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[b]Stagenhall[/b]<br>
'''Setting:
'''<br>
Aurelis is a small but independent duchy, one of many such realms in the region of the world known as the Old Kingdoms. Remaining relatively neutral in the frequent strife that sweeps through the Old Kingdoms, Aurelis has prospered under the rule of the Arthana Dynasty. However there are many troubling rumors surrounding the ruins of the long fallen and deeply mystical Empire of Archnea, which have attracted the attention of the Church of the Ascendants.


Stagenhall was a a small fort protecting one of the two main approaches to the capital city of Chaodan, home to a garrison of the kingdom's Brown-Cloak soldiers, and commanded by a close personal friend of the king. It was rather unsurprising to most of the group that they were directed to gather there to join the other members of the forming rescue party.<br>
'''Background Notes:
'''<br>
- The Empire of Archnea was a long ago empire known for its mastery of arcane magic, which allowed it dominate the region during its heyday. Destroyed itself in a great mystical cataclysm that is said to have killed the goddess of magic and lead the remaining ascendants to ban the use of magic. Its heartland was said to lie along the great river that runs through the heart of the Old Kingdoms and many of the local realms claim to be descended from it. There are many ruins and the ilk scattered about the region.


As they arrived at the fort, apparently just some of the adventurers hired by the kingdom, they found themselves directed to a room deep in the inner keep. Some light refreshments were scattered about to allow them to break their fast, and it was not long after the last of their number arrived that they were joined by someone that they all knew.<br>
- The Church of the Ascendant is the main local faith, centered around a pantheon of multiple gods and lesser but still revered spirits. They ban both the study or use of arcane magic and actively hunt those involved in it. People generally worship the pantheon as a whole rather then any individual deity, giving worship to those deities related to their life. The faith has a hierarchical structure among its clergy and serves as a unifying body in the divided Old Kingdoms.


Grey haired oldster that he was, the scarred and bulky man who entered the room and closed the door behind him looked like he could have gone toe to toe with the entire party in his younger days. Even now they sensed that he would be a dangerous and truly deadly foe, wearing chain mail and a hand a half sword with ease despite the toll that issues that his advancing age brought upon him. This was Count Toren, a hero and warleader of the kingdom who had fought the Greenskin Horde alongside the king's father. <br>
'''Character Creation and System <br>
'''
- Standard D10 System <br>


"You all know why you are here so I'll be short about." The man said gruffly as he made his way to stand at the front of the room. "The princesses have been kidnapped and you are supposedly our "best chance" to rescue them."<br>
''Attributes:
''
You get 18 character points or CP to spend on your attributes, which are your basic mundane physical and mental abilities. You may also purchase specialties which represent something mundane that your character specializes in, such as being a doctor or a scholar of history. When applicable specialties can be rolled along with a related attribute, as chosen by the GM.  


He looked somewhat dismissively over the party before shaking his head and continuing onwards. Many of them got the feeling that he would have rather been in the field looking for the missing children himself.<br>
One character point purchases one point of an attribute or a specialty. No attribute may be below one or above five at charge in, while specialties cannot go higher then 3. HP is your strength (representing your physical endurance) plus your Integrity (representing your willpower to keep on going.)


"Regretfully the twice dammed Heradith have gotten their claws into the royal household and guard, only Kalten and Corthane know how deeply." He said with a faint snarl. "They had inside knowledge of the royal palace, authentic uniforms from the royal guard and passwords, not to mention apparent knowledge of ..... other security measures."<br>
Strength <br>
Dexterity <br>
Wits <br>
Integrity <br>
Charisma <br>
Perception <br><br>


