I was recently invited to this guild and noticed a specific section for dice-based RPs. Earlier this year I started a
recruitment thread for a group RP I've been trying to start. I had even created an RPG system for it, but it has seemed through my attempts to scout for potential players has come up with most of them not interested in that kind of RP. So hopefully mentioning it here could get me better results. You can check it out in the link I provided above, but I will try to summarize it again here.
Theme - supernatural, magic, mythology/legends
Setting - modern, high school (suggested ages are 15 - 18 though higher or lower ages may be viable), Japan (characters are expected to be of Japanese heritage with appropriate names, but there can be foreigners)
Focus - more on action or conflict, occasionally the characters will need to solve some sort of mystery particularly involving an opponent's vulnerabilities
Background: In the Japanese city of Aboshi, there is a school called Chuusei High where a student recently opened a "History and Folklore Research Society". This is a club where the students will explore their interests in legends and historical figures both for personal amusement and intellectual enlightenment. But this club was founded for another purpose. Around the school and occasionally other areas of the city, students are going berserk and exhibiting supernatural powers. A weird incantation is getting sent around causing anyone who reads, hears, or otherwise recognizes it to force their spirit to awaken. The founder and president of Chuusei High's History and Folklore Research Society foresaw this and is attempting to recruit members to also awaken their spirits and assist keeping these other awakening events under control and find who is responsible for them.
Penenlightenment: Through awakening, characters become "penenlightened" where their true spirits partially awaken from their naturally dormant state and gain access to memories and abilities they had learned from past lives and possibly even the times between. Many of spirits were previously legendary or historical figures or they might have been capable of similar astonishing feats but just not as famous for them. Or these spirits might not be human at all previously living as an ordinary or mythical creature. As a player creates their character, they also choose their true spirit which will determine what powers and additional skills they might have.
Format: This is a stat- and dice-based RPG with an original system I designed for it and generally for role-play through the medium of forums and other text-based, asynchronous communication. Most aspects of the system are abstract and not intended to be represented on a grid. Also, conflicts are designed primarily for one-on-one interactions though additional characters may also participate either directly or indirectly (more often distances outside of close combat). Also conflicts won't always be violent combat, and opponents could be subdued with other non-violent means such as debate, artistic battles, games (within the game), etc. Most conflicts would be with a single character against the target, but others may still help by supporting from the background or in some cases teaming up. At these times, posts or other OOC interaction would be just with the the GM, me, and other characters involved potentially though Google Docs or other methods to work cooperatively. Of course, between conflicts would be narrative sections to continue to drive the story though they may still have to overcome occasional challenges requiring skill rolls to succeed. These times, characters are more free to interact with each other and develop their characters (either narratively or statistically). Generally, narrative should be in third-person and past-tense.
Rules: The rulebook for the RPG system can be found
here. Though I will try to summarize them. Characters have 5 Attributes: Strength, Agility, Endurance, Mind, and Spirit. These are the base of most of what determines what they can do and have a numerical value to represent their aptitude (0 is the human average, and they can go into the negatives). On top of that, they have Skills which are also represented by a numerical value. Dice rolls are done with 3 six-sided dice (3d6) plus a relevant attribute and possibly a skill. Rolling higher than the target number or the opponent's result is a success ("defenders" win ties). Characters also have Traits and Flaws which are conditional modifiers and occasionally, slightly alter the rules (Traits are positive, Flaws are negative). Once they learn to awaken, characters also have access to Powers which are activated supernatural effects to attack the enemy or get some other result. Lastly, characters also have a reserve of Destiny Points (DP) which they may spend to temporarily give themselves an advantage. They are finite and lost when used, but they are occasionally rewarded for good role-play or to compensate for unfair losses and GM fiats. Examples of uses are bonuses to Skill rolls, enduring attacks, and improvising Powers. Since this is an original system and hasn't had much testing, I am open to criticism and suggestions such as alterations to the rules or proposing new content like Traits and Powers.