Premise:
There is a legend told to children throughout time, of a great and wondrous world of the past. After many centuries have passed, most assumed it was just a fanciful tale. Evidence of this previous civilization was scarce, its history only existing through folk tales and stories passed down through the generations. A glorious empire of immense power, filled to the brim with riches, greedily expanding using seven weapons of destruction. This greed led to its eventual demise, civil war and mass destruction consumed what was once a grand society, erasing any evidence of these seven weapons.Through the years many adventurers, explorers, researchers and nations hunted for any sign of the location of just one of these weapons. As time passed on, the number of those who sought them dwindled.
It wasn’t until a random chance discovery of an ancient map during construction of a new housing complex that interest once again stirred. This map contained the seven locations of the once mighty tools of destruction. However, after the passing of many centuries the map couldn’t be used to easily find all seven using its guidance. It did help to stir up interest in many groups to obtain these tools for themselves. Both good and evil intentions fill the hearts of these new ambitious hunters. Seeking out these tools once thought as mere myths and children tales.
Eventually competing sides formed opposing one another. Those that intended to use the weapons for their own personal gain, and those that sought to use them to protect and enhance society. Each one of these weapons held unique powers that granted its owner the ability to reshape aspects of society for better or for worse. For peace or for chaos and destruction, for prosperity or for death.
It has long been believed that when all seven are brought together into one place, an old magic will bring peace to the world. Whether this has any truth to it remains to be seen. It is up to the heroes of this new age to band together to gather all seven. The Denizens Of The Damned oppose them at every step. Seeking the weapons for their own purposes of carving out a new glorious empire more magnificent then the first. Led by a mysterious shadow, they will not stop until they have obtained ultimate power.
Setting:
The world of Avaris is one filled with both science and magic. Often blended together to create new inventions that utilize the best of both practices of Magi-tech. Some prefer to use purely magic as their means of doing things. While others prefer to rely on technology alone. The choice is left to the individual and both sides usually end up working together in the end.
Its cities operating off the power of magic as its primary power source. Many are advanced with all the technology and comfort that one could ever hope to have. Whether it is transport, electricity, communication or otherwise. It all runs and operates off of magic. The cities are built much like any other, modern and futuristic, with some rustic more ancient qualities thrown in. Bygones of the previous era, kept around as a link to the past. Cities are bustling with activity and life, lit up with bright lights powered by magic, old tech and magic being brought together in perfect harmony.
Avaris consists of many elaborate biospheres, often unexplored and unmapped as most society remains safe within the confines of large cities. The dangers of the outside world often dissuade them from venturing beyond the boundaries of their nation to other nations. Wild lands exist between these large nations, which is believed to be the location where the seven weapons are currently hidden away.
These wild-lands are diverse, volcanic wastelands, vast cold tundras, oceanic islands, immense jungles, and more await any who venture forth. Teamwork and a wide variety of skills will be needed if one hopes to survive. Not only will these skills be needed, one must be skilled at combat. These wastelands teem with monsters of both organic and inorganic nature. Often seeking to rip apart, crush, incinerate, decimate, or eviscerate any who are unlucky to come across their path.
Sides
United only by their desire for personal gain, power and greed. The Denizens Of The Damned seek out the Seven Weapons to bring them together in one place. Believing that if they are brought together it will reincarnate The Dark One. A being said to be so powerful, and so evil that it had to be split into seven parts to forge the weapons. Its soul being what grants each weapon its legendary status and power. The Denizens mostly come from the lowest rungs of society, seeking to throw the current world order into chaos. A world order that has wronged many of them in the past.
Referring to themselves as the Damned, society having kicked them to the curb, they want to even the odds. Knowing that if the legend is true, that bringing back the Dark One would flip society upside down. Tossing those comfortable at the top into the depths of despair as their prestige and prosperity is ripped from their grasp.
Believing the world has become far too peaceful, and those leading it fat with greed. The Denizens will stop at nothing to meet their objective. Whether it is stealing, killing, kidnapping, they will not hesitate.
Despite this the majority of society has overlooked their growing and looming threat. Viewing them as common street rabble, believing in a children's fairy tale. Soon they will come to regret their ignorance and arrogance. Soon they will be the ones suffering and soon the Dark One will return, bringing darkness to the world once again.
The few people of society that understand and know the true threat of the Denizens, they strive to put a stop to the path of madness. Opposing the Denizens at every step, in the desire to prevent them from gathering the Seven Legendary Weapons. They believe that if all seven weapons are brought together by the Denizens that the world as we know it will cease to exist.
Wishing to keep this order intact and the world at peace. They will take under the arduous task of locating all seven weapons themselves. Facing not only the perils of the wastelands and the defenses left behind by those that hid away the weapons, but the Denizens who eagerly lurk within the darkness.
Their motives and reasons for opposing the Denizen's may be varied, but they all share the same goal. To stop the Denizen's plans of destruction and to unite the weapons themselves. Believing in the legend that if one of pure of heart brings all seven weapons together. Not only would the Dark One cease to exist, but it will bring harmony to the world. The seven weapons protection being bestowed upon the innocent and the needy.
Powers, Skills and Weapons
Skilled fighters have many paths they can choose to pursue. With two primary groups, those that prefer close melee combat and those that prefer to stay at a range. In a world of both technology and magic, many have developed skills and abilities that compliment their preferred method. Magic can be used for offensive, defensive and supportive means. Each member will have a specialization that they fit into amongst this grouping.
However, technology still plays a major part, often merged together with magic. There is a wide choice of various Magi-Tech weapons and gear available for use. Whether it is a bow, sword, spear, staff, gun or some other implement of a users preferred style, it often receives its power through magic. Many having learned how to blend their own skills with their chosen weapons to make them even more effective.
