Incubus
Horn Dog
- Joined
- Jan 7, 2009
- Messages
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The Accursed Ones will Rise. To them they will gather their dark forces and vie for supremacy of the lands. Once threatened, the Gods will descend upon them from above and all the world will be washed clean, to begin anew.
An ancient prophecy foretelling the end, long forgotten by most of the residents of Vira. But one that may yet prove true, as the Accursed Ones, powerful beings of darkness, begin to stir, triggering a wave of lesser beings to flock to their sides, for if the dark ones were to win their engagement, the world would not be remade and instead plunge into a paradise of evil, where those who supported the dark ones would surely be rewarded.
As violence, looting and chaos spreads through all the societies of Vira, a band of survivors must come together to defend their homes and indeed all of Vira, for if the Accursed Ones are allowed to awaken properly and challenge the Gods, even the best possible outcome will result in their inevitable destruction.
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Inspired largely by Riviera: The Promised Land and using a modified version of the system seen here (with modified corruption mechanics and a few new features), characters will have to band together and fight for all of Vira.
At this time, I'm just looking for interest; it's a high fantasy setting rather than the post-apoc setting listed with the system, so weapons will be appropriately high fantasy. The backgrounds will also be removed in favour of some more direct control on character generation, with players being able to choose race, their element, a number of points to be spent on weapon proficiencies and some to be spent on their primary attributes. (probably base 6 with 5 points to spend on attributes, plus the bonus from element)
Races are open to discussion, but true to its Riviera roots, will be primarily fae/mythological races. Humans do not exist in this setting, but Sylph, Fae, Sirens etc. do. The only thing your race will affect, mechanically speaking, is the available element.
There are six elements, being Earth, Fire, Air, Water, Light and Dark. Your element will give you a +1 to one of the primary attributes as well as defining which weapons and spells are avaliable to you.
As far as weapons go, I've not worked out the full list as of yet, but character will have a number of points to spend on weapon/magic proficiencies. There are three levels of procifiency, with one being the minimum needed to effectivly wield a weapon (although you are welcome to try) and three being mastery of a weapon. There will likely be a limiting factor in how many weapons one can master. Offensive Magic and Support Magic will also appear as weapons, rather than the impliments used to cast magic (so one does not buy magic wand, but buys a magic style and then wields a wand with that style)
The most important aspect of weapons is that they are the primary way in which characters gain new skills and abilities. Each item will have a certain powers or effects when it is wielded, but a character may spend their exp to learn how to retain these abilities without the weapon itself. These abilities will each have their own levels, if you do not have the appropriate proficiency level in the weapon, you cannot use or learn the ability. For example, a sword may have the Flametongue(lvl 1) and Firestorm(lvl 3) abilities, each allowing a special attack. A character with only level 2 in swords can use and learn Flametongue, but cannot use Firestorm. Not all abiltiies will be special attacks; special weapons will grant things such as +1 to an ability or give other traits not related to combat itself.
As noted, I am just looking for interest right now, I don't know how many players I'll be taking on yet but there's a decent chance of me running multiple groups (similar to Colony, with multiple teams working towards the same goal, whose exact sizes and members change). Feel free to ask questions or propose races, as I'm yet to really sit down and nut out exactly what is and isn't avaliable.
An ancient prophecy foretelling the end, long forgotten by most of the residents of Vira. But one that may yet prove true, as the Accursed Ones, powerful beings of darkness, begin to stir, triggering a wave of lesser beings to flock to their sides, for if the dark ones were to win their engagement, the world would not be remade and instead plunge into a paradise of evil, where those who supported the dark ones would surely be rewarded.
As violence, looting and chaos spreads through all the societies of Vira, a band of survivors must come together to defend their homes and indeed all of Vira, for if the Accursed Ones are allowed to awaken properly and challenge the Gods, even the best possible outcome will result in their inevitable destruction.
----------
Inspired largely by Riviera: The Promised Land and using a modified version of the system seen here (with modified corruption mechanics and a few new features), characters will have to band together and fight for all of Vira.
At this time, I'm just looking for interest; it's a high fantasy setting rather than the post-apoc setting listed with the system, so weapons will be appropriately high fantasy. The backgrounds will also be removed in favour of some more direct control on character generation, with players being able to choose race, their element, a number of points to be spent on weapon proficiencies and some to be spent on their primary attributes. (probably base 6 with 5 points to spend on attributes, plus the bonus from element)
Races are open to discussion, but true to its Riviera roots, will be primarily fae/mythological races. Humans do not exist in this setting, but Sylph, Fae, Sirens etc. do. The only thing your race will affect, mechanically speaking, is the available element.
There are six elements, being Earth, Fire, Air, Water, Light and Dark. Your element will give you a +1 to one of the primary attributes as well as defining which weapons and spells are avaliable to you.
Earth +1 Body
Fire +1 Body
Light +1 Mind
Air +1 Mind
Water +1 Spirit
Dark +1 Spirit
Fire +1 Body
Light +1 Mind
Air +1 Mind
Water +1 Spirit
Dark +1 Spirit
As far as weapons go, I've not worked out the full list as of yet, but character will have a number of points to spend on weapon/magic proficiencies. There are three levels of procifiency, with one being the minimum needed to effectivly wield a weapon (although you are welcome to try) and three being mastery of a weapon. There will likely be a limiting factor in how many weapons one can master. Offensive Magic and Support Magic will also appear as weapons, rather than the impliments used to cast magic (so one does not buy magic wand, but buys a magic style and then wields a wand with that style)
The most important aspect of weapons is that they are the primary way in which characters gain new skills and abilities. Each item will have a certain powers or effects when it is wielded, but a character may spend their exp to learn how to retain these abilities without the weapon itself. These abilities will each have their own levels, if you do not have the appropriate proficiency level in the weapon, you cannot use or learn the ability. For example, a sword may have the Flametongue(lvl 1) and Firestorm(lvl 3) abilities, each allowing a special attack. A character with only level 2 in swords can use and learn Flametongue, but cannot use Firestorm. Not all abiltiies will be special attacks; special weapons will grant things such as +1 to an ability or give other traits not related to combat itself.
Exception means all elements bar this one may use it.
Exclusive is specific element only.
All:
Sword
Crossbow
Offensive Magic
Support Magic
Earth
Bow: Exception
Hammer: Exclusive
Air
Mace: Exception
Rapier: Exclusive
Fire
Spear: Exception
Handcannon: Exclusive
Water
Dagger: Exception
Flail: Exclusive
Light
Claws: Exception
Halberd: Exclusive
Dark
Staff: Exception
Whip: Exclusive
Exclusive is specific element only.
All:
Sword
Crossbow
Offensive Magic
Support Magic
Earth
Bow: Exception
Hammer: Exclusive
Air
Mace: Exception
Rapier: Exclusive
Fire
Spear: Exception
Handcannon: Exclusive
Water
Dagger: Exception
Flail: Exclusive
Light
Claws: Exception
Halberd: Exclusive
Dark
Staff: Exception
Whip: Exclusive
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