Announcement

Collapse
No announcement yet.

Building a Campaign: Mirafar

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Building a Campaign: Mirafar

    So I've had this adventure idea since grade nine. On a (fantastic) world at war, the Players are inheritors of a once great kingdom necromancers and vampires, Mirafar. I've never gotten this one off the ground, but it was suppose to be a huge D&D campaign that would run from levels 3 (then later 5) to infinity. Several incarnations of rule modifications, and home brews have gone by, but I have yet to actually run a game.

    Backstory: Some Mirafar hating ass-holes summoned an army capable of defeating the kingdom from another dimension (the actual army has changed a few times.) Then the inter-dimensional invaders (IDI) turned on their summoners and tried to conquer the world for themselves. After 100 years, the IDI have been turned back, and mighty armies have sprung up and started reclaiming lost kingdoms.

    The game starts in a counter-invading army's camp tasked with reclaiming the first to fall, Mirafar. However, after taking back the lands, the siege on the fallen capital and suspected IDI stronghold was cancelled. Considering there was little resistance across the kingdom, either the IDI's presence was low, or they held back there army in the capital to maximize there defencive effectiveness. So the last camp was instead fortified.

    Hearing their lost home was within arms reach, the Players have come to the camp to use it as a launchpad for their reclamation. The goal of the players is to clear out the fallen capital of IDIs and the undead that have sprung up from the uncontrolled necromantic energies, rescue survivor's descendants, find lost artifacts of power, claim magical energy fountains.

    [hr]

    There are some concepts that I have borrowed from other games that take place in this one. The first is the exalted status the PCs have (from Exalted) that allow them to circumvent the bureaucracy of the army.
    Another is the sex-fighting featured on some of the games here. There would be numerable creatures that would be focused on sex (consensual or not) with the PCs (vampires, succubi/incubi, tentacle fiends), and the PCs would have the choice to be sexergy powered.

    A corruption system affected by the magic characters encounter. My list is Necromantic, Demonic, Fey magic (Plant), Celestial (angels corrupt too!) and IDI (they get their own special corruption effect.)

    I'm not going to run the game using D&D. I've been taking a look at many system to try an pick one more suitable. I'm looking for something where the power scale of the PCs is obviously higher than regular mooks, but the difference between a beginning character and an endgame character isn't world shattering (8 levels in D&D3.5 is that point)

    While Exalted comes with the exalted status, the gameplay inspiration of super mighty kung-fu is unappealing. I was thinking more along the lines of Sword and Board, Cloak and Dagger, Cloth and Sceptre. No tranquil moon punches, nor rapier duellists in magical pants (though magical pants will be available)
    Exalted also has some called menses, magical fountains that players can take control of. The version I was thinking of would involve the players getting a shiny new power.

    I was thinking about a modification of All Flesh Must be Eaten or Shadow run.

    [hr]

    Below is the campaign story map I made to try and get ideas flowing:
    Blue Boxes are named areas where many events can occur. The Primary Camp, and the Golbin and Orc Villages would be like Tristram from Diablo, where all the friendly NPCs hang out and give you some quests, trade items, or provide services.
    The areas inside the city are places of contention. They are large areas packed with hostile entities, lost treasures, magical focal points, and scarce allies. I'll have tables set up for random encounters. As a general rule, if you intend to move through these areas, you only have to deal with three rolls on the table.

    Green Circles are large wide open spaces. They generally lack hostile entities, but when they are present you can see them well enough that you don't end up fighting them immediately. Around the camp are prairies, while Mirafar's Palace has a really big garden/graveyard.

    Yellow Circles are choke points. Some of them have a predetermined hostile encounter, but after players defeat it they don't have to deal with it again. Sometimes a hostile encounter will show up there and bother the PCs. It is a live war, after all.

    Yellow Diamonds are short dungeons that can be cleared out. Red Circles are big dungeons that can't be cleared out, but have a very nice treasure to find.

    WARNING! BIG FUCKING IMAGE
    Spoiler


    Anyway, I'm open to adventure ideas or advice on system choice.

    Edit-> Is the a horizontal line option?
    Last edited by the_taken; 5th May 2010, 20:03. Reason: Added a Map Key
    I am a game designer. If you see me running, try to keep up.


    #2
    Re: Building a Campaign: Mirafar

    Oh Shadowrun nice. I still have their paperback novels. The map looks good even though I don't know what the colours mean. Alas, I don't know the official game systems of DnD,Shadowrun, and Exalted. But maybe I can still help.
    Questions.
    How will people participate? In a group as a party? How many? By themselves?
    Is this going to be a pbp game? Or in Avi's chatroom?

