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Pre-established plots...




Horror/Dark/Monster/Hauntings:

Antique: An individual inherits an antique shop, and soon after starts hearing voices and seeing things. They discover that one piece in the antique shop is particularly old. After a spirit trapped inside the piece manifests itself, the shopkeeper discovers the ghost’s tragic past, and learns that it cannot rest until the shop owner helps it find peace by settling an ancient score in the modern world. (No preferred role.)

Arranged: Legend has it that the king of the most powerful nation on the continent is a monster. A literal, horrible, supernatural monster. When a neighboring kingdom finds itself on the brink of starvation and invasion from across the sea, the poor country agrees to bind their princess to the monster king in marriage in order to ally the countries and gain the powerful nation's vast resources. (Preferred role: monster king)

Asylum: Ten years ago after uncertain circumstances, a high security asylum was left with no caretakers and the residents began to conduct themselves. The state lost track of the building and officially it has been closed for many years. But while most of the people living there left, a few who felt an attachment to it stayed behind, creating their own sort of family. A newcomer comes across this asylum during a hike one day down a road that has been in disuse for several years, and discovers the old building. (No preferred role.)

Figure: When multiple patients in an asylum start complaining about seeing the same strange figure appearing to them at night, the administration is forced to wonder if they really are all just crazy, or if there's something more behind it. (No preferred role.)

Followed: An individual finds themself unable to shake the constant feeling of being followed. After catching glimpses of a beast in the corner of their eye, and months of frightening dreams and sounds that can't be placed, the otherworldly monster that has been following them reveals both its terrifying form and its purpose for being there. (Preferred role: beast)

Haunted: Two spirits haunt a long abandoned mansion, one a murdered innocent and the other the spirit of their killer. When a new family moves in, the murdered spirit attempts to contact the family to convince them to help it rest in peace, for if it stays restless in the house much longer, the evil spirit will consume, twist, and trap it there eternally. (No preferred role.)

Inheritance: Upon inheriting an old mansion, its surrounding property, and a single butler from a distant relative, the individual moving in quickly finds that it's been the scene to many grisly and tragic past events, many of which still haunt the place. It is up to this new resident to uncover the mansion's past, and try and put things to rest. (No preferred role.)

Imaginary friend: A child with few or no friends and neglectful/abusive parents created an imaginary friend for themself, which their depression eventually pushed away as they grew older. However, one day many years later, when things are looking particularly dark, the imaginary friend reappears to serve, protect, and befriend them once more. (Possible catch: The monsters that the individual had their imaginary friend fighting off as a child appear to them once more too, taking different real life forms now.) (Preferred role: imaginary friend)

Kidnapped: An individual is kidnapped and wakes up bound in the basement of a serial killer. They need to figure out how to befriend, escape or outsmart the killer before they're next. (No preferred role.)

Missing: Upon returning home one evening at dusk, an individual discovers that their entire home has disappeared. In its place stands an empty lot, appearing to be years overgrown, and standing amongst the weeds is an entity who insists the individual go with them to fulfill a particularly gruesome destiny. (Preferred role: entity)

Monster: A monster has been terrorizing a town for years. To keep it appeased, live human sacrifices are offered every few months. After being forced into the forest, none of them have been seen again. One sacrifice, more clever than the last few and with an understandable bitterness towards the village they played sacrifice for, is able to trick the monster though (into thinking they're the monster's child/into falling in love with them/by getting them to fall into a trap/whatever we come up with). With the monster under some degree of their control now, will they choose to use this for good or for selfish reasons? (Preferred role: monster)

Neighbor: When a new family moves in next to an old abandoned home, one of the members begins to see things next door. Both inside and outside the house, eerie things begin to happen. The more exploration in and around the house that happens, the more is revealed of its history. (No preferred role.)

New in Town: Horror/humor. An individual moves into a town where nothing is quite right, but everyone cheerily accepts the strange and/or horrific happenings as completely normal. (No preferred role.)

