SMT Devil Summoner - Task Force 666 Quest #13
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>Previous thread: http://suptg.thisisnotatrueending.com/archive/45015915/
>General Pastebin: pastebin.com/u/TaskForceKaz
You know that feeling where time supposedly passes quickly when you’re having fun? The kind that happens when you’re either playing video games or surfing the internet?
Apparently, your taste in fun seems to have been somewhat distorted. Because four more weeks of hellish training just go by like that. Snap, zip, whatever. It only seemed like a few days ago when the facility was attacked by demons, and Commander Sparda’s words left your teeth on edge. Human perception is funny like that.
But at any rate, it seems that your training is being cut short. Last night, Alger said something about the bigwigs in D.C. wanting more manpower on the streets due to the annual rise in demonic incursions. There’s just something about the seasons of summer and winter that apparently brought out the crazy in demons. All of the Divisions across the country were deploying teams throughout the states.
Since you’ve actually experienced a full-on demon raid, Alger was willing to let you go into the field a little early than he was hoping for. Regardless, a total of six weeks in Camp Cocytus completely molded the five of your group from inexperienced rookies into somewhat hardened Devil Summoners.
>Your level has increased to 15!
>You may now fuse and recruit demons up to your current level!
You know this more than anyone else. After all, it’s only been four more weeks, but you can definitely feel that you’ve become more…
>Powerful [Add + to Combat]
>Charismatic [Add + to Social]
>Informed [Add + to Knowledge]
forced memory loss
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I'd like to hear fellow GMs and players thoughts on "forced memory loss" intros.
Basically, I'm about to start a D&D campaign and I was thinking of having the very first session be set inside a sinking boat, with the PCs and some non-vital NPCs awakening inside said boat with no recollection of how they got there. The session would terminate with the PCs escaping the boat and either sacrificing the NPCs to save themselves or taking a very difficult path to save both themselves and the NPCs.
But none the less, the intro relies entirely on the PCs not remembering why they were on the boat or how they came to be in such a position.
Or would it be better to start the session earlier, with them meeting, agreeing to a mission which either takes place on a boat or requires them to use a boat to get to their mission objective, and then time skipping to them awakening on the boat?
Any feedback would be greatly appreciated. This is my first time DMing and I'd terribly dislike it if it wasn't up to par due to my own story telling medium bias.
I need god(s)
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Running a game tomorrow, but I need to make some gods up. I thought it would be fun to let you guys make them up.
I need a name, domain, and alignment (old d&d- so chaos, law and neutral)
So far all I have is
>Pojo, the neutral god of Chickens
Devil Summoner: New Cycle Quest #41
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Previous threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Devil%20Summoner%20London%20Quest
Character sheet: http://pastebin.com/4keHKgX4
This has been, without a doubt, the worst experiment you've ever taken part in. Worse, even, than the one Marco showed you when you were twelve, the one with the frogs.
Pushing that unwelcome memory from your mind, you drag your weary body up the rickety ladder and feel the warming rays of sun upon your face. What a curious world this is, you think vaguely to yourself, to have a looming full moon outside of the fairy kingdom and glorious sunshine within. Flopping down onto the ground, you let that impossible sun bathe you in warm light for a few moments more, the gentle breeze sending long grass tickling against your cheeks. You've earned this, a little break from the grind.
Sighing softly, you fight down the urge to close your eyes and take a nap. The last time you indulged in a little sleep, it didn't end so well. Sitting up, you rub a hand across your forehead and look over to where Scathach is waiting. The witch is staring up into the sky, one hand pressed to the bill of her hat against the breeze. She looks serene, an illusion that is immediately shattered as she approaches you and speaks up.