    Comment


      #3
      Re: Building a Campaign: Mirafar

      Originally posted by 24FM View Post
      Oh Shadowrun nice. I still have their paperback novels. The map looks good even though I don't know what the colours mean. Alas, I don't know the official game systems of DnD,Shadowrun, and Exalted. But maybe I can still help.
      Questions.
      How will people participate? In a group as a party? How many? By themselves?
      Is this going to be a pbp game? Or in Avi's chatroom?
      I'm updating the opening post with a map key...

      I always wanted to run a long set of games with people face2face pen-and-paper style, but my regular group get uncomfortable when an NPC succubus is getting friendly, prefer dragon slaying to zombie mashing, and are more interested in me running their store-bought adventures to making up our own stuff (despite the fact that they like to derail the whole thing at every turn.)
      I was considering doing it kinda like what's going on here with Dark Gate. A master DM and assistants, with a bunch of players on the lose. PCs would very easily be allowed to wander on their own, but some of the preset encounters would absolutely require more than one person, and the quest through the Palace would require an all star cast.

      The Shadowrun Novels. They will give you a good idea as to what the Shadowrun Setting is like, but they are not gonna give you any hint as to what the Shadowrun System is like.

      Anyway. The shadow run and exalted system share the same rules where players are first composed of attributes and skills, and those two get added together to determine how many dice you roll to perform any action. Actions have difficulty thresholds, and every die has a chance to give you something called a 'hit'. Get enough hits to reach the difficulty threshold, and the action succeeds, and sometimes having extra hits gives you more win.

      It's their special rules regarding spell casting and stuff that I'm interested in. I don't like Exalted because most of what's there already is centred around Dragonball (cartoon) style martial arts.
      I'm told Shadowrun has a piss poor melee system, so Knights and Wizards are gonna be hard to make work. While guns are hot shit awesome, which would make the IDIs I have right now too good.

      I can't remember how AFMBE works because I only read it once, but RaptorJesus's AWMBI seemed pretty functional. He hid the die rolls, so I don't know how the mechanics work. It looks functional, though I think Guns are hot shit in that game too.

      And don't worry about the various versions of D&D, and DnD. I'm not gonna use any d20 based system for this game.

      But, yeah. Suggestions and stuff.
      Last edited by the_taken; 5th May 2010, 22:47.
      I am a game designer. If you see me running, try to keep up.

      Comment


        #4
        Re: Building a Campaign: Mirafar

        Maybe I'm trying to hard. I've had a brilliant idea for the magic system, and it ties in with the corruption part of the game.

        All Magic is Evil

        Yes. Even Angelic Magic is evil. Just not Evil evil. And this ties in with the idea I got for how magical people are.

        The special characters (all the PCs and key NPCs) will have something like a mana pool. This is generally something small, but that magic is infinite. Every time you want to do something that a normal person can't do, you just spend the mana from your pool, and after a moment (every combat round) you can do it again.

        Now corrupted characters have a way bigger pool. It's not because they are more magical. (Actually, they are more magical because they have a bigger pool.) It's because they cheat. They get their magic from somewhere else. And there's drawbacks. It's called corruption for a reason, and the more magical you become, the more corrupted you become. Also, because that magic comes from elsewhere, the character has to actively go and get it.

        And that's where power schedules come in. Every character has the infinite magic that is their inherent awesomeness. But when you build a character, you get the option of making them have the ability to store more magic based upon how corrupted they are to one of the magic types, and affected by how they acquire that magic.

        So there's 4 corruption types that are good for you - Necromantic, Demonic, Fey, and Celestial - but makes you more evil as you acquire it, and the IDI's corruption does the same thing but will turn you against your party after aquiring too much. Then there's three power schedules (and various tiers of severity): Timed, Feeding, and Ritual.

        Having a Timed Power Schedule means that at set intervals you are completely refilled of your corrupted magic. The Choir Boy of Angels get a nice bit of magic every sunrise, while the Devils of the Black Sun get supercharged by a solar eclipse.
        The Feeding Power Schedule is the most reliable one, as you only need to do some temporary damage to somebody to get your magic back. Succubi just have to have sex to drain a bit of energy, while vampires just take a sip of somebody's blood. Also, feeding off someone without their permission is considered very rude.
        The Ritual Power Schedule is a bit like Feeding, but takes a large chunk of time, obscure conditions and uncommon ingredients.