"Among the dead kidnappers were several royal servants and a few men who have been identified as Brown Cloaks." He continued, his disgust at the traitors clear to see. It was strange though.... the Heradith heresy was far more popular among the upper class, the people who had the time and education to study the magical arts, then the common folk. "They caught the twins while they were bathing and only lightly guarded but we think they underestimated their two female guards and their governess. Put up quite the fight before heading through a nearby servant's gate, but the guards and servants that should have been in the area were .... diverted."<br>
''Traits
''<br>
Traits are special properties your character possesses such as being a Templar or a Wizard. A trait costs 2 CP at charge-in but comes with both bonuses and downsides in game. Feel free to run a potential trait by me if you would like.<br><br>


"We managed to capture one of them alive and the priests and royal mage did something to make him talk before he died of his wounds." He said bluntly, which seemed to be his general nature. "That's the only reason we know that this is the Heradith and that there is someone in the upper nobility, some one of power involved in this - which is why we are turning to you lot instead of our usual resources."<br>
Templar – You are a warrior-knight of the Church, having been purified by the Flame of Ascension. As a wandering knight-errant you have some freedom from the strictures of the church/knightly hierarchy but are still bound to it and the faith. Your faith and purification grants you a certain resistance to magic as well as the ability to detect it at close range. <br><br>


"He also babbled some sort of nonsense about a sacrifice and power but by the point he was delusional." The war hero finished with a grimace. "We know that the Heradith have become active in the eastern border town of Belcrest... as one of you can explain in more detail an agent of ours managed to dig some information up before winding up dead in an alleyway."<br>
Wizard – You are a wizard, a wise-man, a witch, a warlock, or another figure who secretly practices arcane magic. Perhaps you found an artifact of the Fallen Empire or maybe you studied under a master? Rather then a Blessing you pick a school or type of magic that your character practices but will be hunted by the Church and often denounced by the populace. <br><br>


"There are priests and warriors of Corthane who can explain the Heradith better then I can so I'll leave that to them." He said after a moment, gesturing roughly at Sir Wieland. <br>
Noble – You are a noble of one of the Old Kingdoms, which grants you access to various resources and contacts that would remain shut to most adventurers. However, you also attract more attention and may  have attend to certain duties. Some whisper that many of the older noble lines are descended from the mage-lords of Archnea… <br><br>


"News of the princesses' kidnapping has already leaked out, there is no way that the royal family could keep this a secret for long." He said as he apparently began to wrap the briefing up. "They are going to make a public announcement of it later this week, put a public bounty out, turn out the guards, the usual."<br>
''Blessing/Magic
''<br>
Somewhere between the age of eight and ten all followers of the Ascendants undergo a rite in which they receive a Blessing from one of the Ascendants or the Spirits. In most cases this is a minor ability or talent related to the individual’s personal strengths and weaknesses. But in some cases a Blessing is much greater – allowing for supernatural abilities that rival the powers of the Old Magic. The strength of a Blessing can grow with training or by doing something that attracts the good will of one of the Ascendants. <br>


"On the other hand your group is going to be handing this more discreetly as we know we have traitors in our ranks..." He said with a dark look. "Any questions?"<br><br>
The Ascendants are said to withdraw much of their blessing from those deluded fools or malicious individuals who are corrupted by the lure of the Old Magic. Instead they have access to at least one school of magic. <br>


OOC: Feel free to take agency and expand on this as you want, this is a basic outline.<br>
You get 5 Supernatural Points or SP to build your blessing or magic at the start of the game. Both Blessings and Magic need to revolve around some sort of theme – either from the deity that granted it or a particular school/style of magic. A death deity might grant some form of necromancy while a fire spirit or god might grant some control over flames. <br>
 
One SP is equal to one Dot of a particular power or spell, with each dot reprsenting more “oomph” and control. You must start with at least two abilities. <br>
 
''XP
''
Characters will gain XP each session which can be spent in the following ways: <br><br>
 
2 XP = 1 Dot of Attribute/Specialties <br>
3 XP = 1 Dot of Blessing/Magic <br>

Latest revision as of 19:57, 12 November 2017

Setting:
Aurelis is a small but independent duchy, one of many such realms in the region of the world known as the Old Kingdoms. Remaining relatively neutral in the frequent strife that sweeps through the Old Kingdoms, Aurelis has prospered under the rule of the Arthana Dynasty. However there are many troubling rumors surrounding the ruins of the long fallen and deeply mystical Empire of Archnea, which have attracted the attention of the Church of the Ascendants.

