Compendium
Guidelines
- Be cool to each other.
- Maintain quality posts. If you can't post or make a turn, let me know.
- No characters from other RPs please. PM me your CHAR sheet before posting.
- When in doubt, ask questions!
Kalopsia City Districts
Kalopsia has been built high above the surface of the Earth and powered by mysterious Eldritch magic. The districts are built upon various floating platforms and connected with power lines, cables, network and tram lines and wide bridges. The platforms are built on various levels, and are of different sizes and complexity.
Arena
The Arena quarter is an orgiastic miasma of pleasure palaces, fighting arenas and narcotics-dens. The city maintains the main Arena, a massive superstructure where mechs fight, mock-battles are fought and executions are staged. It is a thing of the masses but also of the nobility and industrialists, and criminal world. Gambling and corruption are all part of the scene.
Outside of the Arena are narrow streets packed with drug-dens, diners and bistros, NET-access ports and Criminal Dens. City Militia are wary to patrol the Arena quarter, but are not afraid to pursue and apprehend high-level threats.
Bastion
Bastion houses the government facilities including the City Network Mainframes, The City Council buildings and Militia HQ. There are vast green lawns and reflecting pools. Nobles and city officials stroll along the concourse. Monuments and decorative trees dot the landscape. A handful of officials residences and manors are built along the waterway. A heavily guarded TRAM station connects Bastion to the other districts and a private hangar houses government vehicles.
Source
The Source district is home to the power supply and public NETWORK servers. The densely packed district is a patchwork of corporate buildings, laboratories and COMS lines. An elevated city TRAM line carries workers, technicians and scientists to the district. Source is the single power supply to all of Kalopsia city, and boasts the most impressive security. City militia has set up a fortress just south of the district on the bridge leading to the destroyed Residenz quarter.
City Palace
The city Palace is the traditional home of the Monarch of Kalopsia. Many of the Palace halls are empty and crumbling, discarded like the ancient bureaucrats that once filled them. The Monarchs throne in the great chamber still remains, but has been removed to a corner. The city council meets on the great dais in the octagonal room. The Palace Troops are bolstered by the City Militia stationed in a barracks nearby.
Guild Archives
The Guild Archives are in a fortress in Highpool Lake. The steel and stone walls hold the oldest and most thorough repository of data in human history. For all we know, it is the last library on Earth. Although most of the records are on private digital server (seperate from NETWORK) there are some climate controlled rooms holding ancient books and artifacts of worth.
The Guild of Archivists regard themselves as religious servants, dedicated to the preservation of all human knowledge. Devotees are adopted at a young age, given over to the Guild and trained rigorously in the care and organization of the information. They are also trained to defend the archive-steeped in religious fervor to give their life if necessary.
The mysterious CHRONOS is the master of the Archive. It is said Chronos is 1000 years old, kept alive by dark magics and bio-augmentations.
Highpool
The decadent paradise of the ruling elite. Highpool is centered around a vast artificial lake that is stocked with rare fishes and birds designed and engineered from DNA samples in the Guild Archives. Many of the Nobility of Kalopsia own manors overlooking the wide, dark lake. Bridges span the shallows and phosphorescent lights illuminate the smooth architecture.
But Highpool is not merely decorational, The Guild Archive is located on the center island. It is a heavily fortified bastion that houses all of the information collected since the birth of mankind. The cylindrical building is simply adorned, reaching high into the next city levels and far below into the lake. The soft orange glow of the lower level lights underwater can be seen as you approach on the single drawbridge.
Forge
The Hall of Industry houses some of the cities largest companies producing an assortment of consumer goods. The most important of which are rations and plasti-steel, the all important construction material of the city. Private corporations housed in monstrous towers overlook the workers below. There is a TRAM station to the north of FORGE, suspended over the FALL by cables and pillars.
Landfall
Landfall is the rarely used transport hub for the surface world. A relic from ages past, the great hangar has been taken over by the SCAVENGERS, a guild petitioning the city for official recognition, independent mercenaries, traders, merchants and criminals. A makeshift town has sprung up in Landfall, constructed of derelict ship parts, scavenged structures (from the surface) and stolen plasti-steel.
There is a dark chamber in Landfall with a SKYBRIDGE to the Earths Surface. The last cargo teleported centuries ago, but power still flows to the platform.
Network
Network is not a physical place in the city. It is the digital realm where information, commerce and elder magics coalesce. Citizens are allowed use of NETWORK for basic messaging and commerce and are monitored by the city militia. Over time, the Network has been over-run by hordes of hackers, criminals and malcontents. DEEPSERVER is a part of the network that has been infiltrated by Eldritch Magics, resulting in user madness, altered reality and anomalies. Priests around the city have attempted to understand the affect of magic on the Network-but little progress has been made.
Residenz
The vast plasti-steel faced housing barracks of the working class. The low-level income earners live in the Residenz tenaments, grey faced and identical housing units. There are several Residenz districts in Kalopsia including Wrath in the south-eastern most quadrant, destroyed by the old Monarch in an attempt to quash a rebellion. It is yet to be rebuilt.
Class Features
Class features are additional aspects of your character creation. You can invest Assets to increase the ability and potency of your class features. Some features require an Asset upkeep each Cycle.
Knight
Knights have a class feature that gives them a WAR-MECH. This is mechanized armor that can (really be anything that fits the setting) give your character great fighting capability. (+1 to power when your character is in the cockpit) This makes you incredibly formidable on the battlefield, enabling you to take on dozens of regular soldiers-but be wary, you are not the only Knight in Armor..
Pick a Mech Class and give it a unique name for your CHAR sheet:
The Titan class has high firepower, armor and low agility. Basically a tank.
A lightweight scout style mech equipped with a heavy hitting single-shot cannon. Also capable of short bursts of flight. High agility and reconaissance equipment. Very light armor.
A Buckler class Mech is an all around decent machine with medium firepower, agility and armor. Versatile and highly customizable. One of the original styles of Mech.
In addition to owning and piloting a WAR-MECH, you also have a home base of operations. This could be a Manor-House filled with relics of war, a simple dojo where you train or a garage to maintain your WAR-MECH. Be creative. Include a description of your BASE in your CHAR sheet.
Sorcerer
You are a master of Eldritch Magics. Your notoriety and knowledge has enticed a young apprentice into your service. In exchange for a life of servitude, you agree to reveal some of your secrets to the young whelp. Your APPRENTICE can be given small tasks and errands, aid in research and experiments and act as a general assistant. Over time your apprentices' power will too grow.
In addition to your APPRENTICE, you also gain the use of a LABORATORY from where you can conduct your experiments and research. Describe your LAB and include it in your CHAR sheet.
Sorcerers also use an IMPLEMENT to channel and focus their magics. Describe and include this in your sheet if you like as well.
Oyuban
The Oyuban are criminals and have a few....'connections' that allow them to get information quickly. Your criminal network can be accessed Once per cycle to reveal a piece of information or accomplish a specific task. If you invest Assets in your Network you will be able to make use of it more often...
In addition to your Network you have a criminal den. This could be a gambling hall or illegal fighting hall or whatever you can think of. This also acts as your 'Legitimate' front for your operations. If you invest in your Criminal den you can increase your production.
Priest
Priests are the holders of knowledge in Kalopsia City. You have access to the city Archives to retrieve information once per cycle. Investing in the Archive Guild will increase the likelyhood of discovering information and your repoire with the guild.
You also have a sanctuary to act as a base of operations and contemplate the mysteries of the Great Old Ones whispers. This could be a contemplative garden or a temple, whatever you want.
Noble
Nobles are the upper crust of society with a network of contacts that rival even the greatest criminal underworlds. Through your various contacts you can call in a 'FAVOR' that cannot be refused. Be creative you only get one. Other favors can be earned through gameplay.
In addition to a FAVOR, a Noble has a home residence from where she conducts business, meets with people and resides. Your RESIDENCE is your fortress, office and meeting hall. Some Residences have been in the same family for generations. Describe this and add it to your CHAR sheet.
Character Stats
POWER
Power represents your physical capabilities in the world, offensive and defensive. For a Sorcerer this is the raw magic you can summon. For a Knight, power represents your ability to use a sword or gun or capabilities in a War Mech. For Oyubans, Priests and Nobility, Power is a little more complicated and can be used more creatively. For a Crime Boss it might be how capable your hitman is on a mission, or how effective your interrogation is. Nobles have 0 power instead relying on hired help, but that doesn't mean they are defenseless on their own. Priests abilities are in the Psychic and Digital realms. This could manifest as telekinesis or ability to hack a system. Be creative.
