the_taken
King of the Impossible
- Joined
- May 5, 2009
- Messages
- 1,591
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There are eight slots for players, two of which are still open. If you want to join, I am looking for a sexergy powered character, and a blood feeding powered character for the last two slots. Plant these out accordingly.
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Current Players:
Pheonix Alugere: Sen Valiere
GargantuaBlarg: Alice Lanetharias and Daz Lanax
T-A-B: Triacca Silvers
IndrickBoreale: Bellisera Arvus
TheWeirdOne: Siehydra and Teeu
Quartz: Elyna Fairfields
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Your homeland calls to you. It's time to get your magic and medieval on.
This is a Fantasy PbP RPG involving magical powers, spiralling madness, epic monsters, romance (or just consensual sex) and horrible delicious rape.
Backstory:
Attributes
Skills
All a character's Skills start at zero. The player then prioritizes their Physical, Social, and Technical skills, distributing 11 points to one set, 16 points to the next set, and 21 points to the last set. Then they get 6 points they can place anywhere they want. An individual skill cannot be higher than 6 on character creation. The character then chooses three skill specializations. Remember that they also gain a specialization for each Technical skill they have trained.
Resources
Choice one resource to have 3 ranks, one to have 2 ranks, and another with only 1 rank.
Last Extra Point
There's one last point your character has to allocate. This point is either one level of a corruption, or an increase Potency or Edge.
Obligation
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Current Players:
Pheonix Alugere: Sen Valiere
GargantuaBlarg: Alice Lanetharias and Daz Lanax
T-A-B: Triacca Silvers
IndrickBoreale: Bellisera Arvus
TheWeirdOne: Siehydra and Teeu
Quartz: Elyna Fairfields
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Your homeland calls to you. It's time to get your magic and medieval on.
This is a Fantasy PbP RPG involving magical powers, spiralling madness, epic monsters, romance (or just consensual sex) and horrible delicious rape.
Backstory:
It was called the pinnacle of civilization. It was also called the jewel of corruption. Founded in the backwaters of a since forgotten realm was the Great Kingdom of Mirafar, ruled by a great and immortal Lich King. Under his nearly nine centuries old rule, Mirafar became the most prosperous and renown Kingdom in all the realms, a centre of trade, vice, safety and military might.
Then came [post=147430]The Black Moon[/post] to ruin it all. Now nearly a century later, you have returned to you homeland, on the tails of an army sent to siege the Spawn of The Black Moon holed up within your fallen capital.
Then came [post=147430]The Black Moon[/post] to ruin it all. Now nearly a century later, you have returned to you homeland, on the tails of an army sent to siege the Spawn of The Black Moon holed up within your fallen capital.
Attributes
The first set of stats are attributes. There's eight of them divided into four groups.
Physical, Mental, Social and Magical.
The first three groups are dealt with first.
When creating your character, all Physical, Mental and Social attributes start at 1. Prioritize these three attributes groups. Assign 5 points between one group, 3 points between another, and increase an attribute int the remaining group by 1. Then assign 2 points to any of the six attributes. Non magical attributes can be no higher than 5 for a starting character.
You character's Edge score starts at 3, while Potency begins at 1. Your current potency allows you to have a maximum of 5 in your non magical attributes.
The vast majority of the world is composed of people that are just not awesome. Sure, they can train and learn, effectively building up their meta stats to reflect that, even the King's Elite Soldiers are not awesome enough to compare to what the Player Characters represent. The Heroes. Normal people don't have an Edge score, nor Potency.
Physical, Mental, Social and Magical.
The first three groups are dealt with first.
- Physical Attributes:
- Strength: Strength determines how physically strong and tough you are.
- Agility: Agility is a combination of precision and speed.
Mental Attributes - Intuition: Intuition is a combination of empathic and physical perception.
- Logic: Logic is a combination of scientific know-how and logical intelligence.
Social Attributes - Charisma: Charisma is one's ability to convince and ingratiate.
- Willpower: Willpower is a combination of determination and domination.
When creating your character, all Physical, Mental and Social attributes start at 1. Prioritize these three attributes groups. Assign 5 points between one group, 3 points between another, and increase an attribute int the remaining group by 1. Then assign 2 points to any of the six attributes. Non magical attributes can be no higher than 5 for a starting character.
- Magical Attributes:
- Edge: The stat that signifies that your character is awesome. Fate itself bends to your will.
- Potency: A measure of your character's innate magical potential. Potency gives you more Power Points, and increases the maximum points you can have in your non magical attributes.
You character's Edge score starts at 3, while Potency begins at 1. Your current potency allows you to have a maximum of 5 in your non magical attributes.
The vast majority of the world is composed of people that are just not awesome. Sure, they can train and learn, effectively building up their meta stats to reflect that, even the King's Elite Soldiers are not awesome enough to compare to what the Player Characters represent. The Heroes. Normal people don't have an Edge score, nor Potency.
Skills
No one may ever know if what you did was good or bad, but you did it well.
Physical skills involve doing stuff with your body. Since everyone has a body, the defaulting penalty for using physical skills untrained is zero. Without specialized training you can always still make a raw attribute test. A very strong person can grapple fairly effectively on that basis alone, an intuitive person can easily notice things, and so on and so forth. The defaulting penalty for Physical Skills is thus zero.
Athletics
Combat
Larceny
Perception
Stealth
Survival
Social Skills
Regular socialization is performed with Backgrounds, rather than social skills. If you want to ingratiate yourself with others, track down the word on the street, or otherwise perform social legwork, you probably want to use a background like High Society or Mercenaries. Social skills apply a -1 dicepool penalty when defaulting.
Animal Ken
Bureaucracy
Empathy
Expression
Intimidation
Persuasion
Tactics
Technical Skills
Technical skills apply the -1 penalty for defaulting if a character doesn't have an appropriate specialization. That is, a character may have Artisan (Painting), but they will still have to default when welding. A character who becomes trained in any Technical skill (1 point) gains a specialization for free.
Artisan
Alchemy
Medicine
Operations
Research
Sabotage
Specializations
A specialization is a subset of a skill that a character is especially proficient in. When they make tests using the skill in a manner that is relevant to their interests, they gain 2 extra dice in their dice pool. Technical skills are an inherently specialized field, so in addition to getting 2 extra dice within a character's specialties, Technical Skill dice pools are penalized by 1 die if they are being used outside a relevant specialization.
The sample specializations are by no means comprehensive, and players can work out with me to find or create specializations that are right for them. A character might have their Animal Ken specialized in dragons, covering the training, breeding, and calming of wild and domestic dragons.
Physical SkillsFrankTrollman said:A key portion of the die roll for any test is the skill. It represents specific training that helps a character perform a task. And because of that, it can lead to a far amount of confusion among some people, because linguistically we refer both to people who are very good at something and also people who are good at a wide variety of things as being “skilled.” In aWoD, skills are basically confined to the former interpretation. Jacks of All Trades are represented game mechanically by people who have relatively high Attributes and low skills. People with high skills are specialists by definition.
Physical skills involve doing stuff with your body. Since everyone has a body, the defaulting penalty for using physical skills untrained is zero. Without specialized training you can always still make a raw attribute test. A very strong person can grapple fairly effectively on that basis alone, an intuitive person can easily notice things, and so on and so forth. The defaulting penalty for Physical Skills is thus zero.
Athletics
- Specializations:Climb, Jump, Run, Swim, Throwing
Combat
- Specializations: by Weapon, by Monster, Grappling
Larceny
- Specializations: Concealing Goods, Legerdemain, Lock-picking, Security Systems
Perception
- Specializations: By sense, Investigation, Noticing sneaking
Stealth
- Specializations: Hiding, Innocuity, Shadowing, Sneaking
Survival
Specializations: Tracking (Hunting), Gathering (Looting), Shelter, by Environment.
Social Skills
Regular socialization is performed with Backgrounds, rather than social skills. If you want to ingratiate yourself with others, track down the word on the street, or otherwise perform social legwork, you probably want to use a background like High Society or Mercenaries. Social skills apply a -1 dicepool penalty when defaulting.
