Innocence Lost: An RP of Child Soldiers and Science Fantasy
I.Intro.
II. Alien Species
III. Magic System
IV. What if I don't want to play a Mage?
V. Rules
VI. Miscellaneous Lore and Worldbuilding
VII. Character Sheet Skeleton
Official Discord Server!
I.Intro.
We were just children, albeit ones of exceptional mind and body. Then the Ascendancy of Man took us from our families, our friends, and our homes; they said we were needed to fight the 'Alien Menace' that was threatening our civilization. In the name of 'survival', they changed us, pumping our bodies full of impossible substances that defied the laws of reality. It was a miracle we all lived to see the horrors of war, they said, but was it really?
After being altered and trained, we were thrown into the meatgrinder that the war against the other species of the sector had become. With new powers given to us by the impossible compounds that were flowing through our veins, our battalions slew huge numbers of the enemy. But it wasn't enough; in the Battle of Proxima, the Ascendancy's fleets and armies finally fell to a sustained assault by the Aliens, and we, the extra-normal child soldiers that had wreaked such havoc against the foe, were captured and taken to a prison camp in one of the enemy's holdings.
Despair overtook us as we awaited our fate. What abuse was coming? How will we be treated by those whom we had slaugthered in droves? But when our enemies, the Aliens known as the Rau've, showed pity on us instead, we wept in joy. They saw that we were just kids, and gave us mercy.
We were offered new homes, new families among the Aliens, and most of us accepted. But I didn't, same for a handful of others. I thanked our former captors - former, for the war had ended with a peace treaty - but I told them that I and the others with me wanted revenge on the regime that had betrayed us, used us, and were more cruel than the enemy they fought. They sighed, and gave us coordinates to the Galactic Bazaar, a space station where jobs and ships can be found to start our revenge; they wouldn't help us directly.
And so we, with magic, combat skills, and what few peaceful talents we remembered before we were 'drafted' by the Ascendancy of Man, we went to the space station where almost anything can be sold and bought. But one must be warned; the Ascendancy of Man was also there, and will not tolerate their former tools turning against their 'masters'...
------
Basically, this is an RP where you play former child soldiers in a Science Fantasy world with both lasers and (limited to some people) Magic. Taken and used by the dictatorial regime controlling Humanity in a war where they were in the wrong, you have forsaken the Aliens' enemy of a new home and a peaceful life in exchange for a quest to bring down the people who had taken your childhood away from you. Or at least, that's what some of you say; others just want closure.
Forming yourselves into a party, you must first survive and find work in a space station where both legal and illegal trading are widespread, and then you must find or buy a ship in order to begin the task of destroying your former tormentors, the Ascendancy of Man...
After being altered and trained, we were thrown into the meatgrinder that the war against the other species of the sector had become. With new powers given to us by the impossible compounds that were flowing through our veins, our battalions slew huge numbers of the enemy. But it wasn't enough; in the Battle of Proxima, the Ascendancy's fleets and armies finally fell to a sustained assault by the Aliens, and we, the extra-normal child soldiers that had wreaked such havoc against the foe, were captured and taken to a prison camp in one of the enemy's holdings.
Despair overtook us as we awaited our fate. What abuse was coming? How will we be treated by those whom we had slaugthered in droves? But when our enemies, the Aliens known as the Rau've, showed pity on us instead, we wept in joy. They saw that we were just kids, and gave us mercy.
We were offered new homes, new families among the Aliens, and most of us accepted. But I didn't, same for a handful of others. I thanked our former captors - former, for the war had ended with a peace treaty - but I told them that I and the others with me wanted revenge on the regime that had betrayed us, used us, and were more cruel than the enemy they fought. They sighed, and gave us coordinates to the Galactic Bazaar, a space station where jobs and ships can be found to start our revenge; they wouldn't help us directly.
And so we, with magic, combat skills, and what few peaceful talents we remembered before we were 'drafted' by the Ascendancy of Man, we went to the space station where almost anything can be sold and bought. But one must be warned; the Ascendancy of Man was also there, and will not tolerate their former tools turning against their 'masters'...
------
Basically, this is an RP where you play former child soldiers in a Science Fantasy world with both lasers and (limited to some people) Magic. Taken and used by the dictatorial regime controlling Humanity in a war where they were in the wrong, you have forsaken the Aliens' enemy of a new home and a peaceful life in exchange for a quest to bring down the people who had taken your childhood away from you. Or at least, that's what some of you say; others just want closure.
Forming yourselves into a party, you must first survive and find work in a space station where both legal and illegal trading are widespread, and then you must find or buy a ship in order to begin the task of destroying your former tormentors, the Ascendancy of Man...
II. Alien Species
The Rau've - The prime leaders of the Coalition against Humanity, the Rau've are a race of plant people who are able to nourish themselves through photosynthesis, enabling them to mostly sidestep the agricultural stage of development. Highly philosophical and compassionate, the Rau've can still be savage in war, as their organic warships and crystal-based energy cannons show. But they were deeply horrified at their enemy's use of children in battle, and were the prime advocates of letting the child soldiers go unpunished after the peace treaty was signed.