Nightmares: A demon banished to his own woods slowly fills it with horrors over a number of years. Nightmare beasts of mythology guard the forest and the number of deaths it hides. While the forest is beautiful during the day, it traps people inside as soon as they enter, and after sunset turns treacherous. Only the demon and a few other creatures, most unable to communicate any longer with humans, know the way out. The chances anyone will volunteer that information however, is slim. Note: This one usually produces highly graphic content because the demon is, to say the very least, an absolutely wretched person. Involves corpse children, many taboos, and graphic brutality. Could also be turned into a “killer next door” plot. The question then becomes, is redemption even an option anymore? (Preferred role: demon)

Pet: Since as long as anybody can remember, there has been a lovely and bountiful forest at the base of a mountain. Villages surround it in plenty. Also since as long as anybody can remember, a beast has lived in these woods, one who steals children who stay out too late at night, eats cattle locked up in pens, and drags men and women alike into its territory, spitting mangled bodies and bloodied bones back out of the woods. Legends say the beast is a god-bear, a deer as big as a house, a boy, a fiddling maniac...nobody is quite sure what. But when a child who has lived a life of abuse in a surrounding village takes refuge in the woods one day, the child finds a very young creature/beast and decides to secretly keep it as a pet, bringing it food and toys as it grows. The older both get, the closer their bond, and eventually the beast tears the child's abuser apart. Now, with a taste for blood, a loyalty to the person who raised it, and hunted by villagers, the two must try and find a way to keep themselves both alive. (No preferred role.)

Proceed with caution: Two people start dating, but unbeknownst to one of them, the other is a serial killer. As the first person finds more and more clues to lead them to this conclusion, they must figure out how to best proceed. (Preferred role: serial killer)

Reaper: A reaper comes to kill their next victim, but before they can the victim binds the reaper to them as a personal servant, forcing them to maintain complete loyalty. The bond will last one year, after which the victim will have to somehow avoid the reaper's wrath at being made into a common attendant. Until then though, the reaper's abilities are at their disposal. (Preferred role: reaper)

Spirit: A highly troubled individual starts seeing a spirit/imaginary friend that has begun appearing to them at night. When the image/spirit starts giving them reckless advice the individual starts investigating the spirit’s past, and discovers they might not be as unreal as they had expected. (No preferred role.)

Trapped: A person wanders into a supposedly abandoned building (orphanage/hospital/business/home) and finds themself trapped there upon trying to leave. Inside linger spirits who go about their day as if they were still alive, and who have no recollection of how they died. The person trapped there is forced to work/interact with the dead until whatever tragedy occurred has been discovered, and the spirits can be set to rest. (No preferred role.)

Under the bed: A fearless individual plagued by unexplainable visions and sounds in the middle of the night comes face to face with the beastly terror who's been haunting them. ...Turns out the monster under the bed's not so bad after all. (Preferred role: monster)



Mob:

Assassin: An assassin has worked for several years at their job, being unable to quit due to a longstanding debt owed to the boss. While excellent at their job, they've grown tired of the life it presents and consider suicide. When the assassin catches wind that a past love they had thought killed two years ago has possibly reappeared, they drag a teammate/neighbor into it and make it a goal to find the former lover at all costs, while still trying to balance the dangers of work. (Preferred role: assassin or teammate)

Bodyguard: When a noblewoman/princess/daughter of a mob boss decides to take off in the middle of the night (perhaps to avoid an inevitable upcoming marriage or a nefarious plot to kill her), her bodyguard feels it's still his duty to keep her safe, traveling with her from town to town to both protect her and attempt to persuade her to return to her family. Genders can, of course, be swapped. (Preferred role: bodyguard)

Buddy cop: Two individuals end up stuck rooming together, one a cop and one a mobster. Upon realizing they hold no animosity for each other (and in fact get along very well), they decide to help each other out, with the cop providing protection for the mobster, and the mobster giving the cop help catching criminals. Alternatively, an undercover cop starts to close in on a mobster they've been tracking for a while, only to discover they get on just swimmingly. Either way, some humor is ideal for this plot. (Preferred role: mobster)

Crime: Two rival crime syndicates rule the same large city and have a history of violent clashes with one another. By a simple housing mistake on the part of each syndicate, a member of each of these groups ends up being slotted to live in the same apartment as roommates (roommates and residence in common city flats are not so unusual to help members maintain a low profile). As the two begin to figure out who the other really is, tensions, and perhaps an unlikely alliance arise. (No preferred role.)

