Difference between revisions of "User:Oseng"

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Mana Wars
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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.
  
For over five hundred years the world of Asham has prospered under the guidance of the gods and the blessings of the Mana Fonts - the source of all life and the world's lifeblood. There were wars, starvation, natural disasters, and other issues but for most life was good and getting better. But that all changed just over three years ago when the "Night of Fire" occurred. For one whole night the sky was illuminated with a strange, twisting, fire that lit up the night as if it were noon. When dawn came the gods had gone silent and the mana fonts had been twisted. These fountains of life had become wombs of death and corruption, twisting and mutating all around it. Now those corrupted zones, the blight, are growing weekly and mutated plants and animals and strange monsters out of old legends are attacking across the land.
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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.
  
You are the ruler of a once and still powerful nation - one strong enough to hold one of the continent's mana fonts. Now you must strive to protect your people from the monsters, to reverse or stop the blight, all the while dealing with less affected nations who see this as a chance for them rise up and overthrow the old powers.
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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.
  
Standard OOB
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'''Character Creation and System <br>
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'''
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- Standard D10 System <br>
  
Nation Name:
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''Attributes:
Dominant Race: (Doesn't have to be the only race but should be majority unless cleared with me)
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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.
  
Type of Government:
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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.)
Ruler/Other Important Figures:
 
  
Mana Font: What element is it most attuned to? Where in your kingdom is it located?
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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>
  
Three Strong points of your nation:
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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>
*
 
  
Two Weakpoints of your nation:
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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>
*
 
*
 
  
Military Focus/Overview: What does your nation's military do really well? Are they expert light cavalry? If possible give a little bit of info on the rest of the military as well.
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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>
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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>
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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>
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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>
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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>
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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>
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''XP
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''
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Characters will gain XP each session which can be spent in the following ways: <br><br>
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2 XP = 1 Dot of Attribute/Specialties <br>
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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