Background Notes:
- The Empire of Archnea was a long ago empire known for its mastery of arcane magic, which allowed it dominate the region during its heyday. Destroyed itself in a great mystical cataclysm that is said to have killed the goddess of magic and lead the remaining ascendants to ban the use of magic. Its heartland was said to lie along the great river that runs through the heart of the Old Kingdoms and many of the local realms claim to be descended from it. There are many ruins and the ilk scattered about the region.

- The Church of the Ascendant is the main local faith, centered around a pantheon of multiple gods and lesser but still revered spirits. They ban both the study or use of arcane magic and actively hunt those involved in it. People generally worship the pantheon as a whole rather then any individual deity, giving worship to those deities related to their life. The faith has a hierarchical structure among its clergy and serves as a unifying body in the divided Old Kingdoms.

Character Creation and System
- Standard D10 System

Attributes: You get 18 character points or CP to spend on your attributes, which are your basic mundane physical and mental abilities. You may also purchase specialties which represent something mundane that your character specializes in, such as being a doctor or a scholar of history. When applicable specialties can be rolled along with a related attribute, as chosen by the GM.

One character point purchases one point of an attribute or a specialty. No attribute may be below one or above five at charge in, while specialties cannot go higher then 3. HP is your strength (representing your physical endurance) plus your Integrity (representing your willpower to keep on going.)

Strength
Dexterity
Wits
Integrity
Charisma
Perception

Traits
Traits are special properties your character possesses such as being a Templar or a Wizard. A trait costs 2 CP at charge-in but comes with both bonuses and downsides in game. Feel free to run a potential trait by me if you would like.

Templar – You are a warrior-knight of the Church, having been purified by the Flame of Ascension. As a wandering knight-errant you have some freedom from the strictures of the church/knightly hierarchy but are still bound to it and the faith. Your faith and purification grants you a certain resistance to magic as well as the ability to detect it at close range.

Wizard – You are a wizard, a wise-man, a witch, a warlock, or another figure who secretly practices arcane magic. Perhaps you found an artifact of the Fallen Empire or maybe you studied under a master? Rather then a Blessing you pick a school or type of magic that your character practices but will be hunted by the Church and often denounced by the populace.

Noble – You are a noble of one of the Old Kingdoms, which grants you access to various resources and contacts that would remain shut to most adventurers. However, you also attract more attention and may have attend to certain duties. Some whisper that many of the older noble lines are descended from the mage-lords of Archnea…

Blessing/Magic
Somewhere between the age of eight and ten all followers of the Ascendants undergo a rite in which they receive a Blessing from one of the Ascendants or the Spirits. In most cases this is a minor ability or talent related to the individual’s personal strengths and weaknesses. But in some cases a Blessing is much greater – allowing for supernatural abilities that rival the powers of the Old Magic. The strength of a Blessing can grow with training or by doing something that attracts the good will of one of the Ascendants.

The Ascendants are said to withdraw much of their blessing from those deluded fools or malicious individuals who are corrupted by the lure of the Old Magic. Instead they have access to at least one school of magic.

You get 5 Supernatural Points or SP to build your blessing or magic at the start of the game. Both Blessings and Magic need to revolve around some sort of theme – either from the deity that granted it or a particular school/style of magic. A death deity might grant some form of necromancy while a fire spirit or god might grant some control over flames.

One SP is equal to one Dot of a particular power or spell, with each dot reprsenting more “oomph” and control. You must start with at least two abilities.

XP Characters will gain XP each session which can be spent in the following ways:

2 XP = 1 Dot of Attribute/Specialties
3 XP = 1 Dot of Blessing/Magic