INFLUENCE
Influence is your ability to manipulate and exert your will on others and is directly proportionate to achieving the outcome you hope for. Sorcerers and Oyuban use fear to influence others. The Knighthood of Kalopsia is also influential, but on a more slippery slope; People love to cheer for a hero, but despise a loser in war, especially a dishonoured one. Priests are highly influential over the working class, the average citizen. Fiery sermons (not to mention a little psychic nudging) are the opiates of the masses, but hold little sway over other high-level members of society.
PRODUCTION
Production measures the potential material wealth of your character. Think of it as the total sum of all the resources your character could muster to put a plan or project in motion. PRODUCTION is the number by which your ASSETS replenish each segment.
CHARM
Charm is how your character is perceived by others. Think of Charm as being used when someone or something wants something from you and Influence is used when you want something from someone else. In some situations Charm might be used alongside Influence (like a particularly complex negotiation)
ASSETS
All characters start with 4 Assets. Assets are an abstraction of the material wealth of your character. The amount of ASSETS that replenish each segment is determined by your level of PRODUCTION!. You 'spend' Assets as you would currency, investing in projects and plans. Success for a proposed project/plan is based more on how detailed a description you give me. Here's an example:
A Knight names Luna wants to spend 3 of her 4 Assets hiring, equipping and training a small force of personal bodyguards to accompany her around the city. She describes the type of training (efficient and deadly) the type of mercenary (honour-bound, no criminals) and the type of equipment (small arms, body armor and a home-base of operations near my quarters). That's pretty detailed. I would describe how long it would take to outfit this fighting force. (about 1 segment), the cost to maintain it (about 1 asset per cycle) and the level of success.(Luna managed to secure 50 cohorts to act as personal bodyguards. They are damned efficient and loyal).
...You can also make inquiries as to how much a plan or project might cost, or how likely a positive outcome would be. More complex plans (like building a new guildhall or inserting spies into a drug ring) might take more than one segment and cost more. If your not sure about something, just ask in the OOC, this is after all your game!
- Knight
- Power 5
- Charm 3
- Influence 3
- Production 1
- Priest
- Power 1
- Charm 5
- Influence 5
- Production 0
- Oyuban
- Power 2
- Charm 2
- Influence 4
- Production 2
- Sorcerer
- Power 5
- Charm 0
- Influence 2
- Production 3
- Noble
- Power 0
- Charm 2
- Influence 5
- Production 3
Playing the Game
Gameplay in Exegesis is divided by turns or 'segments'. There are four segments in a cycle (which is a calendar year). Each turn I will describe the social and economic climate of the city, any big news and the general feeling of the people. You, in turn will write your characters' 'orders' for that segment. During a turn a player can expect to write:
- What your Character does. i.e. I want to build a whatever-the-fuck.
- Write any speeches/communiques/public addresses/private correspondence.
- Any other RPing you feel like writing. Including stand-alone vignettes or interactions with other Characters including NPCs. Not necessary to play the game.
At the end of each turn I will describe the outcome of your actions and give you a summary of events. Special events can also occur so watch out for that. (If you have any questions about writing turn 'orders' PM me or ask in the OOC.
Make A Character
- Choose your class (Knight, Sorcerer, Priest. Oyuban, or Noble)
- Find your starting stats in the Cheat Sheet
- Find your Class Features
- Fill out your CHAR Sheet and PM it to Rhymer
Remember to add your class features to your CHAR sheet. All players start with 4 Assets. Assets replenish according to your production each segment (after each update) See the STATS section for more info.
NAME:
CLASS:
APPEARANCE: I prefer written descriptions but you can use a picture. No anime please. Make sure the image fits the setting or I will reject immediately.
CLASS FEATURES:
STATS: power,charm,influence,production,assets in that order!
INFO: You could write a short vignette or give a quote that describes your characters attitude. Or just tell me what your Character is like. I probably won't read anything more than a few paragraphs so no life stories please!
CLASS:
APPEARANCE: I prefer written descriptions but you can use a picture. No anime please. Make sure the image fits the setting or I will reject immediately.
CLASS FEATURES:
STATS: power,charm,influence,production,assets in that order!
INFO: You could write a short vignette or give a quote that describes your characters attitude. Or just tell me what your Character is like. I probably won't read anything more than a few paragraphs so no life stories please!