        Acceptable Player Power Schedules:
        Demonic Feeding: Sex, bonus if it's with a virgin. Penalty if it's with a non-sentient entity (animals, lesser demons, zombies.)
        Demonic Ritual: Animal Sacrifice or Harnessing a Thunder Storm
        Demonic Time: Sunset

        Necromantic Feeding: Blood Drinking, Cannibalism (penalty for using another Necromancer's flesh, if it had any)
        Necromantic Ritual: Holding a seance or hosting a funeral.
        Necromantic Time: Twilight or Midnight, or Midnight of a New Moon

        Celestial Feeding: Sex. Bonus if it's with a dedicated lover. Penalty if it's rape.
        Celestial Ritual: None. You can pray, but that's only to get a deity's attention.
        Celestial Time: Sunrise or High Noon.

        Fey Feeding: No idea. More sex? Why not?
        Fey Ritual: Dance around a big tree, dance in the rain, dance under the full moon. Or any two, or all three.
        Fey Time: Sunrise, or at the rise of a Full Moon

        -------

        Becoming corrupted isn't something you can shrug off, either. Acquiring more demonic power actually makes your more of a demon, as does necromantic power make you less romantic what with all the rotting flesh. Basically, every level of corruption you acquire will give you some physical signs of it, and a mental (ie Roleplaying) quirk. These get worse as you gain more corruption.
        And just being corrupted in any direction is useless if you haven't acquired the magical knowledge to benefit. (Which is why IDI's corruption is just plain bad, because I'm not gonna let the players have their super powers.)

        Physical Manifestation of Demonic Influence Include things like vestigial wings, horns, a tail or two, cloven feet, extra hairy or scaly, forked tongue, or the smell of brimstone. Basically you either end up looking like a gargoyle or goat-man.
        Mental Quirks basically start off as simple obsessions which either end up as insatiable greed, lust, paranoia or sadism. Basically you'll either be a total nympho/satyr, miser or douche bag.

        Physical Manifestations of Necromantic Influence start with simply looking really good in black, but you either end up looking like a skeleton, a mummy, or a leper that just won't fall apart.
        Mental Quirks are various levels of apathy, sadism, masochism, depression, loneliness, and fatalism.

        Physical Manifestations of Fey Influence are sprouting plant parts all over you body, or animalistic features. Eventually you'll look like this but after that you'll actually turn into a fucking tree. Same with the Animal parts. If you're on the fucking power schedule, you'll eventually either have to find animals that will do it with you, or convince people to get into bestiality. Perv.
        Mental Quirks either make you more and more mischievous, or make you more and more introverted. Gremlins or Tree Beard. There's your character concept.

        Physical Manifestations of Celestial Influence will be bird parts, or bug parts. Yeah, that's right. Bug parts. At one point you'll look like an angel, but then you'll turn into Hawk Girl, then you'll actually be a fucking flying talking bird. Same thing with bugs. Have fun, Butterfly Boy.
        Celestial Mental Quirks might be tolerable, or even useful at first, but not after a certain point. You won't be able to lie, so if you say you are going to do something even if you'll die trying, you're gonna do it or die trying. Or maybe you'll have a certain apprehension against drawing blood. Or even killing things. Or maybe you'll take up some crusade against demons. Or maybe you'll develop OCD and devote your life to tracing the grain of wooden floors for 20 hours day.
        I am a game designer. If you see me running, try to keep up.

        Comment


          #5
          Re: Building a Campaign: Mirafar

          Things I learned from GMing for Jumpers and in making Dark Gate: The less numbers people have to think about, the better. If you're making the system, keep the mechanics bits of it as simple as possible, and leave the rest up to RPing. I've never played Shadowrun or Exalted, but if they're stable enough to get printed and sell, basing what you're doing off of them instead of AFMBE or d20 shouldn't pose a problem, especially if you're already familiar with them.

          Edit: I love the magic system by the way.
          sigpic
          Spoiler


          Moar Pics for characters and stuff

          Comment


            #6
            Re: Building a Campaign: Mirafar

            Originally posted by Tassadar View Post
            Things I learned from GMing for Jumpers and in making Dark Gate: The less numbers people have to think about, the better. If you're making the system, keep the mechanics bits of it as simple as possible, and leave the rest up to RPing. I've never played Shadowrun or Exalted, but if they're stable enough to get printed and sell, basing what you're doing off of them instead of AFMBE or d20 shouldn't pose a problem, especially if you're already familiar with them.
            I'm not too worried about numbers, since I'll be doing all the rolls here at home (facilitates GM fudging, that way does). And I'm not going to be using ab obsessively complicated game like DnD 4e, so I'm not gonna go crazy.

            Edit: I love the magic system by the way.
            I'm going to have tables to determine what kind of mental and physical traits you pick up as you become more corrupted.

            -------

            This isn't going to be a kitchen sink game (where everything is available, and they don't matter). There's going to be a finite list of monster types. As part of the genre, the heroes are totally aware of all the monsters types that exist in their world, though they may not know all the specifics, so I'm not worried if they find this. (A real world example would be the hippopotamus. People know about giant river dwelling pig like creatures, but if they did a bit of research they would find out that these things are incredibly viscous and territorial.)

            Animals.
            Animals are mostly harmless, especially if you leave them alone. Even the biggest wolf isn't interested in humans as a food source, simply because they have had eons of evolution that has ingrained the pecking order into their though processes. It is perfectly would be perfectly safe for people to wander the wilderness, avoiding the lairs and nests of animals, and live unmolested. And because this is a fantastic world, animals include things like gryphons, phoenixes and giant frogs.

            Mounts
            Mounts are specially trained animals that carry people around. They are pretty docile, and won't hurt people unless provoked, under stress, or are very high spirited. Mounts can be trained for combat, and this makes them both more dangerous, but also more controllable. Because this is a fantastic world, their are not horses, but instead several other creatures available.

            Giant Spiders: The favourite of goblins, while slower than other mounts, they can climb walls and carry a rider with them. The common Giant Spider is actually a herbivore that eats all sorts of fruits and legumes, but the rare Giant War-Spider breed is a carnivore with a venomous bite. Both breeds can make webs, but not in the quantities, nor with the projection that Spider-man does.

            Flightless Raptor: A giant bird, not a dinosaur. It has two small stubby wings that is uses for balance, and a big blocky beak with a very sharp end. In the wild, these things run up to game animals and peck them. They are by default are a war animal. They are also an omnivore, digging up stem and root tubers, and chasing down meat.

            Dragons: Not your magical, flying, fire breathing demi-gods of other fantasy settings. These are all giant reptiles. They are also very expensive mounts, temperamental and carnivorous. There's a reason being a dragon tamer is a well paid vocation, and so hiring a dragon tamer to care for your dragon mount is a sign of status and wealth. Dragons have to be very well trained to be used, since they are the only animal that thinks humans as food by default. There's three breeds big enough to act as mounts, and sadly, they can't be cross bred.
            • The Bearded Dragon, a heavy, thick skinned lizard with a wide jaw, and a fin on it's head and throat. It actually does spit fire.
            • The Horned Dragon, is a foul lizard. It's lighter than the Bearded, has bigger and sharper claws, and it's bite carries a foul disease. While curable, the disease is integral to the Horned Dragon's Digestion.
            • Then there's the Harpy Dragon. This lizard has a membrane between it's arms and legs that it can use to glide for short distances. It's tail has a wide fin for steering. It loves to screech as it flies towards it's prey, earning it's moniker.


            Giant Boars: Not the best mount, but the cheapest. It's easy to care for (if a bit temperamental), births litters and quickly repopulates, eats just about anything, and can be butchered for healthy, tasty meat on short notice. Both genders have tusks, while males also have horns like a bovine. Wrestling a Wild Giant Boar is a sign of adult hood among orcs, but almost anyone can obtain them. Boars don't need much training to become a war mount, but even regular boars can be whipped into a stampede.

            Unicorns: The closest thing to horses in this setting, these are magical creatures that posses a minor magical healing ability. They have a horn, but it is actually kinda fragile. These are very rare, but are docile and eagerly allow people to ride them. Unicorns are adverse to combat, so they don't have a war mount version. They eat grass.

            Gryphons: A six limbed beast. The body of a large cat with the wings and head of an eagle, these creatures are solitary predators, like eagles. Training one is an ordeal, and they are rare, so you won't find many of these. But their great strength combine with flight make them the best mount for war.

            There's also a sea horse for underwater adventuring, but I'm not doing any under water stuff with this campaign.

            Giant Beats
            Magical fountains exist, and they can show up anywhere. Most of these cause corruption and temporarily mutate the wildlife while active, but sometimes Nature itself let's loose a bit of magic, and a massive creature is created. This would generally be sometime benign like an ant, a mouse, or pigeon, except for the fact that it is taller than your house. Things things are driven insane by the magical growth and have to be put down, lest they trample innocent people.
            I'm just gonna have these things all have the same stats, since they all do the same thing. Stomp around.

            Zombies
            While creating unlife is primarily a feature of Necromancy, pumping enough magic of any into a corpse can animate it. This is never a good thing.

            Universal Zombies
            Shambler: The safest zombie, if one can be considered that, since it is only driven to kill people. No matter the source of injury, people killed by shamblers do not rise as shamblers themselves. Shamblers are created by spells or revenants.
            Revenant: Magic is not safe. It takes a very powerful soul to wield it. Despite warnings on every dark tome, some normal people (non-exalted) try to learn and use it. Which is impossible, since normal people can't hold magic. So instead they try to turn themselves into a magic fountain. This drives them insane, kills them, and animates their body.
            A revenant is driven to make more zombies. It generally does this by using the feasting on person until they die. Revenants don't create more revenants, they instead create a shambler when they kills someone. Revenants control every shambler they create, and order them to kidnap people for it to feed off of.
            Killing a revenant also kills all the shamblers it controls. Performing an exorcism on a revenant restores the shamblers it controls to life, though they may die to injuries they sustained, by being fed off of or otherwise.
            Ghoul: The classic zombie. It simply wanders looking for living people to feed off of. A zombie feeds of flesh. People partially eaten by ghouls become ghouls soon after.
            Mirafar's sewer system is full of Necro-Ghouls, since Necromancers occasional disposed of corpses and failed potions in there.)

            I am open to new zombie ideas. I'd like to create a special zombie for Corruption type. Like Fey Zombies are also refereed to as gang-bang zombies, as the go around collecting people to have sex with non-stop.
            Last edited by the_taken; 13th May 2010, 02:41.
            I am a game designer. If you see me running, try to keep up.

            Comment


              #7
              Re: Building a Campaign: Mirafar

              Aye, this sounds pretty cool, just for the magic bit. I'm not sure how I feel about no horses, but I don't mind giving it a whirl.

              Shadowrun and Exalted are numbers-low? I always hear how you need to roll fists of dice for those.
              On the subject of zombies, I'm quite fond of this horror. To summarize, it's a little girl cursed or possessed by a demon or something. All bones in close proximity to her become brittle - including hers. Her legs snap and reheal as she shambles towards you, and if she gets too close she can cause your bones and blood to explode, or throw hers at you and detonate them instead.

              The "little" part is optional, of course - I know loli is a delicate subject with the board.


              Drawing inspiration from the same thread that came from, how about a Necromancer's revenant that collects ghosts? It kills people or whatever, and harvests the soul as a servant. Powerful ones would be surrounded in a vortex of screaming souls.

              Evil treants and dryads are always an option for the Fey, I suppose... haven't got really got anything for the Celestials, though. Maybe undead clergy, driven into a fanatic rage? In denial of or trying to redeem their status as damned or somesuch. For a more mindless-zombie approach, maybe evil men/those executed justly in a certain, celestialy way turn into anguished undead, forever engulfed in holy fire? Like, penance in Hell, except on the mortal plane.
              Last edited by GargantuaBlarg; 13th May 2010, 12:16. Reason: Hahaha, derp. Forgot to finish my thought on Shadowrun there.
              Spoiler

              ULMF's request thread. Ask for stuff there.
              ULMF's game FAQ. Has info on how to run JP games and ISOs.
              IQDB. Searches for images!
              JDownloader, automates downloads from places like Megauplohwait.
              Hikari are, iza susume!
              Wear Sunscreen.
              >>*The Shoutbox slaps some sense into GargantuaBlarg.*

              Comment


                #8
                Re: Building a Campaign: Mirafar

                this has my intrest, I've never played DnD before, but I'd be willing to try.

                As for the subject of 'curropting' enemies, I got a nice big batch of creatures I'v'e used in RPs before, if you like I could dig something up for your curroptive beasts.
                Spoiler


                Most nonlurkiest lurker on the fourum(s) since 2004

                Comment


                  #9
                  Re: Building a Campaign: Mirafar

                  Originally posted by lurker View Post
                  As for the subject of 'curropting' enemies, I got a nice big batch of creatures I'v'e used in RPs before, if you like I could dig something up for your curroptive beasts.
                  That sounds great. I have a dictionary of Mythology that I've been delving into, but it's kinda hard to find stuff in it, since it's a dictionary, not an encyclopedia. (The first entry is 'A, a Mayan deity of uncertain identity...')

