Legend of the Slayers
Posted: Wed Apr 29, 2009 5:22 am
Well the forum's dead, but I had this idea and felt like posting it.
Ever since ancient times, Monsters roam the wilds. Man managed to tame some of it and carve a niche for himself in the dangerous world, but the wilds are still untamed, filled with monsters and primal magics. Lost civilizations can be found amongst the wilds with unclaimed treasures for the taking... if you're brave enough to try. Enter the Slayers. Warriors armed with their wits, whatever weapons they can find, and possessing some fraction of the art of magic. These brave souls fend off the wilds from civilization and spearhead forays into the wilds to discover what's out there.
Signups
Name:
Age:
Sex:
Appearance: What do you look like?
Circumstances: I don't need a long backstory, just tell me where your character is at right now in one paragraph or less.
Traits: Pick three non magical things your character is better than average at, and one thing he's bad at.
Magic: Pick three perks from the following list.
Aeon: An aeon is a magical beast, spirit, demon or object that you've formed a pact with, or bound against its will. A character with an Aeon does not age while it still lives and is bound to you. You also gain the ability to draw from its inherant magical energy, making any spells you cast much stronger and less tiring. Aeons, even objects are sentient with a will of its own. They must do what you say, but may try and twist that to your disadvantage. Sentient objects are typically magical spirits bound to an object, but may really be inanimate objects made sentient through some kind of magic.
If you have an Aeon (you can have up to two at start), fill out this form.
-----------
Aeon's Name:
Bio: Provide a brief description of its appearance and personality, and how you came to the pact with it.
Natural School: Aeons typically have very powerful control over one or more of the schools. Aeons have the equivalant of 6 levels among the schools, and may use all of them in one school. If you choose an enslaved aeon, it gets 8 levels.
Bond: Describe whether you have a willing bond (called a pact with it) or if you enslaved it through magic (called binding an Aeon). Bound aeons are stronger but less trustworthy.
In addition, all aeons have a symbol of their pact with you. This has a physical form of some kind, whether it be an object, a place, a marking or tatoo among yours and its body, etc. If the aeon destroys the bond, they die, if something else does, its released from its bondage.
-------------
Magical Power: You have four Power levels in the magical schools. There are 8 schools in total. Level 1-2 is an apprentice. Level 3-5 is powerful but still limited in scope. Level 7-9 is extremely powerful, and Level 10 is total mastery of a school. You can learn up to 5 levels in any one school for right now. You can take this up to three times at signup.
Abjuration: Defensive, healing and warding magic.
Conjuration: Summoning and teleportation magic.
Divination: Detection, scrying and communication magic.
Enchantment: Mind control magic.
Evocation: Combat and energy or element based magic.
Illusion: Magic to decieve or trick the senses.
Necromancy: Magic to control life and death. Also includes magical curses, and toxins.
Transformation: Magic that changes and alters time and space.
Magical Artifact: You have access to an item of power. This is different from your average encanted item. An artifact has a commanding presence, invoking emotion and an aura of power to those who see it. You can define the power, or you can decide you don't know what it does. It'll be more powerful this way, but you don't quite know how to use it.
Conflict Rules
--------------
Combat (and other conflicts) aren't based on stats, instead, we take turns narrating for the advantage. You win the combat when your advantage is 10 points greater than your opponents. I describe the situation, you decide what you are doing or trying to do. I narrate what your opponents do, and how they turn it around (or don't), and give each side a bonus to their Combat Advantage). When its your turn, you narrate what you do in response to your opponent and how you try and turn it around.
Your score increases based on how cleverly you act, how well you use your magics, resources, allies and talents you have at your disposal. Feel free to steal crap from movies, books, anime, games or whatever else you feel like. I'm also not grading based on how good your writing is, just how interesting your ideas are and whether I think they'd lead to a better advantage.
Until your combat advantage is 10 points higher, you can't narrate dealing lethal damage, or killing your opponent, instead narrate causing setbacks, narrow misses, stumbles, positional advantages, and things like that. The exception is hordes of bad guys which are individually worthless, but are a threat as a group.
Magic Rules
-----------
1. Magic requires spoken words, and touch or gestures. The words and gestures are a method of controlling the energy and for mental concentration of the caster. You can make up gibberish words, keep it simple, make up incantations, steal incantations or other stuff that sounds magical from games or fiction, or speak normally in order to invoke your magic. Casting without gestures or words requires a greater level of power and concentration. The spell is effectively higher level than it would otherwise be.
2. When you cast a spell, describe your casting ritual in your narration and what you intend the spell to accomplish. I'll describe its affects and after-effects.
3. Casting spells fatigues you. You can make an effect from one of the 8 schools below the level of magical power you have in that school without seriously affecting your energy, but casting something at your power level tires you out. Continuing to cast spells beyond the point of exhaustion may lead to death.
4. In addition to magical gestures and incantations, mages can use objects to focus their energy. Some focuses increase the power of the spell, while others conserve energy.
5. If you intend to be a combat mage, Abjuration and Evocation are vital. All of the other schools are useful as well.
6. If a character does not possess the means to deal with a spell, than he cannot win. An explosive fireball against an ordinary person with no cover to absorb the blast is instant death. Slayers and Mages are consierably more powerful than your average person.
