Monday, August 27, 2007

Kyle's Muses

Basis: Lord of the Rings

Basically, this is years after the fall of Sauron most of the heroes of that time are either dead or not in their prime. But the Dark One is still abound. Only in spirit now, though with a force of will he can manifest himself. The forces of good are now scattered , the elves are no longer in this realm and the dwarves dwell deeper into their mountains. Each race looking to it's own and rebuilding after the War. It's a time of adventures, shrewd businessmen, and grizzled veterans. The forces of evil are also scattered as warlords rise and fall. Yet, the call of the Dark Lord is growing stronger as he makes his move for control. And a gathering is happen in the depths of Mirkwood now that the elves are gone, a gathering of the Dark Lords disciples.

In the game the party will choose which side they will be on; good or evil. Or perhaps everyone will be what they want. But each side has it's own races which I've got somewhat worked on. Then, depending on the side you're on, it will change the story we try for. So I'll cook up more for this either way. So... yeah.

Sunday, August 26, 2007

Setting Ideas - SAME Content cont.

Okies. Now that we've gone through the process of making preliminary characters, I though it would be best to show you at least a small amount of the actual spells, qualities and abilities I've made up.

First off, the most important qualities a character can have are their Light Arts and Dark Arts paths. These two qualities are unchanging, as they represent the character's basic connection to the world's Mana. Everybody manipulates Mana in different ways, and everybody has things they are naturally better at doing with it. They represent your character's natural affinity towards one element or a special connection to Mana that gives them abilities outside normal humans. I've got a host of Paths lined up, but most of them fall into a general pattern appropriate for the two arts. For Light Arts, paths general focus on augmenting Utility spells and abilities, while Dark Art paths focus on augmenting Attack spells, etc.

Here are some of the ones I've cooked up:

Light Arts

Ember Path - Fire-based utility spells are constant
Wave Path - Water-based utility spells are constant
Zephyr Path - Wind-based utility spells are constant
Tortoise Path - Earth-based utility spells are constant
Sapling Path - Leaf-based utility spells are constant
Perception Path - Light-based utility spells are constant
Empty Path - Void-based utility spells are constant
Celerity Path - You have a speed of 60
(There'll be more.)

Dark Arts

Martial Path - Attack spells deal 4 more damage in Melee range
Blessed Path - Attack spells are cast with a +2 bonus to hit.
Flame Path - Fire-based attack spells deal 4 more damage
Searing Path - Fire-based attack spells affect 2x as many targets
Frost Path - Water-based attack spells deal 4 more damage
Drowning Path - Water-based attack spells affect 2x as many targets
Storm Path - Wind-based attack spells deal 4 more damage
Prevailing Path - Wind-based attack spells affect 2x as many targets
Mountain Path - Earth-based attack spells deal 4 more damage
Sifting Path - Earth-based attack spells affect 2x as many targets
Razor Path - Leaf-based attack spells deal 4 more damage
Entangling Path - Leaf-based attack spells affect 2x as many targets
Luminous Path - Light-based attack spells deal 4 more damage
Shining Path - Light-based attack spells affect 2x as many targets
Hex Path - Void-based attack spells deal 4 more damage
Crushing Path - Void-based attack spells affect 2x as many targets
(There'll be more.)

Qualities come in all shapes and sizes, with varying degrees of use. You can make them up and have them approved by me.

Spells and abilities, while varied and powerful, follow a basic outline for categorizing their effects.
Utility spells affect the character in some way that usually benefits them, and are dependent on the Mana resources available.
They follow no real naming scheme.

Attack spells affect another character in a generally harmful way, and are dependent on Mana resources available.

