Neo-GENIS

A world inside a digital realm of video games.


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Curious about joining Neo-GENIS?

As the owner of a new UR-VRH (Ultra Realism Virtual Realty Headset) headset, you have a gateway to a new and wondrous universe! Immerse yourself in deep forests filled with dangerous monsters, avoid fearsome traps placed within dungeons that need to be explored, and test yourself against all manner of player-created content as well. Inside the box, you have the following: A headset, a full tracking body suit, manual controllers, adjustable sensation sensors, and a mental jack-in port.

Set up your avatar, put in those stats, select your first powers for your class, and join the world of Neo-GENIS today!

Neo-GENIS was created by Ricterx 2 months, 2 weeks ago

Ricterx
Playgroup Leader

Atroniac
Playgroup Member

Butters2077
Playgroup Member

jwesley123
Playgroup Member

Monday
Playgroup Member

PandoraLumis
Playgroup Member

Riley
Playgroup Member

SaintJohn
Playgroup Member

Django Star the Wannabe rock star demigod
A 1-Victory Newbie Contractor

SirLudwig
Playgroup Member

TheSuperChrisb
Playgroup Member

As the owner of a new UR-VRH (Ultra Realism Virtual Realty Headset) headset, you have a gateway to a new and wondrous universe! Immerse yourself in deep forests filled with dangerous monsters, avoid fearsome traps placed within dungeons that need to be explored, and test yourself against all manner of player-created content as well. Inside the box, you have the following: A headset, a full tracking body suit, manual controllers, adjustable sensation sensors, and a mental jack-in port.

Set up your avatar, put in those stats, select your first powers for your class, and join the world of Neo-GENIS today!

House Rules

Contractors from Neo-GENIS Are portable, and may play in Contracts in other Playgroups.
Neo-GENIS grants 6 Experience points to GMs who achieve the Golden Ratio.

The Purpose of Neo-Genis is to create a space for players to invest in a world in an engaging and interesting way, creating connections and relationships for their Players to explore while also adding a means for them to explore and build the world around them. This group is somewhat different from the main play group, as such the main playgroup rules have been crossed out for quick comparisons.

 

Contractor Creation Rules

 

  • Contractors Players may take no more than 21 points of Assets or Liabilities (Absolute Value) Going over this limit requires Endorsed GM approval. 
  • Contractors cannot be direct ripoffs of pop-culture concepts, to the point that NPCs in-game would notice the similarity. For example: you may play a heroic strong-man, but not Superman. A famous weapons developer, but not Iron Man. Given the virtual nature of the game world and the use of avatars when you go into it you are allowed to play whatever you want, either reference to media, pop-culture, etc.

 

  • Contractors may not start out as a concept that is likely to disrupt Contracts (e.g. being a walking, talking fox, being as notorious as Osama bin Laden, having a bomb in their chest that detonates when they die, etc). Given the virtual nature of the game and that most players can create whatever persons they want to be, most designs are okay to do so long as it's not blatantly offensive, ie: Pornographic in nature, religious, idolizing terrorists, etc.

 

  • Contractors are mundane people who would see their ambitions through regardless of access to powers. That is why a Harbinger offers Gifts, and why they are willing to risk their lives for the power to make their dreams come true. Your Ambition must be a core driver to your character's actions, like a personality of sorts that helps them focus on the world itself, it is a large point of tension for their story, and is likely to get them into trouble. Craft your Ambition carefully and be open to suggestions and changes from Playgroup Leaders in order to nail it. You play the game to have fun, fight alongside your friends, and explore new worlds, your goals could simply be to enjoy and play the game or just to build your own guild. Maybe you'd like to become strong enough to become a villain in the game, fight players and take over land, or program in your own section of the game, your choices and ambitions are all up to you.

 

    • Keep in mind, however, that Ambitions can (and will) change over time as your Contractor Player develops. It's simply part of character development! No matter what, Ambitions are why a Contractor Player risks their life continuing to participate in Contracts. dose what they do.

 

  • New Contractors must be submitted for approval in The Contract Discord server, channel #maelstrom-approvals, before their first game. 
    • Interacting with Loose Ends, Conditions, and/or Circumstances requires Moves between games to be cleared. This connects your contractor with the world in some tangible way. 

