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    1. Laue 11 yrs ago

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OOC.

Finally it's done.
Altea - an island-continent surrounded by a mysterious, impassable storm. Since the beginning of Altea's recorded history, there always were special individuals capable of untold miracles. These individuals eventually were named "mages", and their power to manipulate reality was called "magic". It times before any uniform writing or civilization, they were called witches, priests, shamans, etc. - the names were many, but usually they all signified the awesome power of magic.

As the Folk of Altea started increasing in number and knowledge, so did magic increase in power and magnitude. With pagan deities debunked and forgotten, magic no longer viewed as some kind of divine gift - it was now a tool. And with this realization, human mages of Altea lost any kind of restraint, using magic for their own ends. As humanity's progress continued, so did their ambition. Kingdoms and Empires rose and fell, as those lucky enough to be born mages quickly learned that they can be on top of the society. Eventually, Kings and Emperors became nothing more than figureheads, if they were lucky enough not to get overthrown outright.

In the end, three superpowers remained, each led, directly or in the shadows, by a mage of unparalleled power. Their wars scarred the land, their greed and cruelty choked the people living under them. And then, suddenly, change, and a sliver of hope came to the oppressed people of Altea. A warrior calling himself Grinnoc wielded power unlike any other - the power to repel and destroy magic. A brilliant white light which was warm and luminous, but burn away magic in any shape or form, included the magical energies within the bodies of mages. Grinnoc lent his power to others, with the goal of ending The Age of Magic. This power was called Luminance, and it's wielders - Luminous Knights.

As the Grinnoc Rebellion (as it was named) raged on, the loss of life was catastrophic. Slowly but surely losing, mages, in their desperation, would try to destroy as much as possible before falling, simply out of spite. In the end, Grinnoc won, but it was a pyrrhic victory - the vast majority of the continent was rubble, or worse. Around 90% of total Folk population has died in the fighting. The only rather habitable lands were on the far east side of Altea. It is there where Luminous Knights built the capital of Altea - no more empires, no more kingdoms, no more division. Altea was to be in unity.

Or so Grinnoc claims...

Around 300 years later, society has recovered a bit. Nature violently reclaimed most of the ruined land, somewhat aided by the lingering remains of magic that ruined those very places 300 years ago. Slowly, this new society fully controlled and governed by Grinnoc (who somehow does not age) and his Luminous Knights is reclaiming the lands they lost.

For these 300 years, the remaining people of Altea enjoyed peace, as the ever vigilant Luminous Knights stood guard against any threat to the people. The future seemed bright, and yet, in the shadows, a storm brews, a storm that aims to shatter this fragile land.




Altea's society










Supernatural abilities












Geography and nature










Important NPCs






Character info




Events: Various events will happen during the story where the character's stats will be tested. If your stat meets the requirement, you will succeed in that action. If it does not, you fail. To critically succeed or fail, you have 50% more or less of the relevant stat. For example, if you need 5 strength to succeed, and have 8 (5 + 3(5 * 0.5 rounded up)), you will critically succeed. If you have 2, you will critically fail.

Critical successes and failures: Critical success usually means an amplified good result, often involving in some sort of extra gain. For example, critically succeeding in bashing through a door may send the door flying so hard it takes out the guards on the other side. Critical failure usually results in injury, or some sheer bad luck. All event outcomes are for you to come up with, as these are only guidelines, and the stats point to which outcome is going to happen.

Stats outside of events: Outside of events, stats can be used as a rough estimate on how combat will go against another character.

Initial stat limits: Initially stats cap out at 10, with some exceptions for non-humans.

