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Lonely Genius

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REALM AGE: 11 DAYS
NEW PLAYER ACCEPTANCE STATUS: OPEN TO ALL PLAYERS








APRIL 2, 2011







THE HUM FILLS THE AIR ONCE MORE...

After what seemed like an age, many unspoken souls awoke to find themselves once again on the planes of change and chaos... there were no words about how they had come or why... no curt explanations or bewilderment. Only a few scant hellos.


They all knew.
Drawn by their own need for adventure. Drawn by a need to relieve boredom, to find new paths. Drawn by a need for the sword, the hammer, and the dice.


It all began again at The Plateau.

Moving together, and moving discordant, they took up blades, dusted off old tomes of instruction, and began a new quest together. They began to fight each other, forge alliances, and design master plans to fortresses, weapons and magics none had seen before.


And even as the blood from the first player stained the earth, dead...
... there again he stood the next day, returned for his revenge.


They would not fall. There was nothing left to fear and no doubt to harbor.
And everyone knew.

The game had begun again.

Lonely Genius

Disclaimer And Content Notice

Depending on the players, Pawn may contain subject matter that is offensive to some users. Reader discretion is advised.

Due to the alternate-reality nature of Pawn, the concept of crime in "The Board" is very different from the real world.

Because of this, users will be able to take serious actions against one another with no major intervention from the GM, and they may find these actions committed against them through regular gameplay. However. Although it is within player power to commit certain atrocities against one another, all players are required to portray such actions in a simple and generally non-graphic manner.

This is a PG-13 website. All posts must stay within PG-13 acceptable levels.

You are permitted to commit various atrocities while on "The Board". But these actions may not be detailed in a graphic manner.
Posts that contain portrayals of rape, sexual behavior or violence that extend beyond PG-13 acceptable content WILL be deleted, and the poster will be asked to "tone it down".

Lonely Genius

CURRENT EVENTS


PRE-BETA CONCLUDED
We would like to thank our beta players with a hearty pat on the back and a handshake.
Thousands of Crowns were earned, and hundreds of EXP.
A reminder: the Crowns and EXP from the pregame are valid but also sealed - until you eclipse your previous totals in the new game, you won't have access to your old spoils. Break your old level limit and surpass your previous Crown stockpiles, to crack the piggybank and access your old EXP and money.

POST-BETA CHANGELOG NOTES:
Minimum level is now 0, changed from 1. Functionality is unchanged.
Player color is now available as an option again.


APRIL WHITE CARD MADNESS!
Fifty White Cards were mailed out to certain lucky souls. These players will be given 100 EXP upon sight - enough to catapult them to level 4.

Lonely Genius

WELCOME TO THE BOARD!




You find yourself alive on this plane called The Board.
This fascinating plane is home to any number of odd effects, physical and spiritual, mundane and bizarre.
Every being on this plane has a level. It rises as those beings gain Experience, or EXP.
Also, when a being is killed, it respawns the next sunrise, ever stronger from its experiences.
This is only a sampling of the wild and bizarre ways of the board...

Lonely Genius

- YOU ARE A PAWN -


HOW TO JOIN THE GAME

Anyone may play Pawn. If the game is accepting players, you may join at any time. (check the banner on the first post) To join the game, simply post on the thread that you are now playing, and include a character name. You may begin the game from any Sanctuary Zone... A default is provided if you don't have one in mind.


One day after you have joined the game - and from then on, you can find information about your character, where you are, how you are doing, and anything else about your character, near the bottom of THIS PAGE.



ALL ABOUT YOUR CHARACTER

Your Pawn(your character) has the character name you give it. It can also have a title, and a color of your choice. If you die, you may change your character's name, color, gender, and also title (among any valid titles you own).

Your Pawn can not be killed permanently. If you die, you will be returned to life at the start of the next day. Each time you die, your previous experiences accumulate, and you return to life more powerful than ever!




ABOUT STATS AND LEVELS

Your Pawn has three main stats: HP, Attack, and AP. At level 0, your Pawn will have 10 HP, 1 Damage and 3 Max AP.

