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The Roving Band OOC

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Post  Ramsus Wed Sep 11, 2013 8:58 pm

Setting & Mechanics Info

A long time ago the world of Center was a flat circular disk floating between an endless expanse of sky and a seemingly bottomless pit. Waterfalls endlessly cascade over the edges and down into the pit which glimmers as if a pool of water. It had a single sun which rotated around it. It was a world full of mages. Everyone from simple farmers to professors of advance magecraft theory used magic on a near constant basis. They drew their magic from the air, the water, the land, but, mostly the light of the sun.

Eventually this society reached a peak of magical power available while their theories of magecraft had revealed spells to them which they could use to achieve amazing wonders if only there was more power to draw from. Long had mages sought to draw power directly from the sun but, had discovered there was a barrier around it preventing this. So they created a massive ritual to breach this barrier. They drew a massive ritual along the whole of the world, primarily along the leylines. The spell succeeded all too well. It not only breached the barrier around the sun but, split the sun itself apart. This caused a tremendous backlash of magical power that tore the world apart along the leylines. It is told, that witnesses reported seeing massive chunks of land float up into the air and vanish. Over a third of the world was lost this way.

As the now two suns stabilized themselves massive amounts of elemental energies flowed through the land. All living things either submitted to these energies, their essence being forever shaped by them or perished. Finally after centuries the suns finally stabilized themselves. One which was in the sky for most of the day and shone brightly, dubbed the Daystar and the second which shone down light of darkness, dubbed the Nightstar.

Most living things were now possessed of a single elemental essence. Those that are composed of more than one are typically viewed as monsters. Every living thing is now its own source of ever replenishing magical energy of their respective element. As such it has become impossible for people to draw magic from outside of themselves. Humans have now become known collectively the Elemental Kin. There are Fire Kin, Water Kin, Frost Kin, Air Kin, Storm Kin, Earth Kin, and Metal Kin.

Additionally there are the Wood Kin, more commonly known as the Fae. While most Elemental Kin are relatively the same as humans the Fae are somewhat different. The Fae are comprised of the Sevle who are the most human-like in appearance with greenish or bark colored pigmentation and sometimes pointed ears (these will be the Wood Element players), the Pixies which look like miniature humans, varying in size from 1/4th human size to barely the size of a boot, with wings made of flower petals, Dryads which are stunningly beautiful and always of apparently female gender which must always remain nearby their sentient tree counterparts..., the Ents which while otherwise appearing as normal trees can communicate telepathically with other Fae, and the "intelligent" plants which can also communicate telepathically. Fae breeding is a tangled web of complicated weirdness. Successful Fae and Elemental Kin pairing are a thing of rumor and are known as Kor. Reportedly they look like a mix of plant and human with powerful elemental powers of the element of the non-Fae parent. Fae typically live in what they call Entholms.

The Anzjiel, human looking people with usually white bird-like wings, first appeared around a hundred years ago. They typically travel in nomadic flocks but some have settled down in larger towns or the just once again forming castles and cities, usually to set up churches to spread their religion which is incredibly complex with various celestial deities, prayer rituals, and the themes of kindness and order. Their origins remain a mystery.

Creatures of note:
Elementals: These are non-sentient but, cunning and dangerous in an animal way, creatures of various sizes and shapes composed entirely out of a single element. They eat the element they are made out of and in so doing grow larger and stronger. Especially attracted to rarer or special forms of their element. This makes them one of the primary predators of Elemental Kin of their associated element. Their existence is one of the primary reasons for forming mutli-typed elemental kin communities as elemental kin of their element have almost no defenses against them.

Dragons: Not dragons in the typical fantasy sense. They can look like virtually anything. Their common traits are that they are immensely powerful, typically large, intelligent (perhaps more so than humans), and everything nearby can just simply tell they are a Dragon.

More notes about Elemental Kin:

Martial usage of elemental energies typically involves enhancing weapons or armor or anime style special attacks.

Magic spells are not unique to any element, and in fact teaching them to others of a different element is no harder than someone of the same element. What differs is the effect of the spell.

At some point people found out that they could remove parts of their soul and place it into an animal of their element or even craft a creature out of it. This is referred to Soul Bonding. Soul Bonded pets are more intelligent than their typical counterparts. They may speak telepathically with their soul bonded partners and even grow in power with them.

Enchanting is very similar to Soul Bonding. The difference is that it typically involves using less of the soul and takes a lot of time and magecraft knowledge. It is possible to work with others of different elements to create multi-elemental magical objects. Additionally some objects, if in the constant presence of powerful people will slowly absorb some of that power and spontaneously become magical. This is even possible for already magical items, thus leading to traditions of families handing down items through the generations.

Through martial prowess, magical knowledge, or other such individuals will become more magically powerful. This will slowly effect visual changes. Starting with coloration of skin, eyes, strange hair, and the like. Truly powerful people will eventually end up tapping into the power of either the Daystar or the Nighstar and this power will be present in their appearance and their powers. An extremely powerful person would eventually look perhaps somewhat similar to a humanoid elemental.

Power/Spell Details
Basics: Enhance Armor/Shield/Ammo/Weapon, Elemental Bolt
Alter Emotion: Fire: Passion, Water: Calmness, Ice: Apathy, Storm: Heightens whichever emotions are present, Air: Joy, Earth: Stubborness, Metal: Courage, Wood: Patience, Celestial: Orderliness/Literalness
Barrier: Makes a wall or other barrier. Unmodified: Width: 5ft/level. Height: 5ft + 1/level. Thickness: 1ft/5 levels (starting at 1)
Elemental Shield: Quick interrupt defense hemisphere of element.
Aura: toggleable aura, effect dependent on element, some elements have multiple options of effects. Radius - 15 ft + 5/per level
Elemental Resistance: Resistance to own element. Scales in a way that should always mean attacks of equal level do half damage.
Scry: Scry stuff through your element.

Powers/Spells previous players came up with:
Storm: Static Sense, Lightning Dash, Teleport, Knockback Touch
Wood: Plant Growth, Heal, Shape Shift
Metal: Rust
Air: Fly, Gust of Wind
Frost: Freezing Mist

Note about powers: They get stronger as you level up.

Additionally everyone gets a racial power. These are minor things compared to regular powers.
Examples:
Storm: Improved Jumping
Wood: Fast Climbing
Metal: Cast Iron Stomach
Earth: Soft Landing
Air: Featherfall
Frost: Self Temperature Control

As an RP reward last time I ran this I gave our Combo moves. These were things two characters could do in combat that were just generally neat.

Every level you gain a new power. At level 1 you start with 2.

Levels of note:
3) First special effect. Minor. Things like eyes, hair, or skin color.
5) First magic item or upgrade.
6) Low special effects/Minor environmental/aura special effects.
10) Secondary power source choice. Medium special effects. Second magic item or upgrade.
13) High special effects.
15) Third magic item or upgrade.
16) High Environmental/Aura special effects.
20) Major special effects. fourth magic item or upgrade.
25) Major Environmental/Aura special effects. fifth magic item or upgrade.
30) Full special effects. sixth magic item or upgrade.

Some more notes:

Religions: There is Daystar and Nightstar worship (these aren’t exactly two different religions, just two different aspects on one), Ancestor worship, and the new Anzjiel religion

Magic items are pretty rare.


Last edited by Ramsus on Tue Oct 08, 2013 7:51 pm; edited 2 times in total
Ramsus
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Post  Ramsus Wed Sep 11, 2013 8:59 pm

Ramsus
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Post  Ramsus Fri Oct 04, 2013 2:11 pm

Sub, you've been actually removing the money from your character sheet right?
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Post  Drago765 Fri Oct 04, 2013 4:35 pm

This seems very interesting... Perhaps I'll make a character for it.
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Post  SubjectZ Mon Oct 07, 2013 9:10 am

Whoops, my bad. I'm gonna go fix that.
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