The Kaisoken: A race of sentient crystal-like minerals bound by quantum pathways and transcendant intelligence. Floating gently, the Kaisoken communicate through impulses translated into audible speech, and are proficient in the control of magic, though they are limited in a straight fight. They were traditionallly enemies with the Rau've, who had used their nonsapient crystal 'cousins' in their tech, but allied with them against the Ascendancy of Man, who had used ground Kaisoken dust in the experiments that eventually led to their child soldier program. Because of this, they broke off relations with the Rau've after the war for letting the child soldiers get off 'freely'.
The Gill: Combining reptilian and amphibian features, the Gill are evolved to live primarily in water, with long, slender limbs for powerful strikes ending in webbed hands. Hardy against poisons and extreme terrain, on account of the noxious swamps on their homeworld, they have moved to colonize other oceanic places, and are proficient skirmishers. Like Humans, they need Kaisoken dust infused into their bodies to use Magic.
The Korta: Diminuitive beings resembling pachyderms, the Korta are highly intelligent and analytical, mostly serving as engineers and bureaucrats. Computer systems, locks, and riddles tend to fall quickly before them. They also need Kaisoken dust mixed into their bloodstream to use Magic.
The Tayanen: Clusters of sentient amorphous material locked into massively armored shells, the Tayanen deliver heavy firepower with high resistance to shock, heat, or trauma, having little vulnerable area. Nevertheless, they are slow to react, though their decision making ability when in a group can be very fast. Cannot use Magic at all unless grafted with a willing Kaisoken 'host' through an unknown process.
The Kaisoken: A race of sentient crystal-like minerals bound by quantum pathways and transcendant intelligence. Floating gently, the Kaisoken communicate through impulses translated into audible speech, and are proficient in the control of magic, though they are limited in a straight fight. They were traditionallly enemies with the Rau've, who had used their nonsapient crystal 'cousins' in their tech, but allied with them against the Ascendancy of Man, who had used ground Kaisoken dust in the experiments that eventually led to their child soldier program. Because of this, they broke off relations with the Rau've after the war for letting the child soldiers get off 'freely'.
The Gill: Combining reptilian and amphibian features, the Gill are evolved to live primarily in water, with long, slender limbs for powerful strikes ending in webbed hands. Hardy against poisons and extreme terrain, on account of the noxious swamps on their homeworld, they have moved to colonize other oceanic places, and are proficient skirmishers. Like Humans, they need Kaisoken dust infused into their bodies to use Magic.
The Korta: Diminuitive beings resembling pachyderms, the Korta are highly intelligent and analytical, mostly serving as engineers and bureaucrats. Computer systems, locks, and riddles tend to fall quickly before them. They also need Kaisoken dust mixed into their bloodstream to use Magic.
The Tayanen: Clusters of sentient amorphous material locked into massively armored shells, the Tayanen deliver heavy firepower with high resistance to shock, heat, or trauma, having little vulnerable area. Nevertheless, they are slow to react, though their decision making ability when in a group can be very fast. Cannot use Magic at all unless grafted with a willing Kaisoken 'host' through an unknown process.
III. Magic System
There are six disciplines of Magic:
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
Countering and Dispelling Magic
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Enchantment Rules
Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Perfected Electrum
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war.
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). The Ascendancy of Man has a monopoly of Perfected Electrum; not that it helped them win the war.
Group Spells
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (said soul must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (said soul must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.
IV. What if I don't want to play a Mage?
Any PC can replace a spell from their spell list with an 'Exceptional Skill', which is basically a mundane talent that can be boosted to extraordinary and unnatural levels. All Exceptional Skills can resist the magical equivalent, or even counter them; for example, Exceptional Swordsmanship allows you to cut through magical barriers or attacks, while Exceptional Medicine can cure wounds caused by High Magic and normally unhealable by any spell, provided one has the right materials. Exceptional Skills can be anything you want, as long as 1.) it does not have an obviously magical effect, and 2.) It is an enhanced version of something a normal human can already do, just boosted to implausible levels.
This is an incomplete list of examples:
- Exceptional Swordsmanship
- Exceptional Archery
- Exceptional Unarmed
- Exceptional Endurance (can resist even magic)
- Exceptional Bureaucracy
- Exceptional Trading
- Exceptional Diplomacy (stuff done with this can resist the effects of Mind magic, even if the target is weak-willed)
- Exceptional Medicine
Exceptional Skills can also be stacked, aka doubled or even tripled in power. For example, you can use up three spell slots to gain Exceptional Swordsmanship x3, which allows you to cut through a two-story building made up of granite, and tear apart a Time Stop with a slash. More on stacking in the Rules section.
Note that Exceptional Skills are intended to be specialized, but at the same time, lack the versatility of Magic. And yes, you can have both Exceptional Skills and Magic; Exceptional Skills replace individual spells, not the entire spell list.
This is an incomplete list of examples:
- Exceptional Swordsmanship
- Exceptional Archery
- Exceptional Unarmed
- Exceptional Endurance (can resist even magic)
- Exceptional Bureaucracy
- Exceptional Trading
- Exceptional Diplomacy (stuff done with this can resist the effects of Mind magic, even if the target is weak-willed)
- Exceptional Medicine
Exceptional Skills can also be stacked, aka doubled or even tripled in power. For example, you can use up three spell slots to gain Exceptional Swordsmanship x3, which allows you to cut through a two-story building made up of granite, and tear apart a Time Stop with a slash. More on stacking in the Rules section.
Note that Exceptional Skills are intended to be specialized, but at the same time, lack the versatility of Magic. And yes, you can have both Exceptional Skills and Magic; Exceptional Skills replace individual spells, not the entire spell list.
Tech Level is...variable, thanks to the effects of widespread upheaval. Automation is common in the more civilized portions of the Sector, as well as lasers, railguns, EMP emitters, and plasma throwers. The main method of FTL is the use of a 'wormhole system' that links most planets, but Kaisoken, Rau've, and Ascendancy of Man use Spacewarpers, spaceships that either use Magic (Kaisoken and Rau've) or Super-tech (Ascendancy) that can turn a hundred light years' worth of distance to one day's trip.
V. Rules
1.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield.
2.) Any consenting relationship between people of the same age group is allowed, whether it's Homosexual or Heterosexual. If you cannot stand such things, don't post here in the first place.
3.) Be polite to others.
4.) Please notify me if you will be gone for more than a week, I myself will let you guys know if I will be gone for that same amount of time.
5.) It's a fantasy world; you can learn Magic - two new spells of any School per Story Arc, more if you find a willing mentor (another PC, another Magic-user, a Kaisoken who doesn't hate your guts) and time. New Exceptional Skills, on the other hand, are easier to stack, harder to learn - You can double the power of two Exceptional Skills every first arc, and select a new exceptional skill every second arc. The story for this RP will have Eight Arcs, so you get to stack two skills on the first, add one skill on the second, stack again on the third, and so on.
6.) You can have one Nemesis Weapon (see below) for your PC.
7.) New Rule; GM Updates are weekly - if you don't respond to two updates in a row, and you don't give a good reason, you are regarded as dropped.
2.) Any consenting relationship between people of the same age group is allowed, whether it's Homosexual or Heterosexual. If you cannot stand such things, don't post here in the first place.
3.) Be polite to others.
4.) Please notify me if you will be gone for more than a week, I myself will let you guys know if I will be gone for that same amount of time.
5.) It's a fantasy world; you can learn Magic - two new spells of any School per Story Arc, more if you find a willing mentor (another PC, another Magic-user, a Kaisoken who doesn't hate your guts) and time. New Exceptional Skills, on the other hand, are easier to stack, harder to learn - You can double the power of two Exceptional Skills every first arc, and select a new exceptional skill every second arc. The story for this RP will have Eight Arcs, so you get to stack two skills on the first, add one skill on the second, stack again on the third, and so on.
6.) You can have one Nemesis Weapon (see below) for your PC.
7.) New Rule; GM Updates are weekly - if you don't respond to two updates in a row, and you don't give a good reason, you are regarded as dropped.
VI. Miscellaneous Lore and Worldbuilding
The Quo'arta: Taking evolutionary ques from bats and primates, the Quo'arta were lauded by the Coalition for their effort as both scouts and field medics during the war. The species as a whole are better known for their advances in medicine and their dedication to working with nature, rather than subjugating it, and have thus become close allies of the Rau'va. Post-Ascendency War has seen a great increase in Quo'arta standing in the galactic scene, their voices beginning to be heard and respected among the big players in the galaxy.
The Tork: As wise as they are unpleasant to look at, the Tork are an enigmatic race of gurus and philosophers almost wholly dedicated to their pondering. Usually found somewhere out of the way the Tork sit in deep torpor, seemingly dead in their stillness, for years with the only proof of their life being small twitches or deep, minutes long breaths. However, do not mistake them for defenseless hermits for they are among the most powerful natural mages in the known galaxy with a noted adeptness for World Magic. The eldest of their kind can flatten mountains with but a thought or unmake a being with but a scornful glare.
The Tork: As wise as they are unpleasant to look at, the Tork are an enigmatic race of gurus and philosophers almost wholly dedicated to their pondering. Usually found somewhere out of the way the Tork sit in deep torpor, seemingly dead in their stillness, for years with the only proof of their life being small twitches or deep, minutes long breaths. However, do not mistake them for defenseless hermits for they are among the most powerful natural mages in the known galaxy with a noted adeptness for World Magic. The eldest of their kind can flatten mountains with but a thought or unmake a being with but a scornful glare.
VII. Character Sheet Skeleton
[b]Name:[/b] What’s your characters name?
[b]Age:[/b] How old is your character?
[b]Physical Description:[/b] What does your character look like?
Place any photo’s here.
[b]Important items:[/b] What possessions are important to your character?
[b]Short Bio:[/b] Tell us your character's story up to this point.
[b]Spell List:[/b] 6 Spells overall.
[B]Exceptional Skill List:[/b] Replace any number of your 6 Spells with an Exceptional Skill
Official Discord Server!