Shard spells are on the lowest tier. They affect one target up to MNF ranges away, and deal 14+E damage.
Shock spells are on the lowest tier. They affect up to 3 targets up to MNF ranges away, and deal 10+E damage.
Bolt spells are more powerful versions of Shard spells, and deal 18+E damage to one target up to MNFD ranges away.
Blast spells are more powerful versions of Shock spells and affect up to 3 targets MNFD ranges away, dealing 14+E damage.
Strike spells are more potent versions of Shard and Bolt spells, and affect 1 target up to MNFDC range away, dealing 22+E damage.
Burst spells are more potent versions of Shock or Blast spells, and affect up to 3 targets up to MNFDC range away, dealing 18+E damage.
Nova spells are a special category, as they deal 14+E damage to everyone out to the F range.
Torrent spells are more powerful versions of Nova spells and deal 18+E damage to everyone within NF range.
Tide spells are potent spells that deal 22+E to everyone up to NFD range away in a straight line that is 60-ft. wide.

Specific Spells

These spells are unique and produce a variety of effects, though these are only examples of named spells. If you have an idea for a cool maneuver you want your character to do, run it by me and I'll try to think of something. The ones listed are considered Tier 2 spells, and specific conditions must be met before acquiring them.

Flash - A Light-based spell that produces a great flash of searing light that radiates from the user dealing 18+E damage to one target and Blinding every target up to N distance away. A blinded creature can take no actions save a single move in any direction and has its defenses lowered by 4 (meaning they calculate it as 4+A or M instead of 8+A or M.) Creatures who are naturally blind do not suffer from these effects. Requisite: Must have Light Blast as a spell and the Headshot ability.

Flamestrike - A Fire-based spell that produces a column of flames that continues to burn even after the caster has turned his attention elsewhere. This stationary fire, usable for two attacks, deals damage to any creature who enters it equal to 18+E. It will burn for an eternity if it is never drained of its uses, but can be dismissed by whim of the caster or by a Dispell.
Requisite: Must have Flame Bolt as a spell and the Press Your Luck ability.

Undine's Crest -
The caster conjures a blue-colored insignia in the air in front of them, and a wall of impenetrable ice forms in any shape in front of them, dealing no damage but seriously pissing off those on the other side. This wall (2m long or thick for each point of damage it would inflict) functions as a stationary "character" with a 10-wound death threshold. This Water-based spell is useful for hindering enemy movement or protecting a particular charge, though is a potent attack spell in its own right. Any creature in the area of the spell at the time of casting that is hit by the user's attack is trapped in the wall. They cannot do anything at all, and the only method of freeing them is to destroy the wall with a Dispell or by dealing enough wounds to it that it crumbles to icy shards.
Requisite: Must have the Bind ability.

Djinn's Calling
- The caster sings a song that floats on the wind, and carries a message to his adversaries, "Join us." A single creature suffers 14+E damage from this Wind-based spell. If it is dealt wounds by this attack, it now aids the player as a thrall to their whims, acting immediately after the player in initiative order. They continue to serve the player until the damage is healed or they fall dead at their feet. Requisite: (Still working on this one's requirements.)

Golem -
This Earth-based spell forms mud and clay into a cohort for the caster. This Golem will last until dismissed, has a Strength of 16, an Agility of 8, a Moxy and Elan of 4, and a speed of 8m. It has a basic Earth attack that deals 14+S damage. It has a 10 wound death threshold. Requisite: Must have at least one Earth Elemental core, and the Cunning Infusion ability.

The Creeping Death
- This Leaf spell attacks every creature within F range. They suffer 18+E damage and are immobilized until the spell is dismissed or Dispelled. Requisite: Must have Leaf Blast as a spell, and the Hamstring ability.

Magnetism
- This Void spell strikes at every creature within N range. They are sent hurtling 10m toward the nearest sturdy object, be it a wall or another creature. They suffer 16+E damage initially, and if they collide with something they suffer damage in aggregate equal to 10+(the object's Strength score. A stationary object or normal wall has a Strength of 8.) Requisite: Must have Void Blast as a spell, and the Leverage ability.

Dispell
- This spell drains an area's supply of mana, making it impossible to maintain spells and difficult cast new ones. The caster of Dispell is now the only creature within F range able to cast spells, unless a Mana-user resupplies the area with mana through whatever means. (Elemental essence, Manastone, tapping a Font, etc.)Requisite: Must have the Drain ability.