Animal Ken
- Specializations: Domestic Animals, Training, Wild Animals, Riding
Bureaucracy
- Specializations: Business, Government, Logistics, Law
Empathy
- Specializations:
Expression
- Expression is the art of entertaining and changing peoples' minds through art. Lots of people think that this can only be accomplished by making movies about gay cowboys eating pudding, but the truth is that any art that provokes the audience to even acknowledge it is on some level influencing the audience.
Specializations: Writing, Dance, Music, Oratory
Intimidation
- Intimidation is the art of using fear to get other people to believe or do things desired of them. Intimidation can be explicit (“If you don't do X, I will stab you. In the face.”) or implied (“Did you hear that the feds caught Ted for his tax non-payment? He's going to be doing time.”) and the threats can be to the target's person, finances, or reputation. And some of the best Intimidation is actually phrased in a manner that implies that some third party will do some thing to the target and the Intimidating character is willing to help the target.
Specializations: Interrogation, Fear Mongering, Skulduggery, Blackmail
Persuasion
- Persuasion is the art of manipulating people in such a manner that it isn't immediately obvious that is what you're doing. People who are skilled at Persuasion are essentially good at lying, although many of them get offended if you call it that. They may prefer the term acting or sales.
Specializations: Acting, Insinuation, Fast Talk
Tactics
- Tactics is the skill that governs leadership in both the military and corporate sense of the term. This skill is needed if you're going to hire red shirts.
Specializations: Inspiration, Maneuvers, Naval, Siege
Technical Skills
Technical skills apply the -1 penalty for defaulting if a character doesn't have an appropriate specialization. That is, a character may have Artisan (Painting), but they will still have to default when welding. A character who becomes trained in any Technical skill (1 point) gains a specialization for free.
Artisan
- The Artisan skill is used when you want to produce a physical object of some level of workmanship – whether you’re going for aesthetic quality or simple utility.
There are a few more specializations in Artisan than in most Technical skills, in no small part because there are many materials that involve wildly different skills. It is recommended that these specializations are taken as applying to Artisan uses that are “close enough” – so a calligrapher might use the Painting specialization since in both cases they’re applying pigments to surfaces
Specializations:By Medium (Painting, Sculpture, Metalwork, Carpentry, etc.)
Alchemy
- The skill used to make the magical itmes. It is also the skill of impractical, impromptu engineering.
Specializations: Solids, Fluids, Gears, and Ropes
Medicine
- Medicine is the art of treating injury and illness to promote good health. I foresee much use of this skill in the future.
Specializations: Veterinary, First Aid, Long Term Care, Psychiatric
Operations
- Operations is the skill of making machines and systems go. One part mechanical engineering and one part heavy machinery operation. This is distinct from making machines, which is generally artisan. You make an Operations test when there is not a 1:1 correspondence between your muscle movement and the action of the machine. So it's Operations to pilot a boat, firing a catapult or walk a mech around.
Specializations: Piloting, Siege Weapons, Repair
Research
- Knowing things is important, but the fact is that your brain probably can't hold all the information you might possibly want to have available – and doesn't always keep the things you do know readily accessible. When you need information that you don't actually have in your head, you can use the Research skill to go look it up.
Researching things overall is fairly uniform, but there are particular methods of looking things up that might not be obvious to people who don't use that system in particular. Specialization in Archives indicates an ability to look up information in data logs, newspaper histories, and other chronological information stores. The Library specialization involves looking up information in stores classified by content, and Crystal Gazing covers sifting through The Cosmic Awareness.
Specializations: Archives, Library, Crystal Gazing, Interrogation.
Sabotage
- Sabotage is the art of breaking stuff in a manner which will be most effective.
Specializations: Explosives, Disabling Stuff, Structural Weaknesses, Traps
Specializations
A specialization is a subset of a skill that a character is especially proficient in. When they make tests using the skill in a manner that is relevant to their interests, they gain 2 extra dice in their dice pool. Technical skills are an inherently specialized field, so in addition to getting 2 extra dice within a character's specialties, Technical Skill dice pools are penalized by 1 die if they are being used outside a relevant specialization.
