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    1. FVGT 11 yrs ago

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A hand-held taser is considered magic, but can be used like an enchantment by attaching it to a weapon. The gun version, however, is considered an enchanted weapon since it fires wired darts.

As for plot, it could be an uprising of smaller clans against the three main groups, or maybe a civil war taking place in one of the main groups. I think that if we were to be doing the civil war idea, it should take place in the Marksmen's territory. Of course, you can suggest another idea for us to use.

When I get two more interested, I'll start up an OOC thread.
Sort of.

Their "magic" utilizes tech to use the elements. However, not all technology is magic. A hydraulic lance, for example, is not considered magic.
As I said, feel free.
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While there are many types of elements outside of these, Electricity, Fire, Steam, Wind, and Light are the most used.

"Spells" use the elements directly, in forms such as steam bursts, arcing electricity, or fireballs.
"Enchantments" are used to give more power or versatility to a tool. For example, an electric bow could be used to take out a system.

Electricity is the most versatile of the elements, capable of charging most weapons and just plain out zapping everything with giant arcs of electricity.

Fire is either a slow-burn that lingers on an area, like a molotov, or a large cloud that dies as soon as you cut the power. Fire is rarely utilized as an "enchantment" for weapons, but is very destructive.

Steam, like Fire, has high defensive and offensive capabilities. Although it has much higher efficiency, it is much easier to go through, as it cannot set objects alight. While more used than Fire for enchantments, it is still rare.

Wind is utilized by using a modified fan. It can be used to blow others away, accelerate an object, or to travel at high speeds.

Light itself is generally not a very good weapon. Lasers need to be held at the same spot for seconds before it can do anything. Rather, it's used to blind people, making it a very popular enchantment for CQC and for defense.
I don't have a plot set in stone, but I have the general idea set.

In a post-apocolyptic world, civilization has slowly rebuilt after 67 years as the Risen(A.K.A Zombies) numbers have declined. Weaponry is generally made of recycled scraps from the past world. Currently, there are three major clans that overrule the area: the Plainsknights, the Woodland Wizards, and the City Marksmen.

The Plainsknights tend to use medieval weapons, such as swords and bows, but with a twist. Oftentimes, the weapons they craft utilize past technology, creating weapons like buzz-saw halberts. They are notable for their elite fighting force of "knights" that have wide, thick, wooden shields that can resist the weaponry of the other clans. The few that meet the requirements are given the task of fending off the Risen and escorting survivors to shelter.

The Woodland Wizards are technological "wizards", capable of "enchanting" weapons and casting "elemental spells". Their "magic" has already equalled the past's power, but they cannot create the same technology due to their lack of proper tools. They have created several books to preserve their knowledge, but will usually refuse to share it.

The City Marksmen are very similar to what the military was in the past; they use guns, explosives, and guerrilla warfare. While their weapons are strong, the ammunition is hard to create. As a result, they often lean on the Plainsknights and Wizards in exchange for their abundant supplies of material.

If you have questions, or a suggestion for a plot, feel free to ask about it.
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You are allowed to have a companion, but are not required to.
Hallowed, is your siggy a tap-dancing ghost?
I'll do this.
I'm interested, but who/what will the enemies we face be like? Are they the emperor's soldiers, giant creatures, or what?
Interested!
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