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Persona: The RPG
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'''Setting:  
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'''<br>
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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.
  
'''Setting'''<br><br>
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'''Background Notes:
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'''<br>
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- 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.
  
NOTE: The anime factor for this is high, but not extreme please.<br><br>
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- 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.
  
''Kurosawa City, Inaba Island''<br>
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'''Character Creation and System <br>
Kurosawa is a fair sized city of about 150,000 people, the only city on Inaba Island to the south-east of Tokyo. There are regular ferry trips between Inaba and the mainland during the day, with a one way trip taking about two hours. There is a plan to construct a high speed, under-water train connecting Tokoy and Kurosawa, but the plan has stalled mid-construction over funding and politics. The only other way on or off the island is via the city's small airport, which generally has flights to nearby major airports.<br>
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'''
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- Standard D10 System <br>
  
The island has a fairly strong economy based primary on the industrial sections of Kurosawa and agriculture from the surrounding farms and villages. Over all, it is on a better economical footing then most of Japan though it has only recently recovered from flooding caused by a minor hurricane. However there have been a series of strange disappearances, mental illnesses, murders, and other crimes that has left the Kurosawa Police Department both baffled jumping to keep up.<br><br>
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''Attributes:
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''
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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.  
  
''Kujikawa High School''<br>
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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.)
  
Named after its founder, Kujikawa High School is one of several high schools that caters to the youth of Kurosawa and the closest of the villages. While not the the best high school in the area, that honor goes to the public Amagi High School and the private Tatsumi High School, it's students have consistently ranked above average on national tests and it is a well regarded educational institution. <br>
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Strength <br>
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Dexterity <br>
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Wits <br>
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Integrity <br>
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Charisma <br>
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Perception <br><br>
  
Players should be students of this high school in their first or second year (of three going by the Japanese style), either transfer students or natives. <br><br>
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''Traits
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''<br>
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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>
  
''Satonaka Shrine''<br>
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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>
  
The Satonaka Shrine is an ancient Shinto Shrine, and the shrine is one of the oldest buildings on the island. The Shrine Priest's house burned to the ground last year, killing the priest and his wife. His daughter, who was out with friends, survived and is currently be cared for by her older brother who returned from studying on the mainland to run the Shrine. The Shrine sets on a beautiful set of grounds and was quite popular before the fire, but few locals visit it now.<br><br>
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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>
  
'''Character Creation'''<br>
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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>
  
Basic 1-5 system, 9 points to spend. Also, a big thank you to Peel for these.<br><br>
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''Blessing/Magic
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''<br>
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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>
  
''Athletics''<br>
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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>
When elsewhere, this is superseded by your Persona's powers. But in the real world, it's all you have to go on. <br>
 
1: 'Feeble'. You're a dying sick girl, or obese, or just a plain old wimp. <br>
 
2: 'Normal'. You get picked in the middle for teams. <br>
 
3: 'Athletic'. You're on the school team. <br>
 
4: 'Champion'. You captain the school team. <br>
 
5: 'Olympian'. Sometimes you miss school because you're competing overseas. <br><br>
 
  
''Academics''<br>
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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>
Don't feel obligated to be a utter moron just because you dropped out, but a genius will be expected to pay for it.
 
1: 'Dumb'. You're probably going to be held back a year, if you're still in school at all. <br>
 
2: 'Normal'. You get Bs and Cs. <br>
 
3: 'Bright'. You get As and Bs. <br>
 
4: 'Smartypants'. You're a straight-A student, or a savant in one field. <br>
 
5: 'Philosopher'. You're doing a university degree at weekends. <br><br>
 
  
''Charm''<br>
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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>
Your power over people. <br>
 
1: 'Intolerable'. You're the lead character in a harem show. <br>
 
2: 'Normal'. Oh him? He's alright I guess. <br>
 
3: 'Charmer'. You have quite the circle of friends and/or hangers-on. <br>
 
4: 'Star'. Dating you is a ticket to admiration. <br>
 
5: 'Casanova'. You're the lead character in a harem show. <br><br>
 
  
''Qualities''<br>
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''XP
Cripple: You're confined to a wheelchair or otherwise disabled. +1<br>
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''
Issues: Everyone has their problems, but yours are particularly bad. You have a severe phobia or some other psychological problem. Warning: This is not a gimme. +1 <br>
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Characters will gain XP each session which can be spent in the following ways: <br><br>
Martial Arts: You've learned in your grandfather's dojo, or perhaps from the school of hard knocks. -1 <br>
 