Mob: A guy who's grown up as a human attack dog struggles to stay alive, much less find happiness in everyday events. When a stranger moves next door, dynamics change. (No preferred role.)

Oblivious: A mafia head starts to fall for the organization's top assassin, an individual who seems not only oblivious to this fact, but incapable of/sorely unaccustomed to displaying affection. (Preferred role: assassin)



Sci-Fi:

Dystopia: Earth has been destroyed by past humans, and is now in different stages of recuperation. Some people live in cities still, which are tightly ruled, but others have been living in the wild for a long time off the grid. Character(s) have to travel around to fully figure out what happened to the earth, and how to free people in the cities. (No preferred role.)

Future Corp: The world powers of the future are not competing countries, but competing corporations. Nearly everyone is employed by one of these mega-businesses, and the dwindling population now consists almost entirely of factory workers with high mortality rates. With the earth near barren and in ruin, Nature makes one last push to save itself, and, through some mystical means humanity thought long since lost to science, several individuals are charged with destroying the corporations and bringing health back to the earth, not always through innocent means. (No preferred role.)

Lab rat: After being abandoned for unknown reasons, a futuristic laboratory that dealt with experimentation on humans begins to wear down, and those test subjects that had been held (frozen, caged, restrained, comatose or otherwise) begin to come to again and enter into a strange new dystopian world, attempting to figure out what events have happened on the outside of the laboratory while at the same time being unable to leave it. A computerized system prevents test subjects from leaving, and throws any number of obstacles in their way to keep them in check. Because all of the humans who once monitored this are gone, the computer has full control and things quickly get out of hand. Subjects must work together to overcome obstacles and free themselves. (No preferred role.)

Post apocalypse: No plot just yet, but if I'm going to do this one, I'll probably want newly mutated/evolved monster-beasts. Because why not. (No preferred role.)

Time shift: In the future the government has run out of natural resources, and so they travel back in time to specific eras to gather resources from the past when they were still abundant. A number of “criminals” break free from where they’re being held and decide to set things right by going back to each era to help free them from the totalitarian grip of their future regime. (No preferred role.)



Fantasy (medieval):

Castle life: Nobles deal with magic/curses/illness within court and a war outside of their walls. (No preferred role.)

Feral: A queen who is facing growing pressure to produce an heir for the kingdom is in danger of being executed or exiled if she can’t. Preparing one night to run from the kingdom to avoid either fate, she sees a feral child (a child who has grown up living in the wild, maybe with a herd of deer, a pack of wild dogs, a group of boars, etc) and convinces him to come over to her. He leaves quickly after the encounter, but she goes to meet him several more times, learning more about him from appearances he makes occasionally in villages. The circumstances of their meeting are switched soon after, when a massive hunt wipes out all of his pack-family, and he comes to the castle to find the queen instead. She names the boy her heir, and has to deal from then on out with hatred from the king, rearing the boy to be a prince, and whispered doubt from the kingdom in the sanity of their queen. (No preferred role.)

Infiltration: A war breaks out between humans and demons, and each side starts infiltrating the other. When a general/spy from one side is severely injured and rescued by a member of the other race, the still injured individual must decide whether they want to use the injury as a way of furthering their infiltration mission, or have a change of heart and fight to bring about peace between the warring nations. (No preferred role.)

Pirates: In an attempt to evade the king's fleet, an escaping pirate ship agrees to get help from a mermaid/siren/rival pirate known for treachery. (No preferred role.)

Power play: In ancient times, there are two rival kingdoms. Trying to gain power over the larger one, the weaker kingdom hires an assassin to kill their rival’s king. To do this, the assassin must get into the kingdom, which he/she does by pretending to be a suitor for the target king's son/daughter. While the king is making proper preparations to greet their guest, the assassin is trying to get close enough to kill him. (No preferred role.)