Magic is broken down into multiple disciplines, elemental, black magic, enchantment and Illusion. Most are able to only use one or two of these disciplines at most. Learning them taking a lot of effort and talent. Some disciplines naturally being attuned to a user at birth. With it being easier to grasp and use a certain discipline for those that are so lucky.
Elemental Magic: Your typical elements, fire, water, wind, earth, shadow magic, some stronger for offensive means like Fire and Wind, while others are more useful for defense like Earth, however it is up to you regardless of element of which path you prefer offensive or defensive.
Dark Magic: Magic of a darker nature, where you find necromancy, curses, and other spells that most would consider unnatural.
Enchantment: The ability to increase the effectiveness of a weapon, gear or item with the use of magic to empower its offensive, defensive capabilities, for instance, using a spell to make ones sword more powerful then it otherwise may be, can also be used on allies weapons as a supportive skill.
Illusion: More trickery form of magic, used to sow confusion amongst the foe if they do not have the capable will power and mind power to see through it. Can be used to trick lesser foes either as a means to avoid them, leave them open for an attack, or as a means of defense.
The power of magic is great, but even it has its limits. The highest level of users are only capable of the destruction of a city block at most. With there also being limits to the amount of times a user can produce powerful spells in a short amount of time. The effort often being enough to drain a user. When facing dangerous opponents, it is best to use your powers wisely, or else face potential defeat.
Skill
Your character is allowed to have a signature skill or ability that is unique to them, think of this as your most powerful ability that is only able to be used sparingly. Most often you are only able to use it once or twice in a major battle. When you submit your character sheet, I will go over this skill and either approve it or help you refine it to a level that would fit within the RP. Remember, keep abilities reasonable, nothing beyond the scope of the destruction of a city block at most. Be as creative as you wish, it does not even have to be a offensive skill, or even a skill that pertains to battle solely.
General Information:
The players will form one side, while the Denizens Of The Damned will oppose them. The name of the players group can be decided amongst the players.
This RP is pretty anime based, so the skills, powers, and other material will likely reflect this. At the start of the RP, during character creation you will be given 100 points to distribute amongst five attributes.More points will be given out at a variety of times in between stages. There is likely to be at least seven stages, one for each weapon. There will be downtime in between each of these stages. To give players the time to interact with each other, recuperate, and to help keep the pacing at a sustainable level. On top of this every character will be able to start off with one skill. This can be basically whatever you desire, when you create your sheet, I will want you to list out the strengths, limitations and weaknesses of your character's ability/skill. I will review this area and if I think anything needs to be adjusted for the sake of fairness or balance I will help you come up with a solution. Each character can also choose if they want to rely primarily on technology, magic, or magi-tech. Whether they specialize in close combat or prefer ranged tactics, or if they are more of a support type. I want to allow for extreme flexibility in character creation.
Now, as mentioned, I intend to have an attribute system which will consist of Mind, Body, Agility, Craft and Magic, which are subject to feedback. I also intend for this to operate within a threshold system. I intended to keep it fairly basic and easy to understand. It will operate off a 10 sided dice system. At 0 points in an attribute you start off with one 10 sided dice. At 10 points you will have two, and for every 10 points you get another dice to roll. So let's say you have 50 points in an attribute, you will have 6 dice to roll.
So far example, with this same 50 points in an attribute you come across a task or situation that calls for a 40 in that attribute. You roll 6 dice, if you roll a 40 or above you complete the task perfectly with no consequences. However if you don’t get at least 40, then negative things can occur. For example if you roll a 20, which is 20 below the threshold, the consequences are going to be more severe, though the task may still be accomplished. If you roll a 39/40 the consequences are likely to be negligible.
Now this isn’t to say you absolutely need to be higher than a threshold to accomplish it. For example it is still possible with an attribute of 30, to complete a task that has a threshold of 40, Which is why I provided the extra dice starting at 0 to help players at least have a chance at a threshold they are below but still somewhat close to.
Also, if your attribute is 25 points above a threshold, then you skip the roll and it will be met. So if a threshold for a task is at 50, and you have 75 in an attribute you do not need to roll and your attribute is high enough to skill it.
The system will also only be used for major events, obstacles or other incidents that are beyond normalcy throughout the RP. It will be used sparingly and the player will have the choice of rolling for themselves when those infrequent times occur. Or they may request that I roll for them, which I will do using the built in dice system on the guild for both ease of use and visibility.
This system is still open to suggestions of course and I was thinking of moving around the numbers a little bit. I’m still ironing out the fine print, and it's something new I’m trying so bear with me.
Attributes
Mind:Refers to a characters resistance to illusion spells, and other tricks that may target the mind. Their ability to solve complicated puzzles and traps that may arise in the adventure.
Body: Refers to the durability, strength and fortitude of a character, how hampered they are by certain tasks, how well they are able to take hits. How easily can they wield weapons and gear of larger weights.
Agility:Speed of the character, and how nimble they are, so basically how well one can dodge an attack, or how well one can maneuver through a tricky trap or obstacles. Sleight of hand and dexterity can fit into this area, and of course depending on gear, it can either lower or increase one’s agility. However Body also comes into play, as the higher body total, the less effect certain gear will have on agility of the heavier quality. So one can either be a little bit balanced and in-between or specialized heavily into one or the other.
Craft: Characters ability to create useful tools, items and other useful items that they discover during the adventure. They also are able to disable traps that they encounter if they are of a high enough skill.
Magic: Characters ability to use certain magical abilities, the higher the level the more spells they are able to use before exhausting their powers. The more powerful the spell, the bigger the drain on the users magical pool in a given fight.
Character Sheet
NAME:
AGE:
GENDER:
APPEARANCE:
WEAPON::
SKILL:
MAGIC BRANCH: If Applicable.
BIO/FUN FACTS: