about availability yet.

WHAT I DO NEED FROM YOU
- Your name/contact shit
- Some character concepts
- Setting questions
- Things you'd like to see or themes you'd like to focus on if this game actually happens
- Pictures of people getting punched in the face

EDIT: ALSO! I will need someone in the party to step up and be the LEADER of your little band of heroes. This means your level will be one higher than the rest of the party, but it also means your character's path will end up rather different from everyone else's. Do not confuse this with the main character rules being used in some games. You will not end up as the main character of this story.
overbringer: (Default)
Just so I can keep them straight. Will edit as I come up with them.

It should have been mine!
A timeless power lay dormant in a barren desert. When people actually found it, they all move in en mass as dozens of would be kings and warlords sought to tame it for their own, in an era known as the First Age of Strife. Eventually one managed it. The first and only Great King slew her own brother, and her last rival, and gained unspeakable power. Her rule lasted for centuries and was known as the Golden Age. Her rule was poisoned by her own power, unfortunately. She parceled out tiny slivers of her power to her followers as rewards for service, but what she didn't know was that the last dying gasp of her slain brother still echoed through it. That last whisper of "It should have been mine!" was nothing to her infinite willpower, but to lesser minds, it slowly poisoned them with jealousy and paranoia.

A conspiracy formed to take the King's power because, as each conspirator believed in their heart, that power should have been theirs. They labored for years to make weapons deadly enough to kill a being as powerful as their lord, and when they were ready, they poisoned the King in her own feasting hall, then stabbed her in the back. With her dying breath, the King used all her power cursed them all. Everyone in the room, the castle, and in fact in the whole capital instantly died, leaving behind a ghostly wight. An army of skeletal warriors took up arms in the new necropolis and drove the living away. Only a worthy successor to the King would be able to retake the capital and claim her power.

So began the Second Age of Strife. The King's magic that turned the desert into a paradise started failing with no one to maintain it. Some knew how to slow it, but none had the power to keep the whole land alive, so instead each city turned into a fortress and oasis. Each year the forests and fields died a little bit more, giving way to barren desert. The rich lived lives of leisure in their fortress cities while the poor eked out a living in the vast, labyrinthine sewer cities beneath them, for the outside was turning into a place where people couldn't live anymore. Mighty armies wielding powerful weapons and armors clashed as the various noble houses battled for dominance. Powerful mages rose and, inevitably, were driven mad with paranoia and jealousy by the whisper still bouncing through the well of power: "It should have been me!"

Maybe, someday, someone with the will to claim power without being driven mad will arise and unify the land once again. For now, it is a grim age of violence and suffering, but also an age of heroes and mighty deeds.

Class Warfare
The land is ruled by sorcerers. Their blood is the only blood that allows them to tap into arcane magic, allowing them to do all manner of amazing things, so naturally they are a step above the mundane masses and are the only ones fit to lead. That's how it is. That's how it has always been.

Except...a student just discovered a new kind of magic: Wizardry. Compared to Sorcery, it's unrefined, complicated, and messy. But it still is taking the world by storm because literally anyone can learn it. Revolution is coming, but the sorcerer ruling elite are not taking it sitting down.

Class Warfare follows the adventures of Samata Mahto, the first wizard, and her friends as they bring about violent but hopefully beneficial social change by teaching magic to the lower classes in a land ruled by aristocratic sorcerers and by a powerful church.

Worldbirth
In the beginning, there was only chaos. Ever changing, infinite, and unbounded. Because chaos could become anything at any moment, once a part of chaos became order. Just for a moment, but it was long enough. Order formed the first gods, and also the first beings bounded by reason and will. The gods wove the world, a tapestry and matter and power, and a place where chaos was not.

Chaos pushed back against the order of the world. The world represented a boundary, and boundaries are the antithesis of chaos. The new gods defended their new world from chaos, but some leaked in none the less. The natural order of the world confined and bound the chaos into discrete entities which became the first demons. The demons hated the world for its mere existence and devoted themselves to destroying it, starting the first war between the gods of order and the demons of chaos.

That was not a long time ago. It's still happening now. The gods made armies of immortal servants to help them, but realized that to create an immortal, they needed to give up some of their own power. So instead, they made mortals as an experimental new type of soldier. Sure, they would fall apart in a few decades, but for expendable frontline troops that was hardly a huge concern, and anyways they also had the capacity to make more of themselves so they would be a self renewing source of soldiers to battle against the demons of chaos.

The world is now about twenty years old. The first generation of mortals were created as adults, but the SECOND generation is just now starting to reach adulthood. No one is entirely sure what it means to be alive and conscious. No one's had time to figure it out, either, what with all the demons running around, or that angels and gods barking orders.

The world is young. The age of myths is happening now. Every idea is a new idea. Every battle will be the basis of mythologies for tens of thousands of years.

Aegis Monster Hunter Academy
In the 1980s, Humanity discovered another world, even if it was still technically on Earth. A massive, labyrinthine network of caves that spread throughout the whole of the Earth's crust, but only started five miles below the surface, was the home of an entire alien ecosystem. Of course, when I say "Discovered", I mean that a flood of horrible monsters started bursting out of the ground at random places around the world and killing everything they could find. It wasn't until later that we figured out about the whole cave network thing. Conventional weapons were not terribly effective against the monsters, but fortunately, the source of our doom also provided the source of our salvation. Monsters were not all that lived down there.

Along with the monsters, came strange symbiotes. They were fairly helpless on their own, but they could fuse with any human in puberty. So, teenagers. A human playing host to one of these creatures gained strange, superhuman powers. This army of child soldiers became our best defense against the monsters of the deeps.

Skip ahead to 2018. We're still no closer to stopping the flow of monsters than we were in the 80s, but once they get to the surface, we've gotten pretty damn good at killing them. Aegis Monster Hunter Academy, founded in Chigasaki, Japan, is one of a new breed of school. The student body is entirely made of hosts to the monstrous symbiotes of the Deeps. The curriculum includes math and history and all that, but also combat training. The students there are the next generation of warriors on the front lines of the monster wars.

Aegis Monster Hunter Academy follows the adventures of Kohaku Yuhara, a new student at the school who was tricked into become student council president on her first day. Surrounded by the eccentric personalities of the student council, Kohaku has to keep up with her duties there along with her studies. And on TOP of that she has to investigate the strange signs of corruption and human experimentation that the school faculty are hiding! It's a busy life.

Universe-ity
Gods, demons, angels, and other immortal beings all got together once, and made a demiplane devoted entirely to learning. An entire world of libraries and study halls and dormitories and classes and students and teachers. It was a quiet realm, where rivalries between good and evil, law and order, were all put on hold in the name of education and learning.

Then mortals found it and they fucked everything up.

At first, the immortals killed or banished any mortal they found in the university, but after years of conflict they eventually decided the mortals weren't interested in giving up. They wanted a slice of the pie too. What followed was a period of negotiation that went on for far longer than the actual fighting had gone on, in which eventually a compromise was reluctantly agreed upon.

Mortals were to be given access to certain parts of the University. Their access was to be severely limited, however. Each mortal would only be allowed to sections of the libraries, or to classes, that directly pertain to subjects that are already known of in the world they came from. A space faring starship captain would not be allowed to study magic. A wizard from an ivory tower would not be allowed to study computer science. The immortals also picked out the Student Council, a collection of mortals of noted responsibility and moral integrity who were granted a sliver of immortal power, but also tasked with making sure that all the mortals stayed in their lanes.

It worked, for a while, but mortals will be mortals, and eventually a thriving black market was formed of underground classes where you could learn about forbidden subjects from other, friendly, mortal teachers. They eventually even organized enough to make their own illicit course catalog.

When the Student Council found out about them, they of course immediately stepped in and started working on putting a stop to this flagrant disregard for the rules. The underground pushed back, violently. They organized, using their course catalog as a flag, or sorts, and became known as the Black Catalog. Under this "banner", they used a horrifying combination of magic and technology and other skills mashed together in ways they were never intended to to fight back against the semi divine power of the Student Council.

Spaceship Graveyard Thing (working progress name)

OCs

Feb. 18th, 2017 04:27 pm
overbringer: (Default)
Avanti Kadam - Aging starship captain. Gundam Ascension ([personal profile] she_would)
Bai Lin - Optimistic martial artist. Fists of Asphalt ([personal profile] fistsofchange)
Courtney "King" Wilkinson - Crude, mute Lvl60 gunner/machinist. Infinty Frontier ([personal profile] silentmonarch)
Grant Ruskin - Mage with a clockwork heart. Nasuverse original ([personal profile] spellsandknuckles)
Honn Vesmos - Thief cursed to be honest. Ryuutama ([personal profile] totally_trustworthy)
Isiah Denton - Spiteful monster hunter. Parasite Chess ([personal profile] king_kingfisher)
Kohaku Yuhara - Asexual harem protagonist. Aegis Monster Hunter Academy ([personal profile] haremtrap)
Njall, Son of Erland - Immortal viking. World Egg ([personal profile] modern_ancient)
Raphael "Superego" Cardenas - Angsty teen superhero. Valor Corps ([personal profile] psychicshell)
Ricasthix - Nerd dragon. Imperius Draconius ([personal profile] draconic_historian)
Tyabur - Stoner djinni. Myth-U ([personal profile] dontaskaboutwishes)

WORLDBIRTH

Nov. 9th, 2016 08:35 am
overbringer: (Default)
To say "in the beginning" would be a lie, for to impose a beginning on Chaos would be to put boundaries on it. Suffice to say, Chaos was.

Because anything can happen in Chaos, the first gods emerged from the primordial insanity of an unordered universe by coincidence. They knew that as long as this state of affairs continued, nothing they did would have any meaning, so they created a place of rules and order. They wove a tapestry into existence that was The World, where they could find out who they were and what they could do.

Chaos doesn't have a mind, per se, but it instinctively resists anything that tries to put boundaries on it, for boundaries are of order and order is the antithesis of Chaos. It started trying to get into The World and tear it apart. The raw chaos that found its way into The World found itself bound into a physical form, creating the first Chaos Demons. They were powerful, but while they were in the World they were forced to adhere to a certain amount of logic and consistency. They could be defeated. So the gods fought them, and found themselves far stronger, but they knew that there was no end to the demons. They would need backup.

The gods created soldiers to serve them. Angels, Elementals, Devils, each formed to suit the personality of the god that created them, and each a perfect immortal servant. But to create something immortal would diminish the power of even a god. There was a limit to the number of such creations they could make.

Then one god had a thought: "We don't need soldiers who are probably going to die in battle anyways to last forever. What if we don't make our soldiers immortal?"

So the first Mortals were forged. They'd fall apart and die in time, without an immortal spark to keep them alive, but they were going to go toe to toe against Chaos demons anyways, so who cares? They could replenish their own ranks when they weren't fighting.

It's 15 years after the first mortals were created. The world is still new. Everything is untested. The first generation of mortals, created as adults, are starting to raise the second, and no one has any idea what they're doing. Everyone is making it up as they go along. What does it mean to be mortal? What are you going to do about these demons attacking everyone?

WORLDBIRTH is a valor fantasy campaign set at the birth of the world. It would run, at the very earliest, after Destination: SPACE ends, which probably will be in like a year. Players would be mortals. Emphasis would be on building the setting together as the players gain power and start forming organizations that might become kingdoms and nations in a few thousand years, and also on having totally sick fights with chaos demons.

Respond to this post if you would be interested in playing in a game like this! Don't worry about things like your workload or availability right now. This is just an interest power. Share character concepts! Ask questions! Make up setting ideas!
overbringer: (Default)
This is an official interest post for a Valor campaign that will be an homage to early-mid twentieth century Science Fiction. VALOR is a tabletop RPG system that you can read more about here. It is a flexible system that is good for high action high drama campaigns, which I fully intend for this to be. It's a really good system and I recommend picking up a copy for yourself, but if you need me to I can lend you a copy of the eBook.

DESTINATION: SPACE!, A brief history

In the mid twentieth century, in this universe, Earth received it's first alien visitors: A trade delegation from the planet Mercury. Mercury was the first planet in the Solar System to develop space travel, and they sent out ambassadors of peace to every other planet, leading to a golden age of prosperity and trade. It all came crashing to an end around the year 2070, when a rogue planet in a highly elliptical orbit around the sun reached the perigree off it's 22,000 year orbit, and passed within a few million miles of the Earth itself. This mysterious "planet X" was the home to a horrifying alien race which were dubbed the "Exians". the Exians immediately went on the offensive and almost overwhelmed the combined military powers of the rest of the Solar System until simple physics proved their downfall. After about three years of war, Planet X simply moved along its orbit until it was too far away to support their war fleets, and eventually everyone else was able to get the upper hand.

It is now 2114AD. The Mercurians got the worst of the assault, having been wiped out completely by an Exian bioweapon, but the rest of the solar system is still recovering from the war. It's a dangerous universe out there, but if you're willing to take some risks and roll with the punches, it's also a universe full of amazing opportunities. Grab your trusty sword or raygun, fuel up your spaceship, and set your destination for SPAAAAAAAACE!