Infuse
- This spell infuses an object or creature temporarily with a single type of Mana. A weapon with Infuse cast on it can deal damage of either elemental type, decided on the user's choosing. A defensive item with Infuse cast on it blocks both elements an amount equal to its original resistance modifier. Infuse lasts until the end of the next encounter (or the current encounter, depending on when the spell is cast.) Requisite: Must have at least one Bolt spell and the Cunning Infusion ability.

Friday, August 24, 2007

Setting Ideas - SAME content

I realized I wouldn't want to work so much on my setting for a while, since I finally had an outlet for all of the ideas that pop up whenever I brainstorm for content. (Namely, the Sowing Seeds article.)

However, I wanted to try and bring myself back into detailing my setting, so I figured now's a good a time as any, seeing as I'll be having some free time on my hands after orientation week is over. For reasons that may be apparent to those such as I, it's hard to enjoy what you produce. So I probably won't be doing any fluff material for a while. This article will be dealing with the SAME rules and guidelines for Agartha, but soon will switch back to location details, etc., just as soon as I start liking the setting again.

First off; Creative process.
I want the player characters to feel like they have a definite impact on the world at large (or small, whatever) so I'm trying to tailor some things to make it feel like your character is really important.

This can happen a couple of ways. First on the list is a larger time in the spotlight, and weight added to your choices. You guys are the movers and shakers of the world, so obviously a lot of attention is going to be paid to your actions and their consequences. The people you meet along the story's arcs will also be similarly engaging (hopefully), and would present adequate, if not exemplary, merit for being a part of the story's focus. Obviously this is bad for the setting, as if only a select few people are really capable to doing anything important, what use is there for those NPCs who don't have "it?" A really easy, but ultimately poor, solution is to just treat things as they would be if the character's didn't have the power to move mountains with their minds. This is just like how the main character's in traditional CRPGs are treated within the game world, and is really stretching believability.

The second, and more easily handled point on the list is to just give you guys better stats. Obviously this presents the same problems as the story-driven aspect above, but is easier to deal with. If you guys have better abilities, you handle tougher challenges. But, yet again the same problem creeps up: What use is everybody else?

Well, someone's gonna need all that rescuing. Also, they make food and clothes while you fight demons.

Mechanically, this is the way it'll work.

While most people have just about 10 points to put into their SAME scores, you dudes have got 30. That's right. You are worth 4 people, not counting whatever special abilities and spells you have at your call. That means that when a Behemoth comes a knocking on your door, and it takes you and 3 of your buddies to kill it, it would've normally taken a whole town's worth of militia.

You can spend 30 points on SAME attributes, with a 4-point gap between your lowest and highest scores. Your skills are derived from your base attributes, but can be altered by reducing a score and increasing another, with an 8-point gap limit instead of 4. There are 7 elementals in Agartha, with the classical four being present in addition to Leaf, Light and Void. You get an 8, 6, 4 and 2 to put into 4 of them.

So, a typical PC warrior would look something like this:

S:10 A:8 M:6 E:6
Athletics:12Acrobatics:8Intuition:4Poise: 6
Endurance:12 Sneak:4Logic: 8Deception: 6
Fire:6Water:4Wind:2Earth:8Leaf:0Light:0Void:0

With various special abilities tacked on to make him more formidable.

As normal for SAME, target Defenses are based on 8+
Agility/Moxy and damage is derived from the attack/weapon base+Strength/Elan.

Skills are resolved almost like attacks, without the soak roll. There's just the test, which is d20+skill mod versus the Target number. (Usually about 10+multiples of 5)

Ranges are taken from this table:
Self
0-5 ft: Melee
5-25ft: Near
25-100: Far
100-400: Distant
400-Quarter Mile: Crazy
Quarter Mile up: Super Awesome

So a typical weapon attack would have range of M, or NF if it's a ranged weapon. A Path maneuver can have a range from M all the way up to S depending on the nature of the ability and battlefield conditions.

Normal weapons usually deal Void damage, but enchanted, natural, and specially crafted weapons deal damage of whatever type is thematically appropriate. A wooden sword deals Leaf damage, a rock deals Earth damage, etc.

Armor is like normal SAME, with random elemental resistances. Everybody starts out with armor worth 6 points of elemental resistance. You'll get better stuff when you find it.