Replacement: When a servant nobody ever notices learns that his/her princess is about to be given away in marriage to a prince she's never met before, he/she does the unthinkable, killing the princess and taking her place in hopes of a better life and a fresh start. (Preferred role: prince)

Tyrant: A king who is cold and selfish towards his kingdom has even darker hobbies within court. People and magical beings have been purchased to fight and sometimes kill each other in private sessions where high ranking nobles bet on their survival and victory rates. (No preferred role.)

War: A hundred year war has finally come to an end. The highest ranking general of the losing nation is forced to become a slave for the winner's ruler. The general, however, does not yet consider the war over, and is secretly plotting to overthrow the ruler and win over their inner circle. (No preferred role.)



Fantasy/supernatural (alternative):

Angels and demons: While Heaven and Hell as administrations have had their issues with one another, angels and demons have always been quite civil with each other when not in times of war. Two of these beings, one angel and one demon, decide to bet on which of them can influence a chosen human (or group of humans) more by manifesting as new people in their life. May the best being win. (No preferred role.)

Bonded: Some people are able to form bonds with one another at a "psychic" level. This does not mean they like each other, but they share some thoughts and feelings against their will and are generally drawn to one another. Bonded individuals are collected by a higher organization for a number of reasons, most commonly to fight other bonded pairs. (No preferred role.)

Circus: Bound by contract to perform in a traveling circus, cursed performers are mixed up with regular people trying to make a decent living working there. The ringmaster is the only one who knows the identity of all of the cursed performers, and more importantly the only one who has control of them. While they are free to make decisions on their own most of the time, staying alive and unpunished depends on how well they obey the whims of their ringmaster. (No preferred role.)

Contract: An individual who has been down on their luck for years comes across a demon who offers to turn their life around. As the demon fixes things in their life, the individual grows sicker, and comes to the realization that eventually they will die from this pact. Getting out of the demon’s contract may no longer be an option. (No preferred role.)

Demons: Three types of demon exist in this world, elementals (fire, ice, water, stone, earth, wind, shadow and light), beasts (those demons that possess qualities of an animal, anything from a spider to a kangaroo), and otherlings (a grab bag of different abilities, but nothing that falls under the first two--for example, energy manipulation or extreme strength or speed). Elementals live in group citadels, beasts may live in packs or wander on their own, and otherlings tend to live in demon cities. (No preferred role.)

Fairy tales: A character finds out that imagination sometimes is, for better or worse, stronger than reality, and discovers that they possess the ability to bring fairy tales from their childhood to life, or conversely, enter into these stories themselves. (No preferred role.)

Genie: An individual finds a genie lamp after several downturns in life. The question becomes if they will make wishes to better themself, or make wishes to bring down the people who have wronged them. (No preferred role.)

Heroes: The earth was once again left in peril and the world waited with baited breath for a hero who never came. A hero who, unbenownst to a terrorized public, had been accidentally shot by some idiot on a hunting trip, stumbled, and fallen off a cliff. That was the common theory anyways. When the expected hero doesn't show up on time to thwart evil, a group of individuals take it upon themselves to band together and become heroes in their own right. (No preferred role)

New friend: (Note: Taken from tumblr's phantomrose96.) "A lonely person sells their soul to Satan to be their friend. And Satan just rolls with it until he realizes at the time of their death he genuinely likes them. Since he can’t renege on the contract he takes them to Hell and puts them in a high position of power. Demons hardened by millenia of torture now have to answer to a shy, self-conscious, quiet, depressed, lonely person who has unintentionally become Satan’s #1." (No preferred role.)

Pantheon: During an Old World battle between gods (Greek/Indian/N. American/whoever), several of them disappear from their respective pantheons, finding themselves transported instead to modern times in bodies with limited access to their former power. The formerly rivaling gods must figure out how to work together to return to their times. (Preferred role depends on chosen set of gods.)

Puppetmaster: An individual discovers that everyone in their town is being replaced by dolls, who have been trying to drive the individual out by murderous means. Finding which of these 'dolls' is the puppet master will be their greatest challenge yet. (No preferred role.)