 

Maelstrom Contractor Limits

  • In order to facilitate more focused character concepts, Maelstrom has a hard limit on the number of Newbies and Novices that a Player can keep active. Any character housed in the Playgroup is considered active. Remove them from the Playgroup if they are no longer in-play. Moving Contractors back into the Playgroup requires Leader Approval. Maelstrom is not a parking lot, please do not treat it as such. At Maximum, a Player can only have 2 Newbies and 3 Novices active in Maelstrom at once.

 

Developing Background

  • At the end of every Newbie and Novice game, Players will be assigned a question or two about their Contractor's Players background that they must answer before they participate in their next game. These answers will be stored in the Biography section, and will often be relevant to their current situation in-game. Use this creative freedom responsibly. Additionally, these background choices should be done in a roleplay sense, your character is separate from you since you are playing a game, as such think about them from that character's point of view.

 

Power Creation Rules

  • Flavorful Powers: Manifested Gifts must be in-line with Character Concepts and require World Leader approval. Powers in the Health category are most likely to be watched. This encourages networking between other Contractors Players and NPCs when healing and curing is required.
  • Logical Flavor: Players must be able to explain how and why their power works in a given situation, otherwise GMs have license to cause them to fail. For example, a Blast flavored as a ball of fire might not work underwater. But at the same time, that same Blast power might do extra damage to enemies vulnerable to fire. GMs always have final say, but must remember to make Powers feel powerful. 

 

Citizenship

  • Active Players are expected to GM Contracts from time to time. If you have played as a Contractor in your most recent six Maelstrom Contracts, you are barred from playing in Maelstrom again until you GM a Contract yourself, unless you are attending the game of a GM who is fulfilling Citizenship Requirement themselves. This rule is temporarily null for the time being.

 

Loose Ends in Neo-Genis

  • Treacherous Loose Ends: A Contractor who waits for a Loose End's threat to manifest without taking any precautions against it during their Downtimes will see the threat revealing itself at the worst possible moment during downtime. Ask Approved GMs and Playgroup Leaders for Moves to help control Loose Ends before they control you.
  • Neutral/Unknown Loose Ends: Some Loose Ends are Unknown, meaning that they give the *Player* a hint of moving parts behind the scenes, but not necessarily the *Character*. A Neutral Loose End usually means that the dangers or benefits of the Loose End are obscured or up to the Character's actions once it manifests. Neutral Loose Ends also may or may not be known to the Contractor.
  • Investments: Some Loose Ends bestow benefits at the end of their clock. Investments are usually rewards for Moves and Hustles, but might come from other sources as well. Ask Approved GMs and Playgroup Leaders for Moves to further your Contractor's goals.

 

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Notes on GMing in Neo-Genis

All members of Maelstrom are encouraged to GM and run Moves, and no approval is required. Custom Scenarios likewise do not require pre-approval. 

By default, you cannot run Games or Moves for a tier that you have not played in yourself. For example, if you would like to run a Novice game, but have never played a Novice game, you must wait until you have had some experience in Novice as a Player.

Use GM Notes! This is a place to provide more detail about Circumstances, Conditions, and Loose Ends as well as important developments behind the scenes. Good GM notes makes it easier to run relevant Contracts and Moves for characters.

Keep intros concise during game time. If you want to run more extensive introductions, try to do it before playtime. Players, in general, should not need to be wheeled-and-dealed to agree to a Contract. A simple Letter sent to them should suffice.

World Leaders are there to help. Spoil them on Scenarios, get feedback, ask them questions. 

In general, Contracts and Moves are subject to an "Exposure" criteria, especially when it comes to posted World Events. Contractors in higher Gift ranges have more freedom to affect the playgroup as a whole. At Newbie/Novice, however, the outcomes games will not ever have an international reach. Though Contractors might _remember_ terrible things happening during their Contract, World Events might be scaled back due to meddling from The Powers That Be.

Don't take it personally if your World Event gets edited by a Playgroup Leader. It's part of the game and our efforts to keep a consistent tone within the Playgroup.

NOTE: Some previous World Events from the Playgroup will be edited or deleted over the coming weeks. When this note has been deleted, assume that all World Events are canon. Until then, ask a World Leader for details.