                  [QUOTE=GargantuaBlarg;144490]
                  Shadowrun and Exalted are
                  What's going on here?

                  On the subject of zombies, I'm quite fond of this horror. To summarize, it's a little girl cursed or possessed by a demon or something. All bones in close proximity to her become brittle - including hers. Her legs snap and reheal as she shambles towards you, and if she gets too close she can cause your bones and blood to explode, or throw hers at you and detonate them instead.

                  The "little" part is optional, of course - I know loli is a delicate subject with the board.
                  It's only loli if you're having sex with her. Game on!

                  Drawing inspiration from the same thread that came from, how about a Necromancer's revenant that collects ghosts? It kills people or whatever, and harvests the soul as a servant. Powerful ones would be surrounded in a vortex of screaming souls.
                  Soul harvesting? I like the way you've come up with a scheme, though. Playing that character would get you kicked out the hero's roster, though.

                  Evil treants and dryads are always an option for the Fey, I suppose... haven't got really got anything for the Celestials, though. Maybe undead clergy, driven into a fanatic rage? In denial of or trying to redeem their status as damned or somesuch. For a more mindless-zombie approach, maybe evil men/those executed justly in a certain, celestialy way turn into anguished undead, forever engulfed in holy fire? Like, penance in Hell, except on the mortal plane.
                  Zombies are mindless. Even revenant, though they act more like a queen ant sending out workers.

                  Zombies are created in two different ways. On purpose, and by accident. The ones there are once created by accident, though you can totally recreate those conditions if you feel like it.
                  The ones I'm thinking about now, are the Zombies intentionally created by the various magics. I'm thinking Demonic Zombies are on fire, while Death Zombies can turn you into a zombie without killing you, or go ghosty and walk through walls. Fairy Zombies have a parasitic plant rooted in their body that does something... And, yes, coming up with a celestially themed zombie is hard, since we don't normally associate angels animating the dead into walking mindless brain hungry corpse.

                  Next up, I'll write out all the humans the players can play as...
                  Last edited by the_taken; 13th May 2010, 03:01.
                  I am a game designer. If you see me running, try to keep up.

                  Comment


                    #10
                    Re: Building a Campaign: Mirafar

                    There's always the Seven Sins. I always associate that with Divine sorta stuff.

                    I'm thinking, if a celestially corrupted person falls from the path of good into one of the Sins really bad, they end up as a cursed revenant-like sort of zombie, themed toward their old Sin. I don't know whether they should be given behaviors that reject or embrace their Sins, though, but a sloth-zombie spreading apathy and tiredness or hyperactivity and zeal would be interesting either way. Additionally fun would be if zombies could be afflicted with multiple Sins. So, you could have a Rage+Pride+Greed zombie, theoretically, with the powers of all of 'em.

                    Let's try for a bit of brainstorming. Spoilered for [s]huge[/s] was going to be huge.
                    Spoiler



                    Taking a page from Warhammer 40K, the more zealous fanatical "fire and brimstone" of the celestial-type mages might take to creating servitor sorta servant-zombies - simply, animated dead bodies, akin to the Shambler-type in that it doesn't turn others and isn't exceptionally powerful. It would be more a magical servant than a zombie, maybe pulling wagons or doing really simple brute-force work, like turning wheels or something. They wouldn't have the same predisposition to kill, even lacking a defense instinct, though their master could command them to rush an enemy. I suppose they'd be immune to your normal turn-undead sorta thing, but have a vulnerability to a demonic form or something.

                    For a more grimdark take, they'd be convicted criminals or whatever, subjected to a ritual spell that enslaves them to a deity or something.


                    I could also see a sort of thing like the Hallowed from Deadlands - they died, but somehow just got up again, all not-alive and stuff. If a particularly driven celestial character died doing something important, her deity might infuse her body with power. She wouldn't be alive, but she'd be conscious, and absolutely devoted to her cause now.

