An RP RPG?

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An RP RPG?

Post by thunderpants on Sun Dec 01, 2013 8:58 pm

Magic:

Magic
The 3 schools of Magic are
Astromancery
Gastromancery
Economancery

Astromancery:

Focuses of distance and matter, powers wheen as the stars align and disalign.
They focus the most on trying to learn about their powers
They're responsible for large Calculator-Calenders to work out the power available at any time
You cast a spell you cast it in relation to a percentage of the available power
So you may use 100% when power is low but only 10% when it's high.
There will be a chart/log book predicting the power for Astromancers. Although nearby distortions can happen.

They own Aethergaze upon Mt. Aether, acting as a headquarters for all of their research.

Gastromancery:

They focus on energy and improving their art
They provide food for the masses in an attempt to improve their art by experimenting on their meals.
The balance of portions in their meals provide the power
The meals can be used to heal grievous wounds.
Some have small Volcanic spirits bound to their whim.

They own Khell's Kitchen within the Khell Volcano, acting as a headquarters for all of their operations.

Economancery:

The Economancers are the smallest of the guilds, providing their services as legal providers.
They often lend based on your soul allowing them to resummon you from death to be their servant.
Their many servants are capable of menial tasks making them ideal for handling paperwork and doing legal work.
As such many Economancers work from Obsidian and Ebony offices in most towns acting as legal aid for anyone who will pay... with gold or soul.

They own the City of Obsidian within the Dead Desert, acting as a headquarters for all of their operations.

Races:

More will be added as they are discovered/I think them up.

Man:

A greedy species now extinct besides a handful of Immortal Economancers.

Traits: Greedy, Extinct

Mross:

Creatures born of the mountain. A coalition of different symbiotic creatures.
Dry Coral grows their main mass.
Cave Moss grows on them nourishing the rest of the organism.
Sensus Fungi grows upon it and gives their Sensory capability.
Tendoworms grow with the Coral and act as muscles.
The Brain Crab is the core of the creature. Acting as the brain and controlling the creature.
Slow but remarkably smart these creatures can live for eternity in theory but often suffer from paralysis as the Dry Coral outweighs the strength of the Tendoworms.
Their voices are known to be made from a series of clicks and hisses making them difficult to understand even if they are speaking your language.

Traits: Photosynthesis, Stone Skin, Slow, Large, Heavy

Dionians:

2 headed, 2 tailed swamp dwelling purple lizard men.
Eyes will have any combination of dots within the iris totaling 7 for each eye.
They are fascinated by chance and worship a God who's represents it.
Often prolific, talented and charismatic gamblers.

Traits: Lucky, Split Personality, Addictive Personality

Drukts:

One of the last descendant races of Humanity
Humanoids with shorter bodies but proportionally longer strong limbs with long dexterous fingers.
Hunched figure and thick hair.
Larger eyes than humans and longer pointed noses.
Live in Mounds in small villages. The mounds are built by digging a shallow trench, then constructing a castle like Stone structure which are then covered in soil and grass, eventually blending back into the wilderness.
Often work as Blacksmiths, Jewellers, Metalsmiths or Musicians playing Accordion like instruments.

Traits: Dexterous, Musical, Night Vision

Klerzite:

A crystal orb with a long tendril drifting from them, and 5 other tendrils acting like limbs.
The entire orb is an eye like sensor but they can also sense the Astro-Power and Gastro-Power levels in the area, making them competent Mages or Companions.
Unknown origins, always found drifting in from the Oceans.

Traits: Dexterous, Magic Sensing, Weak
Aegoury:

A large invertebrate creature humanoid in posture. It features extensive chitin armour on it's exterior acting as natural armour. However this creatures chest cavity is largely hollow, and contains 2 unarmoured but more dexterous hands, protected from combat from the creatures outer chest that opens up like double doors.

This room allows it to store personal belongs and their loyal and guardianistic characteristics have made them popular employees of the Economancers.

Traits: Strong, Tough, Slow, Stupid, Loyal, Chest Chest

Monsters:

More will be added as they are discovered.

Ger-Bloks
Sentient, Black Amorphous Goo, capable of forming into many shapes.
They absorb both heat and life energy, Powering and growing them respectively.

Der-Bloks
Intelligent Sentient, White Amorphous Goo, capable of forming into many shapes.
They radiate both heat and Gastro-Power, depowering and shrinking them respectively.

Wruggs
A fungus known to infest unclean fabrics and grow mycellic tendrils into the fabric's weave allowing it to move the fabric.
Form into diminutive humanoids with 2 brightly coloured bioluminescent eyes.
Very weak to fire.

Pottics
A crab like creature known for inhabiting vases. Capable of spitting a Nauseating venom at unsuspecting foes.

Gameplay:

This will be a hybrid of an collaborative fiction RP and a pen'n'paper RPG, in that you, the adventurers, will take whatever actions you want and I, the Dungeon Master, will interpret them and progress the story accordingly.

I will take into account your character's history and your Traits and Skills in any decision, and I will reward with experience and loot, and occasionally dock your experience in exchange for new skills or expertise in old ones.

Keep in mind that I will be taking a Dwarf Fortress approach to characters, so don't get too attached.

Character Sheets:

Name:
Race:
Traits:
Skills:
Inventory:
Life Energy: 100/100
Experience: 0
Backstory:

Should we do this? I wouldn't expect anyone to actually make a character yet, since well not everything has been fully explained yet.

Any Questions?


Last edited by thunderpants on Tue Dec 17, 2013 7:08 pm; edited 2 times in total

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Re: An RP RPG?

Post by JorgasElite on Sun Dec 01, 2013 11:57 pm

Good idea Notix! I would love to see something like this to happen! +1 Internet awarded to thee.

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Re: An RP RPG?

Post by thunderpants on Mon Dec 02, 2013 4:01 pm

I've added another race.

Aegoury:

A large invertebrate creature humanoid in posture. It features extensive chitin armour on it's exterior acting as natural armour. However this creatures chest cavity is largely hollow, and contains 2 unarmoured but more dexterous hands, protected from combat from the creatures outer chest that opens up like double doors.

This room allows it to store personal belongs and their loyal and guardianistic characteristics have made them popular employees of the Economancers.

Traits: Strong, Tough, Slow, Stupid, Loyal, Chest Chest

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Re: An RP RPG?

Post by Aegonian on Mon Dec 02, 2013 7:26 pm

Sounds very interesting, I'd very much like to give this a try! The races are all very unique - nice job! I'll have to think about which one I'd like to use best.

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Re: An RP RPG?

Post by thunderpants on Mon Dec 02, 2013 7:59 pm

I will say now that I am still thinking up more of everything so don't make any definites! Very Happy

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Re: An RP RPG?

Post by thunderpants on Tue Dec 17, 2013 7:07 pm

Okay a quick addition in the rules.

Keep in mind that I will be taking a Dwarf Fortress approach to characters, so don't get too attached.

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