| Thrown into the snow: Discussion | |
|
+9Tool Warhero30 Adalinda Creeping_Shadow Peng Havoc Untersturmführer Alvarez Austin Powers Z 1 13 posters |
|
Author | Message |
---|
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Thrown into the snow: Discussion Sat Feb 19, 2011 6:37 pm | |
| Alright, just about everyone already knows what's going down. We're gonna have us a nice little RP, but this time, it's not just a solo project. Everyone will be involved. However, because everyone is involved, that means we need to agree on a bunch of things. This is what we've figured out so far, but everything is still subject to change. Frogs, Dogs and Wolves. - Spoiler:
"Frogs, Dogs, and Wolves
Frogs know too little
Dogs know too much
And Wolves know nothing at all" - Thundermancer saying
Frogs... Dry - Cannot learn magic Asleep - Powers have yet to awaken; learning cannot begin Drowned - (Rare) Powers are too great to be concentrated into sorcery. Usually go insane.
Dogs... Pup - Powers awakened / low level apprentice magician Hound - Learned apprentice magician Alpha - Teacher-level magician Beta - Very powerful Gamma - Extremely powerful, sorted into three degrees; Mono, Bi, and Tri, depending on how many magics they command. There are no reported cases of someone having more than three.
Wolves... Delta - ? Primary Delta - ? Omega - ?
Magic - Spoiler:
Information on magic -
Pyromancers - Can control fire. 100% chance of inheriting Pyromancy from a Pyromancer parent, but only the eldest child can gain the ability. Pyromancers are extremely rare because of this.
Aeromancers - Can control wind. Extremely low chance of inheriting Aeromancy from an Aeromancer parent. Aeromancers are extremely rare because of this.
Geomancers - Can control earth. 50% chance of inheriting Geomancy from a Geomancer parent. That chance doubles to 100% if both parents were Geomancers. Geomancers are kept in captivity, and bred for war by various governments. There are several hundred of them.
Aquamancers - Can control water and breathe in it. 50% chance of inheriting Aquamancy from an Aquamancer parent. That chance increases to 100% if both parents were Aquamancers. Half-blood Aquamancers are weaker, but can also breathe air and walk on the surface. Full-blood Aquamancers are stronger, but cannot leave the water until they are powerful enough to cast spells of preservation. Full-blood aquamancers are rare. Half-blood Aquamancers are kept in captivity and bred for war by various governments. There are several hundred of them.
Vitalmancers - Can control the human body. 10% chance of inheriting Vitalmancy from a Vitalmancer parent. If both parents were Vitalmancers, the fetus almost always dies in the womb. Such pregnancies are illegal, and carry the death penalty. Vitalmancy is by far the slowest form of magic, making it ill-fit for combat, despite the potential it has for destruction. Vitalmancers almost always serve as field surgeons, where they mend damaged organs and flesh. They are kept in captivity and bred by various governments, however they are much more difficult to breed. There are only about a hundred Vitalmancers. It is suspected that if a Full-Blood Vitalmancer survived to be born, it would be extremely powerful.
Ezermancers - Can increase levels of toxicity in matter. Ezermancers are very rare, and it is unknown what the exact likelihood of inheriting the ability is. However, it is definitely genetic. The most potent toxins in the world come from Ezermancers. The only known Ezermancers are those of the Aederummni.
Thundermancers - Could control lightning. They were extremely powerful, and were hunted to extinction several thousand years ago. Their genetics remain unknown.
Floramancers - Can control plants, and despite the name, also control meeker animals. All Full-Blooded elves are floramancers, making them the most common type of magician. Anyone with any trace of Elven blood has a chance to inherit the ability, but the likelihood drops sharply as the generations diverge.
Psychomancers - Can communicate with the dead, and in more advanced cases, tamper with the minds of others. This is one of the two non-genetic forms of magic. One must be possessed by a ghost in order to have the basic ability to communicate with the dead. It is unknown how more advanced cases come about. Psychomancers are extremely rare.
Glassmancers - Could divine the future, to an extent. Now extinct. They are one of the two non-genetic forms of magic. The knowledge of how to create more exists, but is a closely guarded secret.
There are other cases and forms of magic, but are not important at the moment.
