It's been a while since I made a new RP, especially one in the vein of something slightly more gamey like Dungeoncrawler's Academy.
Here, I hope to set up a sort of forum RP emulation of an openworld RPG. You will start in a specific place, and then be given free roam to do what you like, but before I say more, some background:
Once, all of humanity lived on a single world. Its original name is long-forgotten, but in tales of myth it is known simply as The Allhome. Someone, who exactly is a subject of much debate, discovered that a particular kind of crystal reacted to magical energy with fearsome, endless flames. This lead to the development of much of what we'd recognize as modern technology, trains became commonplace, and it was not long before humanity turned its eyes toward the heavens.
Who first left, when, and why, are no longer known, but humanity has scattered to the stars. Both colonizing worlds and creating them, for space has a seemingly endless supply of the mysterious firegems.
So what's all this mean for you? Well, you're an officer aboard The Neon Nova, a so-called "gemship" the size of a small nation. The Neon Nova is a parliamentary monarchy, ruled by her newly-inaugurated Queen-Captain Dythia II. Your job is one of what one might call contracted adventure. You see, just because humanity left the Earth does not mean there stopped being dungeons to crawl. On the contrary, your position as a crew aboard a "lancer", a small subship lent to you by Her Majesty's Government, is essentially a contract to do as you please, so long as you bring the crown wealth and prestige--which you're entitled to a substantial portion of, of course.
But not everything is so simple, despite your status as space privateers, there are nine social spheres aboard The Neon Nova. While they are at least theoretically equal, being of different spheres will likely mean there will be some social conflict among your ranks, at least at first. Every individual on the NN occupies two distinct spheres, as explained below
The Social Spheres indicate one's social standing by way of their profession.
Commoners are peasants, who do service jobs, construction, cleaning, etc. Average joes. They have a higher concentration of Purists than most (see below), but Cardsmen are common too. Commoner Weavers tend to be witches and warlocks of the folk variety, casting spells learned from generations of familial tradition.
Administrators keep the ship running, both literally and metaphorically. Administrators include actual ship administrators, engineers, and, less obviously, merchants and artisans. Administrators are fairly even-spread among the magical spheres.
Nobles are what the name implies. Ship nobility. This is the only sphere you can be born into (though you can also be made a noble by, for instance, being knighted), and the only one you can never leave. Nobles are nobles for life.
The Magical Spheres represent the individuals use of magic.
Purists both do not know any magic and refuse to use magical items of any kind. How extreme this is varies, one purist might accept magical healing, another might not.
Cardsmen do not know any magic themselves, but make extensive use of magical items. The name comes from Cards, magical trinkets that can be invoked for a given effect, and are then discarded when the effect is over. The vast majority of Neonans are Cardsmen.
Weavers know magic. They can both cast spells intrinsicly, and may both use and create magical items.
--
For now, that is all I have to present to you. I'm still working on a lot of the game, and I haven't yet determined how we're doing combat (if we end up doing combat at all, I intend to leave that up to all of you), though I have considered using the Tavern Tales system.
If you'd like to play, please fill out the following brief sheet for your character:
Name:
Social Sphere:
Magical Sphere:
Appearance:
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Social Sphere: Noble
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Social Sphere: Noble
Magical Sphere: Purist
Appearance: Kwakuu is a broad-shouldered, well-built black man, usually in clothing more appropriate for an administrator or commoner. Tends towards yellow clothing. His kente sash, often worn like a scarf, and the Orudu Akrafena are usually the only signals of his social sphere.
History: Born from a minor Oduru noblewoman and a knighted lancer, Kwakuu chose the path of the swordsman to bypass the trappings of nobility. His position as master swordsman allows him to avoid attending social events and maintaining the family estate in favor of winning fighting competitions or researching the family history. While he's known to be charming and easy to work with, his insistence on taking care of things personally and his personal pride in his heritage occasionally gets him in trouble. Decided to become a lancer to train himself away from his comfort zones, and to get as far from high-society as possible. Bunch of softies who'd be run over if the common folk didn't keep them afloat, he'd say.
Stats:
Brawn (+3)
Spirit (+2)
Mind (+1)
Finesse (-1)
Toughness 10 (40 HP)
Equipment:
* Oduru Arkafena: A sword rumored to have been originally brought out of the homeworld. While the weapon is aesthetically identical to its original form, it's been reforged with space-age alloys and one or two little tricks built into the handle. The end result is deadly in battle and just fashionable enough that Kwakuu can bring it to tea parties and such. Melee, Rending, Piercing.
Ankobia Training (Warfare, “Master of Arms”): Years of training have given Kwakuu unparalleled skill in battle. Heavy armor doesn’t bother him (though he’s not fond of it), he gets 1 advantage in combat, he cannot be disarmed and his weapons get an additional keyword.
Size Up (Warfare, “Cold Read”): Kwakuu’s time fighting in competitions has given him a good eye for opponents. He can immediately assess someone’s skill in battle, relative to his own, and can discern one fact about how they fight.
Noble Charisma (Bardic Lore, “Convincing Argument”): Kwakuu is known as much for his likability as he is for his swordsmanship. Given enough time, he can convince anybody to do almost anything.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Social Sphere: Commoner.
Magical Sphere: Weaver.
Appearance: Reiwu is a petite pale woman, dressed usually in a large overworn coat she tends towards clothing that obscures her form, she also always wears a pair of spectacles.
History: Born weak, frail, and with a condition that lead to light-sensitive eyes, Reiwu likely wouldn't have made it if not for the strong determination of her mother Suili, she's made it her own goal to bring wealth and success to her mother as repayment.
Stats:
Brawn (-1)
Finesse (+1)
Mind (+3)
Toughness 10 (+40 HP)
Equipment:
* Spectacles:Whenever the wearer sees a spell or magic item, the GM must tell him an interesting, relevant fact about it.
*Blunderbuss:Staggering.
• Ghost Sound: Create any sound, which emanates from you.
• Light: Create an orb of light as bright as a torch for an hour or so. It hovers around you or it sticks to an object that you touch.
• Mage Hand: Levitate several handheld objects within a close distance for as long as you maintain concentration.
Otherwise you're fine.