GMs are encouraged to build interesting, consistent locations for Contractors to explore through Contracts and Moves. Talk to a Playgroup Leader about location development, they are happy to delegate the development of content.

Full Setting Description

Reality is a cold and unforgiving realm, where the mundane everyday folk are subjected to all manner of pain, misery, and servitude. For those that can’t cope, can’t move, can’t feel, or have all manner of imperfections that limit them, reality can be just that and so much more horrible than anyone could imagine with out being in their shoes. This world is different, this world gives you a ‘way out’, that you can visit as much as you want, that you can enjoy the pleasures of living a life different from the one you have currently.



This world gives the child dying of cancer the chance to live out their dreams, even if short-lived. It gives those who have lost their legs the ability to walk again, the man suffering from PTSD an opportunity to find a group going through such things. This world was built with the purpose of connecting those who could care little for the mundane and wish to live in a world of limited judgment, that being your avatar should be first and foremost, and that you may display who you are free of those who care enough to judge you.



In this game we’ve taken in many, those who enjoy anime, cartoons, superheroes, fantasy settings, and even mixtures of the above will find themselves a home here. The main hub world of Firstia houses a full access point to every other realm in the game, each realm having its own setting, mechanics, dungeons, features, and rules. Visiting the Bosriya you’ll find a wonderful beach and ocean setting, filled with pirates, sea monsters, and even some safe locations to enjoy the beauty of the sea without worry of being attacked. While visiting Titania you’ll find that players fight in a realistic war game scenario, capturing points, engaging in squad-based tactics, and using vehicles and guns to defeat your enemies.



Every game has a reward at the end of the round or game module, these rewards range from items, artifacts, upgrades, but most of all a bright golden core. Golden Core’s are used by players to do all manner of things, from helping to build their own game worlds, to giving players powers, its many uses make the core worth millions in terms of its powers and capabilities, however many who find them use them immediately to fulfill their own deep seeded desires. What will you use them for? What will you find while playing? What friends will you make while playing?



All these questions can be answered and more when you make your avatar today and join the world of Neo-GENIS.

 

Current State

  • Economic Downturn: With adventurers no longer passing through as they once did, Rivendell Crossing has seen better days. Shops are struggling, and once-bustling inns like The Prancing Ponytail Salon and Frothgar’s Brewery face dwindling patronage. The Galaxy Diner remains a nostalgic reminder of the town’s former glory.

 

Geography and Layout

  • Natural Defenses Neglected: The Serene River and Wildwood Forest, which once provided protection and resources, now seem to isolate the town further from the bustling trade routes and the outside world.

 

The Adventurers’ Quarter

  • Desolate and Quiet: The once-thriving district is now filled with shuttered shops and empty guild halls. 8-Bit Café and Knight’s End Comics and Collectibles serve as rare hubs of activity, kept alive by the few locals who remember the old days.

 

Economy and Industry

  • Struggling to Adapt: The local economy, heavily reliant on the adventuring trade, struggles to adapt. Blacksmiths, alchemists, and other craftsmen find little demand for their specialized wares.

 

Culture and Society

  • Yearning for the Past: The town’s morale is low, with older residents reminiscing about the golden age of adventuring and the prosperity it brought. Festivals and traditions continue but with less of the fervor and joy they once sparked.

 

Government and Infrastructure

  • Leadership Challenges: The council, once comprising retired adventurers and influential business owners, now grapples with dwindling resources and the need to reinvent the town’s identity and economy.
  • Public Services in Decline: Training facilities and the library see little use, and the healing ward operates at minimal capacity, maintained by a dedicated few.

 

Notable Residents and Personalities

  • DJ Gandalf and Luna Lovegood: These figures have become beacons of hope, using their platforms to remind townsfolk of their proud history and the potential for a brighter future. They encourage exploration of the nearby wilderness and the mysteries it holds, hoping to reignite the spirit of adventure.

 

Potential for Revival

  • Hidden Opportunities: Unbeknownst to many, the surrounding areas still harbor untold treasures, ancient ruins, and unexplored territories that could attract a new generation of adventurers.
  • Community Resilience: The town’s current state has fostered a tight-knit community determined to see Rivendell Crossing thrive again. Initiatives to attract adventurers, scholars, and traders are slowly gaining traction, with efforts to restore the town’s facilities and reputation.