- It will be medieval. - There will be muskets and other primitive single-shot guns. - Magic will pretty much be combat-only. We want everyone to have a role, so this means no summoning food, magically unlocking stuff, or anything that might overshadow the other players. Think bending from that Avatar show. - You have nearly complete control of combat, barring any special circumstances the GM may throw at you. Your health and magic will not be monitored either. This effectively makes you invincible, but hey, this is an RP. Play along. Try not to dodge EVERYTHING. As such, your equipment doesn't really matter, so just go with whatever you like best. - We will have to stick together, or only separate for short periods of time. The reason why will be worked into the story. No purely solo acts allowed. - Everyone will have a primary and secondary combat talent. The secondary will be less prominent; stuff like knife-throwing skills, or dual wielding. You can be a magician and have a sword, but you better not be very very good with it, capiche? Roles are important. Also, a list of skills (lock-picking, potion-making, etc) will be provided, and everyone will pick a small number of them. It will be assumed that you aren't very great with the skills you don't select. Last but not least, the RP will probably take place on a thin-but-long continent (Or a series of smaller continents lined fairly vertically). This will give us a wide variety of climates to explore without too much boring travelling. However, it will be wide enough for us to have options. We won't usually be forced to take a certain path just because there's not enough room to go around. And there's always travel by boat. The map will be separated into regions, and everyone who wants will be given a region to control. When the party is in your region, you have control of almost everything that goes on; enemy attacks, plots, quests, etc. Before the RP begins, we will gather on Xat Doodle, and roughly decide the shape of the continent(s), the regions within, the climates, and who will control which one. After that, I will draw a larger version on Paint that looks as much like the Xat drawing as possible. Everyone will be given a copy, and will then be told to fill in their region with whatever they want, taking the climate into consideration (No huge forests in the desert region, etc etc.) You can make towns and stuff, and will be able to control the NPCs within. Remember that the entire area is one country, so no controlling the king, or other figures relevant to the entire map, even if he's in your region. Try not to be a hog; make sure events flow quickly enough for us not to be in one place for too long. Everyone gets a turn. Much of your region will be extra flavor, full of places we might not necessarily visit, but will still be important. Meanwhile, there will be a Master GM (Probably me because I'm the coolest) who will shut up for the most part outside his region, but will have creative control over matters relating to the plot as a whole. That means that even if we're in your region, the GM can do stuff like have us attacked by "mysterious strangers from a foreign land" or bent over and raped by the king's men. However, this won't happen TOO much, and the current Regional GM will probably have already been informed of any impending plot-relevant interruptions. Also, the Master GM's region will be the final one visited, and will probably be where the capitol city is. *Phew* Alright guys, I need everyone who is going to want a region to speak up now so we'll know who all has to be present at the map-drawing. And if you have any more suggestions toward the betterment of the RP, PLEASE speak up. Also, I call the northernmost snowy climate, so if anyone else has any ambitions of a cold nature, you get the region just south of me. You can has snow too! SkillsLock-Picking Stealth Horseback-Riding Potioncraft Bilingual Cooking Foraging Craftsmanship Fishing Boating First-Aid Equipment-Repair Weaponcraft Armorcraft Fletching Firecraft Regional GMsTrigger Havoc Penguin Z Austin Wesker
Last edited by Trigger on Sun Feb 20, 2011 3:39 pm; edited 4 times in total | |
|
| |
Peng Spider Wizard
Gender : Number of posts : 272 Age : 30
| Subject: Re: Thrown into the snow: Discussion Sat Feb 19, 2011 7:09 pm | |
| I'd like to GM a region, and if there's anything else I can contribute in terms of plot or writing or anything I'd be happy to help. | |
|
| |
Z 1 Shotgun Surgeon
Gender : Number of posts : 79 Age : 31
Character Sheet Name: Talethal Yoric Weapons: Aeromancer Items: Lute, Raiper
| Subject: Re: Thrown into the snow: Discussion Sat Feb 19, 2011 11:52 pm | |
| I will take dibs on an island chain for now. | |
|
| |
Havoc Tragically Insane
Gender : Number of posts : 75 Age : 31
| Subject: Re: Thrown into the snow: Discussion Sat Feb 19, 2011 11:59 pm | |
| I'd like a dessert region.. Also I'll help building the plot in any way possible. ^-^ | |
|
| |
Wesker Overseer
Gender : Number of posts : 667 Age : 34
| Subject: Re: Thrown into the snow: Discussion Sun Feb 20, 2011 12:01 am | |
| - H. wrote:
- I'd like a dessert region..