---

This will be edited further in the future to contain a list of spells/maneuvers and special abilities.

Thursday, August 23, 2007

Kyle's Muses

Basis: Demigods, Black And White 2

Basically, the land is torn by War, famine and death. The people pray to the gods for general aid; this is where you come in.
You guys would play the demigods sent to deal with this "problem". The Aspects of your powers would be entirely up to you; be as good or evil, warlike or peaceful, as you like . All up to you, baby. You'd start off as a low-ranking, pitiful creature, and work your way up in the world through your chosen aspects.
It would be a no-holds-barred grudge fest between you all and the winner would be whoever's "tribe" of followers can elevate the Aspect to godhood. It's a bit patchy now, but if you guys are into it I'll sort out the rough edges and reveal more to chomp on later.

Wednesday, August 22, 2007

i go 2 skool 2 morrow

...and by the time you read this, 2 morrow will probably be "2 day".

Yup, moving up to Minneapolis tomorrow guys. At any rate, my cell # is 414-202-5449. CALL ME ITS SO LONELY AND COLD UP THERE I DON'T KNOW WAT I'M GUNNA DO MY EMAIL IS bryandyer14@yahoo.com O.O

At any rate, stay in touch homies.

-Bryan

*P.S. So what's the deal Josh? Is you're roommate a total douchebag or what? How's MIAD? Smoke any pot yet? Why haven't you sent me any? Why do you insist on holding out on me? Have you fucked up rotation?

*P.S.P.S. I'm Stephen Baldwin.

Monday, August 20, 2007

Sowing Seeds - Victorian Ribaldry

Roots: My love of Tesla and fiction of the Victorian era.

Premise: An alternate Earth, late 19th century. A man named Nikola Tesla has just made a breakthrough in his labs; He has created a fully artificial intelligence. This automaton, named TER-1 (Tesla Experimental Robot; Terry), has caused quite a commotion in the scientific community. Tesla proclaims to his peers that his new partner in science will help mankind reach a golden age of civilization. Edison is pissed. His recent works in steam-operated cybernetics were nearing a breakthrough but this new revelation in robotics dwarfs his previous accomplishments. Word on the street and in the pub is, Edison's got something big planned to save his reputation and draw attention away from Tesla. Something huge.

Branches:
-There'd be more automatons created, not just Terry. Maybe some would be based off creatures in the natural world, like a Rhino or an Ox. Most would follow the same bipedal template, though.
-Their main function has been modified by the American and British military as expendable, resilient soldiers. It takes quite a bit of firepower to down an automaton, let me tell you.
-Edison's big invention is set to be revealed at the 1893 World's Columbian Expo in Chicago (alongside the public reveal of the Automatons), and it's promised to be quite a show...

Canopy: Either you guys are one of the automatons, or a guard at the World's Fair (Either for Edison or Tesla). You've got to deal with Edison's inventions, whatever they may be. (Something sinister, I'd bet.)

Sunday, August 19, 2007

Bryan sad :(

Josh gone? Guess I'm next. I'm heading off to Minneapolis this Thursday guys...*sniff*... ah well, s'not like I'm going to stop talking to any of you anyway, but it would help if some of you got profiles on Facebook and be emo like me and Cody. Oh the laughs we have! They are a-plenty.

But more importantly, fucking BIOSHOCK on Tuesday! Alex, you're going to be there, I know. Word up homes.

I didn't bother to preorder it, but I have doubts it'll be hard to get. Oh, and expect me to make frequent posts breaking up the topics on here Josh, cuz i leik 2 h@ve fun on teh internetz.

Peace out for now homies.

- bryn

Next Time

Well, with Josh leaving wew got to figure out what to do. Bye Josh, have fun. But for us it goes on so, if you got any ideas on when, wherer or what to play post them. Something you want to try or play? Let us know damn it. That means all you guys.(Alex and Cody) Even if it's idea you want to play in I'll work on it but we got to get this all straight. Comment damn it.....please.