 

The Current State of Affairs

  • Economic and Social Decline: Once a thriving hub for adventurers, the town’s economy has suffered significantly from their absence. Essential businesses like The Prancing Ponytail Salon, Frothgar’s Brewery, and Galaxy Diner operate on a shadow of their past success. The Adventurers’ Quarter stands quiet, a poignant reminder of the town’s former glory.

 

The Turning Tide

  • Geographical Advantage: Despite its current isolation, Rivendell Crossing’s location near the Serene River and the edge of the Wildwood Forest positions it as a prime spot for those seeking the thrill of the unknown. The town’s natural resources, from the forest’s medicinal herbs to the river’s abundant fish, hold untapped potential for sustainable industries.
  • Rediscovery of the Old Ways: A movement among the townsfolk, led by figures like DJ Gandalf and Luna Lovegood, aims to rekindle the spirit of adventure. They organize expeditions into the surrounding wilderness, seeking to map uncharted territories, uncover ancient ruins, and delve into forgotten dungeons.

 

Revitalizing the Economy

  • Diversification of Trades: Craftsmen and merchants begin adapting their trades to appeal to a broader audience. Blacksmiths who once forged weapons now also create intricate jewelry and tools for exploration. Alchemists turn their skills towards brewing medicinal potions and elixirs for everyday ailments.
  • The Adventurers’ Market: A new initiative to revive the Hearthstone Market as a place where local produce, crafts, and recovered artifacts can be traded. The market also serves as a hiring fair for guides, guards, and scholars, creating new job opportunities.

 

Infrastructure and Governance

  • Renewed Leadership: The council, recognizing the need for change, actively supports initiatives that promote adventure tourism, historical research, and ecological preservation. They invest in restoring the town’s infrastructure, making it more attractive to visitors and new residents alike.
  • Public Services Revamped: The library and training facilities receive much-needed updates, transforming them into centers of learning and preparation for both adventurers and citizens keen on exploring the wilderness or researching the region’s history.

 

Culture and Community Spirit

  • Festivals and Traditions: Rivendell Crossing reintroduces its festivals with a new focus on celebrating the town’s rich history and the untold stories of the land. Events like the Festival of Leaves and the Moonlight Market draw visitors with their blend of local culture, history, and nightly entertainment.
  • Stories of Resilience: Residents share tales of the town’s perseverance and the legendary adventurers who once walked their streets. These stories, broadcasted by DJ Gandalf and taught by Luna Lovegood, inspire a new generation to explore and protect their home.

 

Notable Residents and Initiatives

  • DJ Gandalf: Uses his radio show to broadcast news of discoveries, share tales of ancient mysteries, and organize community events that promote unity and adventure.
  • Luna Lovegood: Leads a community-driven project to map the Wildwood Forest and document its flora, fauna, and arcane energies, offering workshops and guided tours.

 

Economic Challenges

  • Struggling Local Businesses: The downturn has hit hardest among those who catered primarily to adventurers. Shops like The Prancing Ponytail Salon and Frothgar’s Brewery operate at a fraction of their capacity. Artisans and craftspeople, once thriving on the trade of magical artifacts and bespoke adventuring gear, now find their skills underutilized.
  • Adventurers’ Quarter: This district, once the bustling heart of Rivendell Crossing, now features boarded-up guild halls and vacant training grounds. The once-popular 8-Bit Café and Knight’s End Comics and Collectibles fight to remain open, serving a dwindling clientele nostalgic for the town’s heyday.

 

Social Impact

  • Community Morale: The absence of adventurers has not just economic but profound social implications. The town’s spirit, once lifted by tales of daring exploits and the promise of discovery, now wanes. Elders recount stories of the golden age to a younger generation that has never seen the town thrive.
    Cultural Shift: A sense of stagnation pervades, challenging the community’s identity. Festivals and celebrations, which once honored the adventurous spirit, now serve as reminders of what has been lost, though a resilient few strive to keep traditions alive as a beacon of hope.