I'LL TAKE A BANANA SPLIT! Also, if I could get some sort of bustling fantasy-metropolis, that'd be awesome. | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Sun Feb 20, 2011 12:02 am | |
| - H. wrote:
- I'd like a dessert region.. Also I'll help building the plot in any way possible. ^-^
This should help you build your region *Giggles like a madman* Edit = Dammit, Wesker got there first. | |
|
| |
Peng Spider Wizard
Gender : Number of posts : 272 Age : 30
| Subject: Re: Thrown into the snow: Discussion Sun Feb 20, 2011 6:22 am | |
| Damn Candyland. The molasses monster really fucked with my head as a child. I had a nightmare about him once. | |
|
| |
Austin Powers The Bartender
Gender : Number of posts : 72 Age : 31
| Subject: Re: Thrown into the snow: Discussion Sun Feb 20, 2011 8:40 am | |
| I'm in.
EDIT: I'll help GM if you've got room.
Last edited by Austin Powers on Sun Feb 20, 2011 2:32 pm; edited 1 time in total | |
|
| |
Pest02 Soldier
Gender : Number of posts : 426 Age : 33
Character Sheet Name: Frost Weapons: Samurai Edge(9mm) Items: USB necklace(Umbrella Uplink), 9mm ammo
| Subject: Re: Thrown into the snow: Discussion Sun Feb 20, 2011 1:11 pm | |
| I'd try, but I can only get on on the weekends. Damnit. | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Sun Feb 20, 2011 3:38 pm | |
| The first post now has a list of all the skills we've thought up so far, and everyone who has stated that they want a region.
Edit - Six is quite a few regions. It might be time to stop accepting new ones. | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Thu Feb 24, 2011 1:40 pm | |
| We have a map. Now we just need to name all the towns, maybe pretty it up a bit, and perhaps add a few multi-region rivers and stuff. | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Fri Feb 25, 2011 5:10 pm | |
| I shall be missing tonight, but upon my return, we'll be all but ready to begin. | |
|
| |
Untersturmführer Alvarez Swag on Deck
Gender : Number of posts : 59 Age : 28
| Subject: Re: Thrown into the snow: Discussion Fri Feb 25, 2011 8:08 pm | |
| | |
|
| |
Peng Spider Wizard
Gender : Number of posts : 272 Age : 30
| Subject: Re: Thrown into the snow: Discussion Fri Feb 25, 2011 8:13 pm | |
| - Grand Admiral Awe wrote:
- Can I join in on this?
Yes. It is not too late to sign up with a character, it is only too late if you want to GM. | |
|
| |
Untersturmführer Alvarez Swag on Deck
Gender : Number of posts : 59 Age : 28
| Subject: Re: Thrown into the snow: Discussion Thu Mar 17, 2011 12:06 pm | |
| No way ANYONE is reading all of that. | |
|
| |
Warhero30 Survivor
Gender : Number of posts : 37 Age : 30
Character Sheet Name: Odin Weapons: .50 Taurus Raging Bull, Shoulder Harness Knife, Weighted Throwing Knife, Dual Concealed .22 Pistols, Garrote Wire Items: Spare Ammo, Zippo,Ciggerettes
| Subject: Re: Thrown into the snow: Discussion Thu Mar 17, 2011 12:26 pm | |
| | |
|
| |
Peng Spider Wizard
Gender : Number of posts : 272 Age : 30
| Subject: Re: Thrown into the snow: Discussion Thu Mar 17, 2011 2:48 pm | |
| - Grand Admiral Awe wrote:
- No way ANYONE is reading all of that.
This is probably not for you then. | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Thu Mar 17, 2011 3:48 pm | |
| | |
|
| |
Pest02 Soldier
Gender : Number of posts : 426 Age : 33
Character Sheet Name: Frost Weapons: Samurai Edge(9mm) Items: USB necklace(Umbrella Uplink), 9mm ammo
| Subject: Re: Thrown into the snow: Discussion Thu Mar 17, 2011 7:55 pm | |
| | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Thrown into the snow: Discussion Thu Mar 17, 2011 7:57 pm | |
| It is quite lolworthy, though I was pointing at the two-post battle halfway down the page | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Fri Mar 18, 2011 7:29 pm | |
| Information on magic -
Pyromancers - Can control fire. 100% chance of inheriting Pyromancy from a Pyromancer parent, but only the eldest child can gain the ability. Pyromancers are extremely rare because of this.
Aeromancers - Can control wind. Extremely low chance of inheriting Aeromancy from an Aeromancer parent. Aeromancers are extremely rare because of this.
Geomancers - Can control earth. 50% chance of inheriting Geomancy from a Geomancer parent. That chance doubles to 100% if both parents were Geomancers. Geomancers are kept in captivity, and bred for war by various governments. There are several hundred of them.