Thursday, August 16, 2007

Soapbox

So next week is probably going to be void of tabletop gaming, at least on my end. It'll be an adjustment period, and I'll need to get my bearings straight before I figure how I'm going to get together with you losers to play games and such.

In other news, this fills me with both dread and anticipation. I'm just wondering what they're going to do to cock up the next edition.

Here's hoping my apprehensive optimism opposes and triumphs over my overwhelming nihilism.

Wednesday, August 15, 2007

Kyle's Muses

Basis: Wild West/Paranormal

It's the old west but with a twist. A plague is spreading, one that ravages bodies, corrupts the soul and devours flesh. In select locations whole towns have been left a bloody mess. The "dead" walking again. Everything is desecrated. Demons walk among God's children, calling the shots and setting the stage for something bigger. A grand finale at the end, with the cameo of the Blood Angel himself Temozarela.There is still hope though. There is one weapon that we must hold to and that is faith. Just remember the teachings of the good Lord my brothers. Remember Psalms: 23 my brothers.

Basically one of the characters will be a priest with the basic idea of what's what. There can be more than one priest but there must at least be one. Others in the party may be hired guns, zealots, ex-marshals and so on. Either way the priest will have a general idea of the wolves who stalk the sheep. It will be the group's task to figure out what's going on and stop it.

Monday, August 13, 2007

Permissions

I'm going to change the permissions on the site so that you guys can make posts if you want. Just post with your Blogger accounts in the comments if you want the privilege. If you don't have a Blogger account, just post your email so I can send you GMail invite. Then, sign in with the Gmail account and post a comment. Then you need to check your email when I give you authorship on the blog so you can accept the invitation.

Happy trails.

Sunday, August 12, 2007

Sowing Seeds - Speakeasy

Roots: Prohibition-era and gangster fiction.

Premise: It's 1926. Chicago. Prohibition's in full swing and lots of people are taking advantage of local speakeasies and dives to fulfill their insatiable thirst for whiskey and gin. Socialites and hayseed folk alike take part in the bounty of successful rumrunners and continue to search for the next glass of the ol' umber syrup. You are one such band of merry rumrunners, staking your claim under one of the local cafes called the "Fleur De Lea." All around, gangsters and rival runners try to halt your progress and take your rum for themselves. It'll be a long few years...

Branches:
-Sessions take place in very separate timelines. One session starts things off before prohibition sweeps the nation, with you guys being part of a crew of miscreants in the employ of a powerful entrepreneur named Albert Wisely. Your job's to "buy out" the competition in the risky trade of alcohol and, to a lesser extent, opium. The next session would be during Prohibition, with you guys taking part in a raid of one of your competing establishment's distilleries. The next would be fending off policemen when your operation is found out, etc.
-You've got to talk in 1920's period slang. No real reason, it's just funny.
-I'd do a spit more research on Prohibition-era customs and lifestyles to give the game a more authentic feel. There'd be car chases, heists, raids and shady deals aplenty though.
-Thompsons.

Canopy: I got in the mood for a gangster game and I think it'd be a lot of fun to just mess around with Mafia-folk, bootleggers, and Cajuns and junk. Plus, you could wear a Pinstripe suit and nobody'd care.

Saturday, August 11, 2007

Soapbox

So this week... I really don't know what's what.

If anyone's got any bright ideas, I'm ready to hear them.

Thursday, August 2, 2007

Soapbox

I post now from the glorious altar of my new computational device, ramshackle in its construction but devious in its operation. Bow before your new media overlord and master, for I am but a god among ants.

Seriously though. Next week is my responsibility, so expect some spiffy scenarios. I guarantee you'll go a whoopin' and a whompin' on a certain... luminous creature.

In the meantime, I'd like you all to familiarize yourself with your characters again, and try to expand upon your character's foundation. That is, what material plane are they from? What region(s) of that plane? what did they do before mysteriously washing alongside Flotsam's walks? Etc.
I'd also like you guys to put in a comment that displays what you'd like to do at least once in game. An action scene you'd like to emulate, a story you'd enjoy seeing parodied (in a comedic or serious fashion), or something along the "scenario I've always wanted to do" line.

Till next week, toodles.