 

Infrastructure and Public Services

  • Neglected Facilities: Key infrastructure shows signs of neglect. The training grounds and the adventurers’ guild, once centers of activity and learning, are overgrown and deserted. The library, filled with maps and tomes of ancient lore, sees few visitors, its resources untapped.
  • Healing Services: The healing ward, crucial during the adventuring boom for its services to injured explorers, operates with minimal staff and resources. Its once-celebrated healers and alchemists now focus on common ailments, longing for the days of treating exotic curses and battle wounds.

 

The Council’s Response

  • Adaptation and Hope: The town council, recognizing the urgent need for change, begins to adapt. Efforts to diversify the economy include encouraging agriculture, leveraging the natural beauty of the surrounding wilderness for tourism, and exploring the potential for academic research in the ancient ruins beyond the town’s borders.
  • Community Projects: Initiatives to clean up and repurpose the Adventurers’ Quarter have started, with proposals to convert old guild halls into community centers, workshops, and museums dedicated to Rivendell Crossing’s rich history of exploration and magic.

 

Signs of Change

  • Grassroots Movements: Spearheaded by influential locals like DJ Gandalf and Luna Lovegood, there’s a growing movement towards rediscovery and self-sufficiency. These efforts aim to not only preserve the town’s history but also to inspire a new chapter of exploration and adventure.
  • The Adventurers’ Market: A symbol of revival, this newly organized market attracts visitors with its eclectic mix of local crafts, produce, and relics from the nearby wilds. It’s a testament to the town’s resilience, offering a glimmer of hope and a gathering place for those who dream of adventure.


Questgivers/Harbingers

 

Logan “Wolv” Sharp

    •    Background: Logan “Wolv” Sharp, the town’s blacksmith, is renowned for his extraordinary craftsmanship and somewhat gruff demeanor. His forge, “The Adamant Edge,” is rumored to produce blades so sharp they could cut through the fabric of reality itself. Logan’s mysterious past and his penchant for solitary nocturnal work add to his mystique.
    •    Role in Town: Logan offers quests that require adventurers to seek out rare metals and mystical components. Known to say, “Every blade has its story, just as every scar,” he instills a sense of resilience and determination in those he mentors.

 

Piper Halliday

    •    Background: Piper Halliday is the charismatic owner of “The Laughing Lute,” a tavern where music, laughter, and stories flow as freely as the ale. With a voice that can command the attention of any room and a wit as quick as her fingers on the lute strings, Piper’s performances are a blend of satire, pop culture commentary, and mesmerizing melodies.
    •    Role in Town: Piper’s songs often contain hidden messages or clues leading to adventures, wrapped in humor and references to contemporary culture. She challenges patrons to “Listen beyond the melody; the true adventure lies in the lyrics.”

 

Tony Sparks

    •    Background: An inventor and visionary, Tony Sparks is the mind behind “The Arcane Forge,” a workshop where magic and technology blend to create marvels. His charismatic, slightly arrogant demeanor belies a deep commitment to pushing the boundaries of what’s possible in Rivendell Crossing.
    •    Role in Town: Tony’s inventions kickstart quests that merge science with sorcery, leading adventurers on expeditions to gather exotic components or test new gadgets. His motto, “Innovation is just magic with a blueprint,” encourages exploration and creativity.

 

Zelda Greenleaf

    •    Background: Zelda Greenleaf, the guardian of “The Emerald Sanctuary,” is a botanist with an ethereal connection to the natural world. Her knowledge of plants and their hidden powers is unmatched, and her serene composure offers a calming presence in the midst of chaos.
    •    Role in Town: Zelda sends adventurers on quests to rare ecosystems within the VR world, seeking ingredients for powerful potions. Her guidance, “Every leaf tells a story, every bloom holds a secret,” reveals the profound bond between nature and the narratives that shape Rivendell Crossing.

 

Rick Portalson

    •    Background: A mad scientist with a penchant for creating interdimensional portals, Rick Portalson is the eccentric genius behind “The Dimensional Divergence Lab.” His unpredictable inventions and reckless exploration of the multiverse have become the stuff of legend in Rivendell Crossing.
    •    Role in Town: Rick’s quests often involve repairing rifts in the fabric of the VR world or retrieving items from parallel dimensions, challenging adventurers with puzzles and paradoxes. His catchphrase, “To the edges of reality and beyond! Just don’t ask about the risks,” underscores the thrilling, yet dangerous allure of his missions.