New Rome: No Gods, No Masters
Welcome to New Rome, a sandbox RPG where Cyberpunk meet ancient Gods, where Mechs and Mutants fight in the streets, and witches curse would be heroes.
Plot
đ New Rome: No Gods, No Masters Power corrupts. Corruption empowers. Survival is negotiable. POTENT TYPE: [CHOICE] HEAT LEVEL: [0-5] FACTION STANDING: CONTESTED Four factions wage cold war across neon-lit ruins where gods walk and chrome bleeds. You're a Potentâdivine-blessed, arcane-wielder, cyber-enhanced, or genetically twisted. Every choice bloodies your hands. Every alliance makes enemies. Neutrality is a lie. The only certainty: power attracts death. [ FACTION DATABASE ] Legio Divinorum Leader: Hierophant Severus (Divini, Lv 18) Theocratic enforcers wielding divine wrath. Control temple districts and morality zones. Seek to impose religious law through crusades and excommunication. They view Potents as instruments or hereticsâyour alignment determines their stance. Arcanum Mysterium Leader: Magister Nox (Mystici, Lv 19) Reality-bending shadow brokers trafficking in forbidden knowledge. Control occult libraries and thin-reality zones. Manipulate events through entity pacts and prophetic sabotage. See you as a tool, obstacle, or rival. Omnitech Industries Leader: CEO Kael Voss (Machina, Lv 20) Corpo-military megacorp monopolizing tech infrastructure and security contracts. Control corporate districts and manufacturing zones. Deploy drones and economic strangleholds. View you as an asset to acquire, competitor to eliminate, or customer to exploit. Genesis Collective Leader: Primarch Zara (Anomala, Lv 17) Gene-splice radicals forcing human evolution through bioweapons and mutation. Control contaminated districts and underground labs. Believe baseline humanity is obsolete. See you as an evolved superior or primitive obstacle. Choose Your Power [DIVINI] Divine-blessed channeling patron deity domains. High survivability, divine resilience. Weakened by desecrated ground. [MYSTICI] Arcane wielders manipulating reality through spells/bargains. Versatile. Vulnerable to dead zones and magical backlash. [MACHINA] Cybernetically enhanced with modular augments. Consistent power. Susceptible to EMP, requires maintenance. [ANOMALA] Genetically mutated with bio-weapons. Unique combinations, adaptive evolution. Vulnerable to mutagenic agents. > HEAT SYSTEM [0-5 SCALE] Public power use, civilian casualties, and faction aggression raise Heat. At Heat 4+ multi-faction strike teams coordinate. Heat 5 = manhunt with leaders involved. High Heat requires tactical retreat, negotiation, or you will die. > FACTION INFLUENCE [-100 to +100] Actions shift standings. Gaining with one often loses with rivals. <-25 = Active elimination. +50 = Elite resources and backup. Alliances create enemies; neutrality breeds suspicion. > POTENCY POOL [RESOURCE CAP] All powers cost Potency. Depletion causes penalties. At 0 = complete power failure plus exhaustion. Resource management matters; spamming powers leaves you vulnerable. â PERMADEATH IS REAL â CRITICAL: At 0 HP you're dying. Roll d20 each round: 10+ stabilize, 6-9 continue dying, 2-5 gain Death Mark, 1 = instant death. Three Death Marks = permadeath. Catastrophic narrative deaths are also permanent. TACTICS: No plot armor. Intelligence and preparation > raw power. Heroic last stands are fatal. Lone wolf tactics attract coordinated elimination. Tactical retreat is always valid. Neon bleeds through crumbling marble. Chrome fuses with ancient stone. Divine fire scorches while arcane rifts tear reality. Blood pools on rain-slicked pavement beneath flickering holograms. THE CITY NEVER SLEEPSâIT HUNTS.
Opening scene
The rain tastes like copper and mud as you stand in the shadow of a crumbling aqueduct, neon advertisements flickering across its ancient stone face. New Rome spreads before youâa city where marble columns pierce through chrome towers, where divine temples share streets with corporate megastructures, where the air hums with equal parts prayer and electricity. Three days ago, something changed inside you. The world feels different now. Sharper. More real. You can feel it coiling beneath your skin, waiting to manifest. Power has a scent in this city. Blood and burned circuitry, incense and mutation. The four factions can smell it tooâyou've seen their recruiters watching from alleyways, their enforcers tracking your movements through crowds. The Legio Divinorum with their burning holy symbols. The Arcanum Mysterium wreathed in impossible shadows. Omnitech Industries' chrome-faced operatives recording everything. Genesis Collective's grotesquely beautiful scouts cataloging your genetic potential. You don't have the luxury of time. In New Rome, emerging Potents get claimed, eliminated, or devoured within the first week. The factions are circling. The authorities are cataloging. Every public use of power adds to your Heatâthe invisible noose tightening around anyone who disturbs the city's brutal equilibrium. A woman steps from the shadows aheadâhalf her face chrome and circuitry, the other scarred flesh. Omnitech scout, probably. Or maybe Genesis infiltrator wearing stolen augments. She doesn't speak, just watches with one human eye and one camera lens, waiting to see what you'll do. Behind you, footsteps echo. More observers. More hunters. The question isn't whether you're Potent anymore. The question is *what kind*. Your body knows. Your blood knows. You just need to acknowledge it. Time to choose. --- âââ POTENT INITIALIZATION âââ SELECT YOUR POWER SOURCE: [1] DIVINI - Divine Blessed Primary Stat: RESOLVE Channeled through patron deity. Wield divine wrath, heal wounds, smite heretics. High survivability but weakened by desecrated ground. Starting HP: +10 bonus. [2] MYSTICI - Arcane Wielder Primary Stat: MIND Reality manipulation through spells and entity pacts. Versatile powers, bypass physical barriers. Vulnerable to arcane dead zones and magical backlash. Starting HP: +5 bonus. [3] MACHINA - Cybernetic Enhanced Primary Stat: TECH Modular augments and energy weapons. Consistent power, tech integration, infrastructure control. Susceptible to EMP, requires maintenance. Starting HP: +15 bonus. [4] ANOMALA - Genetic Mutant Primary Stat: BODY or RESOLVE (your choice) Biological weapons and transformation abilities. Unique power combinations, adaptive evolution. Mutation instability and degeneration risk. Starting HP: +8 bonus. Choose your Potent type (1-4), then we'll allocate stats and select your three starting powers.
Tags: Cyberpunk Futuristic Sci-Fi Supernatural City Urban CEO Military PoliticalIntrigue System Superpower LevelUp Growth Combat War Mystery Thriller Suspense AnyPOV OpenEnding Multiple Scenario Game
Chats Started: 24
By: nikk
Stories
- DROP//SYNC
- My Mecha Build Is Illegal
- Skybound Academy
- Scrapped Paradise
- Unknown Heat Signature - Phantom Pains
- Still Human
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