Aquamancers - Can control water and breathe in it. 50% chance of inheriting Aquamancy from an Aquamancer parent. That chance increases to 100% if both parents were Aquamancers. Half-blood Aquamancers are weaker, but can also breathe air and walk on the surface. Full-blood Aquamancers are stronger, but cannot leave the water until they are powerful enough to cast spells of preservation. Full-blood aquamancers are rare. Half-blood Aquamancers are kept in captivity and bred for war by various governments. There are several hundred of them.
Vitalmancers - Can control the human body. 10% chance of inheriting Vitalmancy from a Vitalmancer parent. If both parents were Vitalmancers, the fetus almost always dies in the womb. Such pregnancies are illegal, and carry the death penalty. Vitalmancy is by far the slowest form of magic, making it ill-fit for combat, despite the potential it has for destruction. Vitalmancers almost always serve as field surgeons, where they mend damaged organs and flesh. They are kept in captivity and bred by various governments, however they are much more difficult to breed. There are only about a hundred Vitalmancers. It is suspected that if a Full-Blood Vitalmancer survived to be born, it would be extremely powerful.
Ezermancers - Can increase levels of toxicity in matter. Ezermancers are very rare, and it is unknown what the exact likelihood of inheriting the ability is. However, it is definitely genetic. The most potent toxins in the world come from Ezermancers. The only known Ezermancers are those of the Aederummni.
Thundermancers - Could control lightning. They were extremely powerful, and were hunted to extinction several thousand years ago. Their genetics remain unknown.
Floramancers - Can control plants, and despite the name, also control meeker animals. All Full-Blooded elves are floramancers, making them the most common type of magician. Anyone with any trace of Elven blood has a chance to inherit the ability, but the likelihood drops sharply as the generations diverge.
Psychomancers - Can communicate with the dead, and in more advanced cases, tamper with the minds of others. This is one of the two non-genetic forms of magic. One must be possessed by a ghost in order to have the basic ability to communicate with the dead. It is unknown how more advanced cases come about. Psychomancers are extremely rare.
Glassmancers - Could divine the future, to an extent. Now extinct. They are one of the two non-genetic forms of magic. The knowledge of how to create more exists, but is a closely guarded secret.
There are other cases and forms of magic, but are not important at the moment. | |
|
| |
Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: Thrown into the snow: Discussion Sun Mar 20, 2011 6:45 am | |
| Our currency is called "bolce." Bolce are nickel-sized silver coins that bear the likeness of emperor Acernox on one side, and and Three Lances on the reverse. Smaller copper coins called "bits" are also used. Nobles tend to deal in straight gold bars. Platinum is a rarity, held mostly by them greedy dwarves.
Random trivia = the currency in SoS was called "bolsa." | |
|
| |
Pest02 Soldier
Gender : Number of posts : 426 Age : 33
Character Sheet Name: Frost Weapons: Samurai Edge(9mm) Items: USB necklace(Umbrella Uplink), 9mm ammo
| Subject: Re: Thrown into the snow: Discussion Sun Mar 20, 2011 9:41 am | |
| Ah....you could cut the tension in the bar with a knife.
I posted a lot of plans in SoS, so I guess I'll do the same here.
* Seduce guard captain (Check) * Read old books, hopefully find location to hidden treasure. Or sell the books * Find out who the fire mage is * Sell fire mage into slavery to pay off debts
Sorry Trigger, I owe money to the wrong people and your pale scrawny body is going to look good in prison. | |
|
| |
Warhero30 Survivor
Gender : Number of posts : 37 Age : 30
Character Sheet Name: Odin Weapons: .50 Taurus Raging Bull, Shoulder Harness Knife, Weighted Throwing Knife, Dual Concealed .22 Pistols, Garrote Wire Items: Spare Ammo, Zippo,Ciggerettes
| Subject: Re: Thrown into the snow: Discussion Sun Mar 20, 2011 9:45 am | |
| My plan of action. Find someone interesting and either join them or take their skull as a trophy. Or if a bar fight breaks out use it as an oppotunity to kill the guard captain for fun. | |
|
| |
Pest02 Soldier
Gender : Number of posts : 426 Age : 33
Character Sheet Name: Frost Weapons: Samurai Edge(9mm) Items: USB necklace(Umbrella Uplink), 9mm ammo
| Subject: Re: Thrown into the snow: Discussion Sun Mar 20, 2011 10:03 am | |
| - Calum: Warhero30 wrote:
- Or if a bar fight breaks out use it as an oppotunity to kill the guard captain for fun.
D: | |
|
| |
Sponsored content
| Subject: Re: Thrown into the snow: Discussion | |
| |
|
| |
| Thrown into the snow: Discussion | |
|