X-COM 2 hype. Seriously though, this RP is dying :(
Oh yes, plenty. Though learning from the past, I will start with the "common knowledge" lorestuff, and add new entries as the story progresses, because otherwise it might be a bit overwhelming. That, and no more characters starting with skills and techniques they have no business having so early on.
A slight delay cause work reasons, but you can expect OOC at friday/saturday.
I'm gonna stick with a more simplistic route. You will create your characters with a distribution of stats, very much akin to D&D base character stats. At various points in the RP, these will determine whenever you can (critically) succeed or fail at a given event. Or these could even involve the very skills characters have, giving them alternative options, like lock picking, or being able to read an ancient language, etc. Stats will initially range from 1 (pathetic) to 10 (at the human limit). As the story progresses, your characters can and will increase those past their natural limits. And if they don't, then they will die in quite one-sided fights. And honestly, I'm that confident in my GM abilities to involve dice rolls (yet).

So, for example, a mage with extremely low charisma trying to get past a security checkpoint will make the entire town go into high alert, whereas if he had some social skills, he could just walk past the guards instead of saying something incredibly stupid. Or a character with knowledge of mage history could potentially discover some plot elements way earlier by finding some sort of lost historical artifact. Or a character with extremely high strength can just bash through the super-protected door, bypassing intricate locking mechanisms altogether. That's the plan, anyway.
Alrighty, gonna try to prep an OOC in a day or two.
Altea - an island continent surrounded by a mysterious storm, blocking any entry or exit attempts. Since the beginning of Altea's recorded history, there always were special individuals capable of untold miracles. These individuals eventually were named "mages", and their power to manipulate reality was called "magic". It times before any uniform writing or civilization, they were called witches, priests, shamans, etc. - the names were many, but usually they all signified the awesome power of magic.

As the Folk of Altea started increasing in number and knowledge, so did magic increase in power and magnitude. With pagan deities debunked and forgotten, magic no longer viewed as some kind of divine gift - it was now a tool. And with this realization, human mages of Altea lost any kind of restraint, using magic for their own ends. As humanity's progress continued, so did their ambition. Kingdoms and Empires rose and fell, as those lucky enough to be born mages quickly learned that they can be on top of the society. Eventually, Kings and Emperors became nothing more than figureheads, if they were lucky enough not to get overthrown outright.

In the end, three superpowers remained, each led, directly or in the shadows, by a mage of unparalleled power. Their wars scarred the land, their greed and cruelty. choked the people living under them. And then, suddenly, change, and a sliver of hope came to the oppressed people of Altea. A warrior calling himself Grinnoc wielded power unlike any other - the power to repel and destroy magic. A brilliant white light which was warm and luminous, but burn away magic in any shape or form, included the magical energies within the bodies of mages. Grinnoc lent his power to others, with the goal of ending The Age of Magic. This power was called Luminence, and it's wielders - Luminous Knights.

As the Grinnoc Rebellion (as it was named) raged on, the loss of life was catastrophic. Slowly but surely losing, mages, in their desperation, would try to destroy as much as possible before falling, simply out of spite. In the end, Grinnoc won, but it was a pyrrhic victory - the vast majority of the continent was rubble, or worse. Around 90% of total Folk population has died in the fighting. The only rather habitable lands were on the far east side of Altea. It is there where Luminous Knights built the capital of Altea - no more empires, no more kingdoms, no more division. Altea was to be in unity.

Or so Grinnoc claims...

Around 300 years later, society has recovered a bit. Nature violently reclaimed most of the ruined land, somewhat aided by the lingering remains of magics that ruined those very places 300 years ago. Slowly, this new society, fully controlled and governed by Grinnoc (who somehow does not age) and his Luminous Knights, is reclaiming the lands they lost.

For these 300 years, the remaining people of Altea enjoyed peace, as the ever vigilant Luminous Knights stood guard against any threat to the people. The future seemed bright, and yet, in the shadows, a storm brews, a storm that aims to shatter this fragile land.




That's the basic backstory. In essence, players would take one of the two sides, Luminous Knights or Rogue Mages - their paths both separate and connected. This RP will heavily emphasize on character growth, both in power and.. character. Sooo, any questions?
Well we could start with you posting. But yeah, things look awfully grim. On an unrelated side note, I'm considering trying to restart my own RP for the 4th time if no progress here is made. The last three times ended up just like what's happening now, though maybe posting it in advanced will do it better.
Sure thing, nerd.
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