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The Band of Misfit Toys

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The second Arcanotech war has ended thanks to the destruction of Pluto, the homeworld of the Migou. Victory celebrations did not last long as Pluto held a previously unknown entity deep within its core. Its death triggered a tsunami in the astral realm, forcing 15 people around the world to ascend into beings called Outsiders. All of this arcane energy being released caused the veil between the astral and physical realms to weaken. Magic fundamentally changed, leading to the creation of 9 new paths of magic with entirely different rules than the more ritual-based magic humanity had known. As always, the NEG is doing its best to regulate this dangerous and volatile new magic, leading to the rapid expansion of Arcanotech cybernetics and magic-detection systems. Humanity is now slowly showing its divide as the Cold War between Arcanotech and the new age of magic begins
  Obsidian Armaments, the largest mercenary group in the world, known for being covert and often able to react faster than the NEG, has created a new strike force. The Band of Misfit Toys! Made from outcasts from all across the world, Vlad, the leader of Obsidian Armaments, has made this strike force to do the jobs few others are willing to. Why would anyone sign up for such an assignment? Simple answer, they didn't! Instead of taking the willing, Vlad used the art of blackmail and/or the promise of ludicrous amounts of credits to lure these outcasts into his newest strike force.

Will you adapt or be left behind to rot?

The Outsiders

  Beings once human, now entities of pure arcane energy strong enough to create new branches of magic. 8 of these new branches are designed by a single Outsider able to weave the Fade into magic that mirrors how they lived their life. Names of these new paths of magic and the names of the outsiders themselves are as follows:
  1. Kantlith, Outsider of Darkness
  2. Aghralpi, Outsider of The Five Elements
  3. Yiv'ole, Outsider of Sin
  4. Yaghugh, Outsider of Universal Forces
  5. Ngothag, Outsider of Blood and Murder
  6. Voldex, Outsider of Righteousness
  7. Gedhri, Outsider of Illusions
  8. Gogdin, Outsider of Summons

  Learning one of these new branches of the arcane will block you from another, letting you only know a total of four. One, however, is exempt from this rule: the Outsider of Mystic Knowledge. An Outsider, composed of 7 individuals, all part of a cult dedicated to the pursuit of knowledge. This Outsider now goes by the name 'The Collective,' and their branch of magic is open to all, no matter the other paths one has dedicated themselves to.

The Band of Misfit Toys has 0 Followers

Arcanotech Cybernetics

  Since the discovery of the arcane, science has been in a pseudo-cold war, adapting to the ever-changing landscape. Now, as the veil between worlds is weakening, Arcanotech is forced to push itself even further to stay relevant. This push led the Ashcroft Foundation into the medical field, where it produced prosthetic limbs and mechanically enhanced organs. Of course, this advancement didn't stop there, as the creation of near-reality warping tech wasn't far behind. Spine implants that allow your body to move faster than the eye can blink, neural links that enable you to hack almost any piece of tech within your line of sight.
  Just as the original mechs, made for manual labor, were soon mass-produced for war, the same happened with these arcanotech prosthetics. Arms with hidden weapons, both ranged and melee, combat-ready quickhacks able to take down man and machine. From black-market scrapware to pristine military-grade chrome, it was easy to find tech.
  This advancement wasn't greeted with open arms by most of the public. A vast majority of people still choose non-enhanced prosthetics. It wasn't until the release of communication-based enhancements that they were made public. One minimally invasive procedure allowed the average person to rid themselves of any personal communication device. Reading and sending messages with a few flicks of the eye, and thinking of your response. Within 5 years, the idea of tech enhancements as elective surgery was relatively common.

Campaigns

The Band of Misfit Toys Campaign

Cthulhutech

Private
Obsidian Armaments

 
How does one create the worlds biggest mercenary group? Don't. Pick. Sides. Money talks, and I learned how to listen.

  Obsidian Armaments began as a small mercenary group that worked only for the NEG during the second Archanotech war. Once the war ended, Obsidian Armaments saw an opportunity to expand. Within 2 years, the group grew from a handful of mercenaries into one of the most powerful military groups on the planet. They took soldiers from all corners of the world. They even worked closely with the Eldritch Society, giving them access to Tagers and a wealth of occult knowledge.
  Even with this impressive expansion, Obsidian Armaments has trouble gaining any foothold inside the large domed Arcologies. This leaves the cities that the NEG had essentially abandoned during the two Archanotech wars. Now that the alien threat is pretty much nonexistent, these areas are growing rapidly. Who better to protect these people and take their money than Obsidian Armaments? It was not just the expansion of cities outside the Arcologies that helped Obsidian make it to the top. To quote the leader of Obsidian Armaments: "A true mercenary never takes sides. Just follow the money, and everything works out!"
  Vlad, the leader of Obsidian Armaments, will take just about any job as long as the potential employer can afford the cost. Even with this mentality, Vlad does not often take work from the larger cults. More often than not, he either does not get paid or all his soldiers are lost. That, and if he helps end the world, how will he continue making money? This is the man we will be working for, as long as we get the job done and line both his pockets and our own. Problems should be few. Profits should be many.