Overview
Night Kiss is a mystery-drama set in a fantasy world and surrounding a group of assassins. The world consists of a moderately sized continent hosting various ecosystems, regional powers, and drastic degrees of advancement. Drastic degrees, because as this is a time for inspiration to some, others find only fear, and many lust for power. Pressures arise too as it is entirely possible to sail across the sea from a clockwork metropolis to some metal fearing, magically savant village. Amidst all this diversity there is much strife. Monarchs and republics war over borders, politicians make back-room deals for 'elected' positions, and all the while mythic creatures and magicks lurk all about. Blessed with the Night Kiss, this is a world for assassins.
Premise
The world is rich and diverse, but most occupations come with copies. There are other assassins, most with patron divines, but you belong to the Night Kiss. You may have converted from another fellowship, perhaps invited, born into it, or simply happened upon membership. Ultimately, you are here now and the group has competition. Atop of keeping the fellowship afloat, politics, technological innovations, bandits, and strange magicks cause issues throughout the regions. The Night Kiss will be assigned a variety of jobs that may be simple kill-orders or could require a group to travel out and settle into a place for a time. Missions will be geared toward character development, honest challenge, and a plot that adapted to the players. The world is only just balanced and it only takes one to tip the scales.
What to Expect
Once we get a healthy number of devoted members I will throw in a mission to get things rolling. Something to get us on a bigger plot, allow people to see a part of the world, and better yet, interact. From then on I will implement simple systems to create challenge for future jobs, basically risk. You all will be able to throw in ideas and sub-plots, that's welcomed in fact, and some may well be easy and others may threaten lives or maim. Just because everyone starts within the Night Kiss does not mean they need only remain as such. What y'all do and choose not to do will effect the world and there will be opportunities to break off, compete, or even sabotage the fellowship. I am very open to anyone's imagination. That said, I do have a broad plot in mind with a handful of enjoyable sub-plots.
I'll quickly run through the big fantasy bits: magick and other-than-humans. Starting with the latter, there will be non-humans involved. Think the basic variety mixed with Skyrim, where just because it's an orc doesn't mean it's a mindless beast. Everyone is mentally capable, culturally diverse, and a strong option. Some likely have advantages or disadvantages, differing lifespans, and so on, which we can go into more later. I am also a sucker for a strong demon-posessed, vampiric, lycan character, and so on character. All would probably be contractable characteristics, like diseases, and can be worked on for advantages and disadvantages if the need arises. Now Magick is another matter. Some regions will engage in magick more often than others, some will outright ban it, and in some regions it'll be like spilling blood amidst sharks. Magick will have repercussions on your person and be split up into common & uncommon forms. Sounds complicated, but it's not. It may well be easier for one to do a minor healing spell, like meditating or focusing chi, than it would be to take that energy and blow a fireball. TLDR Non-Humans Yes. Magick Yes, w/ Limitations.
---
That said, once I see enough people interested I'll put up an OOC, Character Sheet, and get things rolling. Expect a 3 day roll-over between us hitting that sweet-spot for members and having a fully-decked out OOC (I like to create my own imagery and what not). Let me know if you have any questions!
Night Kiss is a mystery-drama set in a fantasy world and surrounding a group of assassins. The world consists of a moderately sized continent hosting various ecosystems, regional powers, and drastic degrees of advancement. Drastic degrees, because as this is a time for inspiration to some, others find only fear, and many lust for power. Pressures arise too as it is entirely possible to sail across the sea from a clockwork metropolis to some metal fearing, magically savant village. Amidst all this diversity there is much strife. Monarchs and republics war over borders, politicians make back-room deals for 'elected' positions, and all the while mythic creatures and magicks lurk all about. Blessed with the Night Kiss, this is a world for assassins.
Premise
The world is rich and diverse, but most occupations come with copies. There are other assassins, most with patron divines, but you belong to the Night Kiss. You may have converted from another fellowship, perhaps invited, born into it, or simply happened upon membership. Ultimately, you are here now and the group has competition. Atop of keeping the fellowship afloat, politics, technological innovations, bandits, and strange magicks cause issues throughout the regions. The Night Kiss will be assigned a variety of jobs that may be simple kill-orders or could require a group to travel out and settle into a place for a time. Missions will be geared toward character development, honest challenge, and a plot that adapted to the players. The world is only just balanced and it only takes one to tip the scales.
What to Expect
Once we get a healthy number of devoted members I will throw in a mission to get things rolling. Something to get us on a bigger plot, allow people to see a part of the world, and better yet, interact. From then on I will implement simple systems to create challenge for future jobs, basically risk. You all will be able to throw in ideas and sub-plots, that's welcomed in fact, and some may well be easy and others may threaten lives or maim. Just because everyone starts within the Night Kiss does not mean they need only remain as such. What y'all do and choose not to do will effect the world and there will be opportunities to break off, compete, or even sabotage the fellowship. I am very open to anyone's imagination. That said, I do have a broad plot in mind with a handful of enjoyable sub-plots.
I'll quickly run through the big fantasy bits: magick and other-than-humans. Starting with the latter, there will be non-humans involved. Think the basic variety mixed with Skyrim, where just because it's an orc doesn't mean it's a mindless beast. Everyone is mentally capable, culturally diverse, and a strong option. Some likely have advantages or disadvantages, differing lifespans, and so on, which we can go into more later. I am also a sucker for a strong demon-posessed, vampiric, lycan character, and so on character. All would probably be contractable characteristics, like diseases, and can be worked on for advantages and disadvantages if the need arises. Now Magick is another matter. Some regions will engage in magick more often than others, some will outright ban it, and in some regions it'll be like spilling blood amidst sharks. Magick will have repercussions on your person and be split up into common & uncommon forms. Sounds complicated, but it's not. It may well be easier for one to do a minor healing spell, like meditating or focusing chi, than it would be to take that energy and blow a fireball. TLDR Non-Humans Yes. Magick Yes, w/ Limitations.
That said, once I see enough people interested I'll put up an OOC, Character Sheet, and get things rolling. Expect a 3 day roll-over between us hitting that sweet-spot for members and having a fully-decked out OOC (I like to create my own imagery and what not). Let me know if you have any questions!