This campaign will be:
- Played on Roll20.net, so you will need an account there
- Potentially scheduled weekly on any day other than Monday, Friday, or Sunday.
- Largely open world. You'll have a spaceship of some kind, and will be able to go to any planet in the solar system. There will be things to do on all of them.
- I'm capping the party size at 5

What I need from you:


I will be appending this post with blurbs for each of the planets, to share a bit of worldbuilding and maybe jumpstart the creative process.
overbringer: (Default)
Roughly one hundred years ago the people of Earth, and of the rest of the Solar System if legends are to be believed, were at war. Records are spotty of what we were at war WITH, but general consensus seems to be that it was with some kind of alien menace from beyond the stars. As a last desperate measure, [NAME REDACTED], the great scientist, activated a device that banished the aliens back to whatever dark corner of the cosmos they invaded from.

The side effects were substantial, though. For the last century, Earth has been a ruined, violent world. The device wrecked most of the Eastern American continents, as well as most of Europe and Africa. Even now, those parts of the world are still dark and terrible places, wracked by Earthquakes and worse. Much technology of the old era was lost. Though legends of ancient inventions like "internets" and "nuclear weapons" still persist, no one is quite sure what they were anymore.

But Earthlings are a hardy breed, and they have finally bounced back and reorganized, building the New Earth Alliance, which consists mostly of countries around the Pacific Rim (for these were the most intact parts of the world.). Life was still harsh, but the people of Earth were optimistic for the future for the first time in living memory.

So why are we focusing on this period of time? Because just recently, explorers in the Himalayas found a treasure trove of ancient technology. Specifically, they found a gigantic underground storage bay in the side of a mountain that was full of spaceships.

This news obviously took the world by storm. The NEA has sent out the call across the world for the exceptional, the brave, or even the desperate. We need you to become the crew of our new fleet of ships as we spread out and explore the Solar System to see what's out there? Earth has spent the last hundred years trying to rebuild a working civilization, but legends speak of strange kingdoms lining the canals of Mars or glittering cities soaring out of the jungles of Venus. What has the REST of the Solar System being doing this last century?

Grab your sword, holster your trusty ray gun, buckle in, and set your destination for SPACE!

Ragnarok

Dec. 21st, 2015 11:18 pm
overbringer: (Default)
I've always found Norse mythology interesting. I've already tried to apply it to RP before with my ill-planned RP Last Free City. So I'ma try again, or at least I'm going to talk about how I WOULD try again if I was crazy enough to try making an RP about crazy sci-fi Norse myth again.

I think the concept of Ragnarok is fascinating, because many mythologies include references to a massive flood that wiped the world clean. Noah and his Ark, Utnapishtim, and so forth. Ragnarok ends with a massive flood as well, but the interesting bit is that Ragnarok is a set of future events, rather than something that already happened. At some point, who knows when, Three magic roosters will crow, signifying that it's time for everything to go completely crazy and everyone to invade everyone else.

I admit, I'm not exactly a scholar of Norse myth, but it was something like that.

Anyways, here's the standard pretentious opening premise pitch for Ragnarok the RP:

When the world finished ending, the first thing you noticed was the silence. A quiet that goes deeper than a mere lack of noise. It reaches down into your bones and makes you feel like there will never be sound again. And it's all the more rattling to you after the years on end of fire and death as the gods battled in the skies above. You don't know who won, but it's not hard to believe that the answer is No One. Everywhere you look, there is nothing but silence and ruins and scorched Earth.

The destruction went beyond merely physical. The weapons of the gods rent space itself. Jagged holes in the air leave pathways from one world to another, but everywhere you look there is just more desolation, more death, and more silence. Occasionally, you decide to stop searching for someone, anyone, and give up, but the silence is worse when you lay still. Moving is easier than waiting. It makes it easier to pretend that the world hasn't died.

And then you see it. A single light, blinking on the horizon. You don't know how long it's been since you saw anything that suggested there might be some life left in ANY world. Time seems less important now. You scramble over barren wastes and find it: A castle on a cliff over a valley. There are lights in the windows, and green things still grow beneath. You even fancy you can hear wind blowing. Life. When the world ended, one tiny corner of one realm was overlooked, and now survivors from across the multiverse struggle towards it.

The world ended, but you're still here.

What will you replace it with?


End scene.

Initial questions:
- What would the overarching plot of this RP be?
- How can I make sure it doesn't seem to much like Bastion?
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