                    Also I kind of missed the posts above the magic post the first time. Also I have never played a PnP before and possibly do not know what I am talking about
                    Last edited by GargantuaBlarg; 13th May 2010, 12:25.
                    Spoiler

                    ULMF's request thread. Ask for stuff there.
                    ULMF's game FAQ. Has info on how to run JP games and ISOs.
                    IQDB. Searches for images!
                    JDownloader, automates downloads from places like Megauplohwait.
                    Hikari are, iza susume!
                    Wear Sunscreen.
                    >>*The Shoutbox slaps some sense into GargantuaBlarg.*

                    Comment


                      #11
                      Re: Building a Campaign: Mirafar

                      Ok, first one of my critter dumps, a old favorite beastie that could help with your fey designs even:

                      Spoiler
                      Spoiler


                      Most nonlurkiest lurker on the fourum(s) since 2004

                      Comment


                        #12
                        Re: Building a Campaign: Mirafar

                        Originally posted by GargantuaBlarg View Post
                        There's always the Seven Sins. I always associate that with Divine sorta stuff.
                        Actually, there's eight deadly sins. Good stuff, otherwise.

                        -------

                        Shades of Humanity

                        The World is very old. Humans always existed, but when the four corrupting magics started bleeding in, the entities they spawned started collecting humans as slaves and breeding toys. Humans are wonderful sources of various life energies, but they also opposed to oppression and really don't like being forced to have sex with demons and trees and bees. (Well, most of them.) Eventually humans figured out how to combat the various corrupters, but not before entire tribes were affected at the genetic level. And this is were the various sub-species of humans come from.

                        Make no mistake, these are all human. They just have a few weird cosmetic and cultural afflictions. If somebody wants to play as one, they just do, and it gives them a package of some perks and flaws, as well as minor cosmetic change.

                        Pure-bloods
                        These humans are descendant from tribes that remained uncorrupted. As the ages have past, some have adopted a superiority complex in regards to the corrupted races. They run the gamut of humans on earth, in terms of looks, but culturally behave like Canadians, minus the hockey and back bacon.

                        Demon-blooded
                        Until the discovery of Iron, demons ran amok, and fucked any human that stood around long enough. Now the demons are very careful, since unrestrained rapists get stabbed by shards of iron.
                        Goblins: Slightly shorter than a Pure-blood, with big floppy ears and a bit more hair, skin colouration ranging from tan to orange. Sometimes their ears grow very long and stand up, like a rabbit's. Regardless, they are compact human; full features, smaller size.
                        Goblins have a quirk when it comes to material wealth: if you are not carrying it, you don't own it. Goblins carry everything they own, and their most precious items never leave their grasp. It's not unheard of to see older goblins with a huge backpack filled with trinkets and tools.
                        Ogres: An opposite to goblins, ogres are larger than normal humans, are nearly hairless, and usually have beige coloured skin, and pointed front teeth. Some are green, others are blue, and still some have a dark red colour. They also have a pair of short horns growing out of their forehead.
                        Ogre have the unearned reputation of being cannibals. They may have something to do with the fact that they bite and tear flesh in brawls.
                        Ogres love showing off how strong they are. They are very proud of their accomplishments. They are also kinda vain, and take good care of their bodies.

                        Fey-blooded
                        Until the discovery of Silver, fey plants trapped human women in pods and used them to incubate their seeds into saplings. The cross breeding created walking, talking plants that liked to have sex with humans. Also, sufficiently corrupted animals could reproduce with humans, resulting in the beast-folk that wander the wilderness to date.
                        Elves: The most common fey-blooded human. Elves look like lithe humans, with hair colours either being green, or something akin to flowers. Blue, neon-orange, yellow with white roots. If there's a flower, you can bet there's at least one elf with hair the same colour.
                        Orcs: A human with a slightly green tinge to their skin, an under-bite and tusks, they are considered by most to be savage and violent. This isn't the whole truth. Orcs are still living in a tribal, hunter-gatherer age, despite the rest of humanity's advancements, and this is a very tough life to live. Since they expend a lot of energy living like this, they have to have a very simple and practical social dynamic. Orcs are blunt, brutally honest, and by extension, honourable to a fault.
                        This gets them really frustrated when they go to another, more civilized society and the locals putter around the bush, speak eloquently and elaborately, or use innuendos.