The sample specializations are by no means comprehensive, and players can work out with me to find or create specializations that are right for them. A character might have their Animal Ken specialized in dragons, covering the training, breeding, and calming of wild and domestic dragons.
All a character's Skills start at zero. The player then prioritizes their Physical, Social, and Technical skills, distributing 11 points to one set, 16 points to the next set, and 21 points to the last set. Then they get 6 points they can place anywhere they want. An individual skill cannot be higher than 6 on character creation. The character then chooses three skill specializations. Remember that they also gain a specialization for each Technical skill they have trained.
Resources
There are a many types or resources. Some are physical objects, and others are favours owed by people. Resources are ranked based on how much power they provide.
Mercenaries
You have a troop of non-awesome humans trained to fight for you. The first rank is like a couple of thugs with pointy sticks, while the second rank is a couple trained soldiers. Six ranks nets you a small army.
Servants
People that perform domestic tasks. They keep you clean, keep you fed and keep you entertained. The first rank is just one maid, three ranks gets you a harem of maids or an Alfred-esque butler you can trust to take care of your Batcave. Six ranks nets you enough servants to staff a palace.
Allies
Your are connected to significant people, and can rely on support from far off friends. Maybe you have some very loyal friends and family, or a mentor that smiles when his student succeeds, or perhaps an organization owes you favours. This resource provides a person or more that can supply you with resources or advice in a timely manner. Calling upon allies takes a few days (if they haven't relocated near Mirafar), and this resource can be reduced or lost of this help isn't reciprocated.
Bestest Friend
You are not the only awesome person here. This is a three rank resource that lets you write up another character. This character follows the same rules as you, but doesn't get any points to put in resources, or take an obligation (since they are obliged to your character.)
Wealth
You have financial clout. This may not be actual money, just really nice things. Having nice things garners respect. The first rank warps your character in fine clothing, while higher ranks allows you to affect the world's economy (or what passes for it.) or change your gear.
Magical Artifact
A magical artifact is a great item of power. There are many forms of magic items - hats, shirts, belts, jewelry, weapons, shields, toys, furniture - but they all share the common feature of being awesome items. Not "Wow!" awesome, more like "MY EYES!!!! I"M NOT WORTHY!!!" awesome. Everything about a magical artifact is awesome, even when it isn't doing anything. A magical artifact hat, no matter how goofy looking, looks awesome on you. When you sheath your magical artifact sword, you can almost feel the scabbard shiver in orgasmic pleasure. When you pluck a magical artifact harp's string, it sounds like a choir of tiny angels. When you polish your magical artifact helmet, you're reflection gives you a thumbs up. When you hang a magical artifact painting on the wall, everything on the other side of the wall just looks more awesome, even if it's painting of a red squiggle (though, it would be the most awesome red squiggle ever!).
So there's a few of common features of Magical Artifacts that they all share:
If you so choose this resource at character creation, you must decide the magical artifact's name, why your character has it, and what kind of purpose this artifact was created for. You don't get to choose what kind of magical powers the artifact has, but I guarantee, the more ranks you have with this resource, the better the artifact you'll have.
Also, your artifact can't declare that the wielder (your character) is the King of Mirafar.
Mount
You have a creature to sit on as it carries you around.
Mercenaries
You have a troop of non-awesome humans trained to fight for you. The first rank is like a couple of thugs with pointy sticks, while the second rank is a couple trained soldiers. Six ranks nets you a small army.
Servants
People that perform domestic tasks. They keep you clean, keep you fed and keep you entertained. The first rank is just one maid, three ranks gets you a harem of maids or an Alfred-esque butler you can trust to take care of your Batcave. Six ranks nets you enough servants to staff a palace.
Allies
Your are connected to significant people, and can rely on support from far off friends. Maybe you have some very loyal friends and family, or a mentor that smiles when his student succeeds, or perhaps an organization owes you favours. This resource provides a person or more that can supply you with resources or advice in a timely manner. Calling upon allies takes a few days (if they haven't relocated near Mirafar), and this resource can be reduced or lost of this help isn't reciprocated.