Wealth: Your parents are rich. You get all the latest electronics and are probably driven to school. -1 <br>
 
Opulence: Your parents are millionaires. You get prototype electronics from Daddy's company and travel to school in a limousine. -2 <br>
 
Psychic: You are psychically sensitive. It's easier for you to find portals to elsewhere, and for the GM to give you hints. -1 <br>
 
Streetwise: You have connections with uncouth types. -1 <br>
 
Feel free to come up with more, just run them by the GM first.<br><br>
 
  
'''Persona'''<br>
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2 XP = 1 Dot of Attribute/Specialties <br>
Your Persona is the externalization of your inner self, your dreams and drives and insecurities made monstrously manifest. When on the other side/the other world, these stats will replace or enhance your normal stats when applicable.
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3 XP = 1 Dot of Blessing/Magic <br>
10 points for starting personas. Academics and Charm are exceptions to this. Qualities cost 2. <br><br>
 
 
 
''Strength''<br>
 
Your Persona's power at blunt fisticuffs. <br>
 
 
 
''Magic''<br>
 
Magical attacks are more versatile and powerful, but mentally draining. <br>
 
 
 
''Defense''<br>
 
The resistance to injury you gain by virtue of your persona. <br>
 
 
 
''Speed''<br>
 
The speed, mental and physical, of your persona. <br><br>
 
 
 
''Qualities''<br>
 
Almighty: Your Persona's magic is non-elemental and penetrates most defenses. <br>
 
Incarnate: Your Persona absorbs attacks of its element. <br>
 
Inviolate: Your Persona has no elemental weakness. <br>
 
Gnosis: Your Persona has long-range sensing abilities. <br>
 
Savior: Your Persona can heal itself and others. <br><br>
 
 
 
''Magical Powers''<br>
 
Your persona can spend a number of points on powers equal to its magic rating. You can have as many as you like provided you can afford them. The more points you spend on a power, the more mentally exhausting it is. Spending everything on one big one will get you a power only usable once or twice. <br>
 
Attack: The power hurts people at a moderate range. 1 point. <br>
 
Heal: The power heals people at a moderate range. 1 point. Only available to those with Savior. <br>
 
Alter: The power enhances or diminishes a stat of the target. 1 point. <br>
 
Enhance: The power is better at whatever it does. 1 point. <br>
 
Extend: The power has a range of several dozen meters or more. 1 point. Can only be taken once.<br>
 
Area: The power affects an area several meters across. Double cost. <br><br>
 
 
 
''Suit''<br>
 
Your Persona is associated with one of the suits of the Minor Arcana. Its attacks and defense are associated with that element (but it's conceptual, so feel free to be creative), and it is vulnerable to one other of your choice. <br>
 
Coins (Earth). Material things. <br>
 
Wands (Fire). Courage and drive. <br>
 
Cups (Water). Emotions and relationships. <br>
 
Swords (Air). Reason and authority. <br><br>
 
 
 
''Arcana''<br>
 
Your Persona is also associated with one of the Major Arcana of the Tarot. Pick whichever one you want, other then the Fool, but please try to ensure that it fits your character. Remember, your char's personas are a reflection of your char's inner self. <br><br>
 
 
 
''Appearance''<br>
 
It is a good idea to have a general concept of what your Persona looks like and how it compares/relates to your char's issues and inner self.<br><br>
 
 
 
'''Social Links'''<br>
 
Friendship is strength. Humans are defined by their relationships with others. <br>
 
Social links are the power of friendship. By establishing a connection with a person or group, you can gain stat boosts and abilities. All social links provide a specific bonus as they increase in levels, save the PC party link, Fool, which provides generic points that can be applied to any stat. <br><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