                        Celestial-blooded
                        Yes, even angels were corrupting. Despite their good intentions, the angelic outposts gathered humans and isolated them into bondage, for their own good. The humans their had to do inane tasks to keep themselves busy, and occasionally would be rewarded with a virgin pregnancy (skipping the actual sex). Then some bad dude with Gold spears and arrows came in and killed all the monsters, took their stuff and sold all the humans left as slaves.
                        Yawl: Yawls are humans with pearl white skin, and absolutely no hair. Their eyes glow noticeably in all but direct sunlight. Yawl females must have sex once a week or will undergo parthenogenesis. They can still have normal children if they have sex with a man, but these will always be of the father's sub-species. Male Yawls are always sterile.
                        Yawls may seem aloof and wise beyond their years. They are actually rather shy and reserved. They do like to read books, and you'll often find one in a library.
                        Harpy: Humans descendant from angels that didn't have a compulsive aversion to sex, the main feature that distinguishes them from normal humans is the fact that they have feather covered forearms and thighs. Their legs are also clawed and scaly like a bird's legs. This makes them good at climbing, since those claws provide better grip. Harpies also have much better eyesight during the than Pure-blood humans, a trait some put to use as hunters and day shift guards.
                        Most harpies are very nimble, share a love of dancing and music. Some harpies join a circus troop, performing either trapeze or acrobatic stunts.

                        Death-touched
                        You might think that a person touched by death magic would just out right die. Well, not quite. Necromancy deals with more than just souls, it also deals with bones and disease.
                        Nazrin: Ye classic Rat Folk. These humans have rounder ears a bit higher up their head, a very thin coat of grey or black fur all over, and a two foot hairless tail. Most rat folk are considered disease ridden outcasts, better suited to living in squalor than opulence. This makes them a bit bitter towards whatever society they live in, but also gives them a bit of humility.
                        Tomb-tainted: These are very pale humans, sporting white or black hair, and red eyes. They look like they've never seen the sun, and this may be true. Tomb-tainted love dark places. Mines, caves, and, you guessed it, vaginas. And tombs. They only some out if they can't live in their favourite environment. Tomb-tainted don't like sunlight, and actually see very well in the dark, some taking up job as night shift guards. They also have a knack for digging, and some take up undertaking and/or grave robbing. Tomb-tainted scholars are often archaeologists.
                        Last edited by the_taken; 14th May 2010, 15:39. Reason: GargantuaBlarg's suggestions taken
                        I am a game designer. If you see me running, try to keep up.

                        Comment


                          #13
                          Re: Building a Campaign: Mirafar

                          So orcs are plant-people, then? Maybe really old ones grow something like barkskin?

                          How about harpies for the second celestial? Scaly arms and legs, bit of vestigial feathers along the upper arms and legs, hawk-like eyesight?


                          Also, I would suggest changing the Nezumi's name; Japanese out of nowhere is sorta immersion breaking. Might I suggest Mus? Or maybe just using it as a base - Muskrit, or something. Naz also sounds alright, for whatever reason.
                          Spoiler

                          ULMF's request thread. Ask for stuff there.
                          ULMF's game FAQ. Has info on how to run JP games and ISOs.
                          IQDB. Searches for images!
                          JDownloader, automates downloads from places like Megauplohwait.
                          Hikari are, iza susume!
                          Wear Sunscreen.
                          >>*The Shoutbox slaps some sense into GargantuaBlarg.*

                          Comment


                            #14
                            Re: Building a Campaign: Mirafar

                            Originally posted by GargantuaBlarg View Post
                            So orcs are plant-people, then? Maybe really old ones grow something like barkskin?

                            How about harpies for the second celestial? Scaly arms and legs, bit of vestigial feathers along the upper arms and legs, hawk-like eyesight?


                            Also, I would suggest changing the Nezumi's name; Japanese out of nowhere is sorta immersion breaking. Might I suggest Mus? Or maybe just using it as a base - Muskrit, or something. Naz also sounds alright, for whatever reason.
                            Perfect!

                            Also: 'Black Rat (Rattus rattus)' lol
                            I am a game designer. If you see me running, try to keep up.

                            Comment


                              #15
                              Re: Building a Campaign: Mirafar

                              Alright. I've decided that the system I'm gonna base this off of is going to be aWoD, a homebrew variant of World of Darkness, wish share many similarities to Shadowrun. So lets get some character design rules down:

                              Player Character Creation
                              "Who's that then?" "I dunno, must be a king." "Why?" "He hasn't got shit all over him."

                              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.
                              • 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 to one pair, 3 points to another, and increase one remaining stat by 1. Then you get 2 points you can put anywhere. No non magical attribute 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
                              Spoiler


                              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
                              Spoiler

                              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 deal with. This point is either one level of a corruption, or increases Potency or Edge.

                              Obligation
                              Spoiler


                              Background
                              Now write up a short background, describing how your character grew up in a war torn world, a descendant of refugees of a fallen kingdom.
                              Write out three things your character honours, and six things they despise.

                              More on magic coming up.
                              I am a game designer. If you see me running, try to keep up.

                              Comment

                              Working...
                              X