Regret: A person dies burdened with many regrets and having treated many people poorly. After a year in the grave, they are woken up by a mysterious entity who informs them that they have one month to fix their mistakes. Should they succeed, they get to live again. And should they fail...they are doomed to become the reaper who kills the ones they wronged as final proof of their failure to those people. (No preferred role.)

Shooting star: An individual who has been down on their luck for some time wishes on a falling star, only for the star to crash very close by. In reality the star is an alien who heard the individual and swears to serve the individual's every wish, good or bad. (No preferred role.)

Time Swap: Someone from an era long past (pirate, prince, samurai, concubine, what have you) gets transported to modern day. Alternatively, someone from current day gets shot back in time. Any era and any location is viable. Will also work with magical other dimensions. (No preferred role.)



Other/Uncategorized:

Addict: A recovering addict finds their life spiraling out of control as their violent withdrawals and relapses into drug use become too much to handle. The addict moves in with a friend, who tries their best to help as they can. Alternatively, the addict gets a new roommate, and tries desperately to hide their problems. (No preferred role.)

Adopted: A child or otherwise down on their luck person is "adopted" by an eccentric, rich individual/family with little grasp of the real world. (No preferred role.)

Captain: When someone is found floating in the water by a passing trade ship, they are hauled on board and put to work. The captain of the ship, unfortunately, does not realize that the new crew mate is none other than the pirate who's destroyed many of the captain's ships over the years. (No preferred role.)

Harem: A group of harem women (or men) do their jobs providing amusement during the day and as consorts in the evening, but once their business with clients is done some of them take up a second job as thieves, robbing clients and letting the blame fall on others. Trouble arises when their burgling is discovered, and they must decide what to do with the one who's figured it out. Alternatively, trouble arises when one of them is caught stealing, and as a substitute to execution or other punishment, they are now at the discoverer’s mercy. (No preferred role.)

High class: Modern millionaires deal with constant scandals behind closed doors, and try to piece together a number of strange and fantastic happenings. Could be turned into a murder mystery. (No preferred role.)

Living doll: Certain people involved in an underground human trafficking trade have been conditioned since childhood to fulfill a specific purpose (to be a lover/part of an arranged marriage, fighter for underground matches, thief, friend for their child, butler/maid, anything people could want a companion for), and these conditioned people are then sold to the highest bidder. While most normally do as they’ve been instructed their whole life, a select few try to break free of their training, either gradually over time or in a sudden snap. (Preferred role: owner/buyer of doll)

Master: In a household where masters own slaves and fight them against one another for pleasure, tension forms when one slave discovers something peculiar from his/her master's past, and the dynamics of the household begin to change. (Preferred role: master)

Roaming: The focus is a congregation of dancers, artisans, singers, magicians and mischief makers all traveling around the land together in caravans, occasionally stopping in towns to rob people blind or otherwise cause chaos. Can easily be turned to a carnival plot. (No preferred role.)

Still alive: As young children, X and Y had grown up together. Quickly after meeting, X realized that Y was being severely abused and that X was the only one Y would get close to. So when X is forced to move to another country as a child, they completely lose contact with their friend. As an adult, X returns to the area to learn that Y has committed suicide. While not entirely surprised, they soon begin to discover a number of things that suggest Y may still be alive. X must find and hopefully help their old friend. Alternatively, X begins to be haunted by a spirit they're sure is Y. (No preferred role.)

Thieves: Pirates from a distant land end up in a desert kingdom, and, unable to make their way back across the sea immediately, decide to make the best of their abilities by regrouping as thieves. Whether they decide to stay settled and shipwrecked or choose to get back on the high sea is up in the air. (No preferred role.)

Transfer: A bullied/abused teen finds friendship with a foreign transfer student, who doesn't seem to be able to stay out of trouble. (Preferred role: foreign transfer student)




One last thing...

As a reminder...


Evil characters may not be able to be redeemed. Good guys aren't always heroes. Heroes aren't unflawed. Friendship can be just as strong as romance.



Thanks for reading!