Bestest Friend
You are not the only awesome person here. This is a three rank resource that lets you write up another character. This character follows the same rules as you, but doesn't get any points to put in resources, or take an obligation (since they are obliged to your character.)
Wealth
You have financial clout. This may not be actual money, just really nice things. Having nice things garners respect. The first rank warps your character in fine clothing, while higher ranks allows you to affect the world's economy (or what passes for it.) or change your gear.
Magical Artifact
A magical artifact is a great item of power. There are many forms of magic items - hats, shirts, belts, jewelry, weapons, shields, toys, furniture - but they all share the common feature of being awesome items. Not "Wow!" awesome, more like "MY EYES!!!! I"M NOT WORTHY!!!" awesome. Everything about a magical artifact is awesome, even when it isn't doing anything. A magical artifact hat, no matter how goofy looking, looks awesome on you. When you sheath your magical artifact sword, you can almost feel the scabbard shiver in orgasmic pleasure. When you pluck a magical artifact harp's string, it sounds like a choir of tiny angels. When you polish your magical artifact helmet, you're reflection gives you a thumbs up. When you hang a magical artifact painting on the wall, everything on the other side of the wall just looks more awesome, even if it's painting of a red squiggle (though, it would be the most awesome red squiggle ever!).
So there's a few of common features of Magical Artifacts that they all share:
- A magical artifact has a name. And it isn't something lame like +3 longsword of frostburst and of ghosttouch. Said sword would be called something like Ghostwinter, and there wouldn't be a +4 or +5 version.
- A magical artifact bathes everything in its presence with awesome, making it easily identifiable to anyone, even if its purpose or function is unknown.
- A magical artifact has a purpose beyond whatever it would be as a common item. A magical artifact sword isn't just an awesome sword. He who wields Excalibur is King of the Britons, while The Bolt of Zeus is a javelin a certain deity gives to a champion to exact justice upon the wicked. Or maybe it's Cupid's Harp, a musical instrument to be played by an Archangel to woo a Demon Lady.
- A magical artifact is very difficult to destroy. It took convoluted conditions to create, and so convoluted conditions are needed to destroy it. Most often, a magical artifact's method of destruction is unknown, so most unusable artifacts get buried in tombs.
But what this means for players is that they never have to worry about their magical artifact getting destroyed. A magical artifact axe never needs to be sharpened, though you may want to wipe those blood smears off of it before it awesomely attracts flies.
If you so choose this resource at character creation, you must decide the magical artifact's name, why your character has it, and what kind of purpose this artifact was created for. You don't get to choose what kind of magical powers the artifact has, but I guarantee, the more ranks you have with this resource, the better the artifact you'll have.
Also, your artifact can't declare that the wielder (your character) is the King of Mirafar.
Mount
You have a creature to sit on as it carries you around.
- Just a Giant Boar
- War-Boar, Giant Spider or domestic Raptor
- A Venomous Spider, War-Raptor or domestic Harpy Dragon
- A unicorn, a domestic Bearded or Horned Dragon, or a Harpy Dragon trained for War.
- Horned or Bearded Dragon trained for war, or a domestic Gryphon
- Gryphon trained for war.
Choice one resource to have 3 ranks, one to have 2 ranks, and another with only 1 rank.
Last Extra Point
There's one last point your character has to allocate. This point is either one level of a corruption, or an increase Potency or Edge.
Obligation
Despite being exalted and free of what essential amounts to being a slave to the kingdoms, you character still has other metaphorical shackles. Choose one of the following:
- Addiction: Your character has a bad habit they can't shake. They may like certain substance too much, or doing a self destructive activity (like gambling away all their money).
- Debt: Your character has a very-substantial negative net worth. This may not actually be a debt that can be payed off. Some entities demand regular tithes for whatever boon they grant.
- Enemies: Your character pissed off a group of not nice people. They will send ninjas to stab you in your sleep, or maybe just some hooligans to mess up you pad. The point is there's group of people than want to bring harm to your character, even though there's an interdimensional war going on.
- Arch-nemesis: Similar to Enemies, but focused into another exalted. This person hates your character's guts with a passion. He's probably mentally disturbed and suicidal, the only thing keeping him alive is the dream of your ruin.
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