That's it. Go ahead and we'll get started as soon as someone signs up.
Ever since ancient times, Monsters roam the wilds. Man managed to tame some of it and carve a niche for himself in the dangerous world, but the wilds are still untamed, filled with monsters and primal magics. Lost civilizations can be found amongst the wilds with unclaimed treasures for the taking... if you're brave enough to try. Enter the Slayers. Warriors armed with their wits, whatever weapons they can find, and possessing some fraction of the art of magic. These brave souls fend off the wilds from civilization and spearhead forays into the wilds to discover what's out there.
Signups
Name:
Age:
Sex:
Appearance: What do you look like?
Circumstances: I don't need a long backstory, just tell me where your character is at right now in one paragraph or less.
Traits: Pick three non magical things your character is better than average at, and one thing he's bad at.
Magic: Pick three perks from the following list.
Aeon: An aeon is a magical beast, spirit, demon or object that you've formed a pact with, or bound against its will. A character with an Aeon does not age while it still lives and is bound to you. You also gain the ability to draw from its inherant magical energy, making any spells you cast much stronger and less tiring. Aeons, even objects are sentient with a will of its own. They must do what you say, but may try and twist that to your disadvantage. Sentient objects are typically magical spirits bound to an object, but may really be inanimate objects made sentient through some kind of magic.
If you have an Aeon (you can have up to two at start), fill out this form.
-----------
Aeon's Name:
Bio: Provide a brief description of its appearance and personality, and how you came to the pact with it.
Natural School: Aeons typically have very powerful control over one or more of the schools. Aeons have the equivalant of 6 levels among the schools, and may use all of them in one school. If you choose an enslaved aeon, it gets 8 levels.
Bond: Describe whether you have a willing bond (called a pact with it) or if you enslaved it through magic (called binding an Aeon). Bound aeons are stronger but less trustworthy.
In addition, all aeons have a symbol of their pact with you. This has a physical form of some kind, whether it be an object, a place, a marking or tatoo among yours and its body, etc. If the aeon destroys the bond, they die, if something else does, its released from its bondage.
-------------
Magical Power: You have four Power levels in the magical schools. There are 8 schools in total. Level 1-2 is an apprentice. Level 3-5 is powerful but still limited in scope. Level 7-9 is extremely powerful, and Level 10 is total mastery of a school. You can learn up to 5 levels in any one school for right now. You can take this up to three times at signup.
Abjuration: Defensive, healing and warding magic.
Conjuration: Summoning and teleportation magic.
Divination: Detection, scrying and communication magic.
Enchantment: Mind control magic.
Evocation: Combat and energy or element based magic.
Illusion: Magic to decieve or trick the senses.
Necromancy: Magic to control life and death. Also includes magical curses, and toxins.
Transformation: Magic that changes and alters time and space.
Magical Artifact: You have access to an item of power. This is different from your average encanted item. An artifact has a commanding presence, invoking emotion and an aura of power to those who see it. You can define the power, or you can decide you don't know what it does. It'll be more powerful this way, but you don't quite know how to use it.
Conflict Rules
--------------
Combat (and other conflicts) aren't based on stats, instead, we take turns narrating for the advantage. You win the combat when your advantage is 10 points greater than your opponents. I describe the situation, you decide what you are doing or trying to do. I narrate what your opponents do, and how they turn it around (or don't), and give each side a bonus to their Combat Advantage). When its your turn, you narrate what you do in response to your opponent and how you try and turn it around.
Your score increases based on how cleverly you act, how well you use your magics, resources, allies and talents you have at your disposal. Feel free to steal crap from movies, books, anime, games or whatever else you feel like. I'm also not grading based on how good your writing is, just how interesting your ideas are and whether I think they'd lead to a better advantage.
Until your combat advantage is 10 points higher, you can't narrate dealing lethal damage, or killing your opponent, instead narrate causing setbacks, narrow misses, stumbles, positional advantages, and things like that. The exception is hordes of bad guys which are individually worthless, but are a threat as a group.
Magic Rules
-----------
1. Magic requires spoken words, and touch or gestures. The words and gestures are a method of controlling the energy and for mental concentration of the caster. You can make up gibberish words, keep it simple, make up incantations, steal incantations or other stuff that sounds magical from games or fiction, or speak normally in order to invoke your magic. Casting without gestures or words requires a greater level of power and concentration. The spell is effectively higher level than it would otherwise be.
2. When you cast a spell, describe your casting ritual in your narration and what you intend the spell to accomplish. I'll describe its affects and after-effects.
3. Casting spells fatigues you. You can make an effect from one of the 8 schools below the level of magical power you have in that school without seriously affecting your energy, but casting something at your power level tires you out. Continuing to cast spells beyond the point of exhaustion may lead to death.
4. In addition to magical gestures and incantations, mages can use objects to focus their energy. Some focuses increase the power of the spell, while others conserve energy.
5. If you intend to be a combat mage, Abjuration and Evocation are vital. All of the other schools are useful as well.
6. If a character does not possess the means to deal with a spell, than he cannot win. An explosive fireball against an ordinary person with no cover to absorb the blast is instant death. Slayers and Mages are consierably more powerful than your average person.
That's it. Go ahead and we'll get started as soon as someone signs up.