When you respawn after death, you may level up and have spendable stat points. You can increase these values any way you like. Each level gives you 3 stat points to allocate. 1 Stat Point can raise your Attack by 1, your max AP by 1, your HP by 3, or raise a secondary stat.

There are various secondary stats to be discovered - littered across costumes, weapons and other equipments and items. Once you know about a secondary stat - regardless of how you learned about it - you can choose to allocate your stat points to it.

Each time you die, your full array of stat points - 3 per level - can be re-allocated any way you choose. You can rebuild your character a new way each time you die, if you wish.


THE LEVEL-DOWN SYSTEM

In Pawn, as you fight, you gain experience. This will actually cause your level to drop! Your level will continue to drop, as long as you live, until you reach level 0.

But your levels are NOT gone forever - there is no way to permanently lose your EXP. When you die, ALL your stored and lost experience will return and your level will rise, ever higher than it was before, based on the EXP you have earned in total throughout your lives.

You can slow the loss of your stats as you fight, by eating and drinking, and also by voluntarily leveling down as you gain experience. (This is a process called bundling)




ABOUT ACTIVITY / BEING ACTIVE

You are free to act as much or as little as you wish in the world of Pawn, and will only be forced into Mandatory Encounters when you enter dangerous areas or when you are caught in world-changing events.

There is no preset time that you have to play Pawn, either. If the GM is not online, you may still play the game.

Most of Pawn's activities can be managed solo - ie. you are free to explore the world, fight, shop, craft, build, and level up as much as you want. If you uncover a new zone, go exploring and earn Discovery Points, inquire something special of an NPC, try to craft something new, or so on, the results are posted the next morning in the player update.


ABOUT THE PLAYER UPDATE

Each morning, the GM carefully updates the game for all players and posts the results to the player update. There you can see your location, your remaining HP, your inventory and Coin, and any important information about things that happened in the day. The Update happens sometime in the morning, each day. (Officially it occurs 9AM PST)

Certain special events do require you respond within a certain Window of time. If any such Window is open, you will be notified. Some automatic online actions, and certain mundane things you do, will not appear in your Daily Update.

The GM isn't perfect, so if you think you notice a mistake in the update, please post about it and we will look into the matter.




ABOUT MOVING AROUND THE BOARD

Zones are, cleverly enough, represented as Squares on a board-game style board. By examining the Player Map, you can see where you are and where you can move.

You move around the board using the power of 20-sided dice, or movement powers from various other sources like shoes. Depending on what your on the 20-sider, you must move an exact number of squares on the board, or choose not to move and waste your dice.

Roll: 1, no move (rats!)
Roll: 2-7, 1 square
Roll: 8-13, 2 squares
Roll: 14-19, 3 squares
Roll: 20, move 1-3 squares, your choice

You get a single 20-sider per day, and can store up to 3.

When you move from area to area, you may be attacked by enemies and must roll a 100-sided dice as-appropriate to determine if there are Mandatory Encounters.

When you enter and leave some Zones, you must deal with special effects. The rules on this are always clearly posted on the Zone Description, so be sure you know where you are going. If you ignore an effect you were supposed to roll for, the situation will take a turn for the ugly. Don't skip out.


BORDERZONES AND YOU
Some areas are yet unexplored. To uncover what is within them, a player must spend the night in them. Once you land on a Borderzone, you may not leave the square until it is revealed the next morning - it effectively ends your actions for that day.

The next morning, you'll find yourself in a fascinating new place...

Lonely Genius

- EXPLORATION AND COMBAT -


THE TWO GREATEST JOYS OF ANY PAWN are usually exploring new and mysterious realms, and FIGHTING anything hostile found in said mysterious realms.

Let's go over the basics of exploration and fighting.

EXPLORATION!
HOW TO MOVE
To move, you must either use a special movement ability (usually on SHOE items) or roll a D20. You get a single D20 a day, and you can store up to 3. As posted above, the distance you go depends on the result.

Roll: 1, no move (rats!)
Roll: 2-7, 1 square
Roll: 8-13, 2 squares
Roll: 14-19, 3 squares
Roll: 20, move 1-3 squares, your choice

If you don't like your movement options, you can choose not to move after a roll. But your D20 goes to waste.

You may only move up/down/left/right or along secret routes (not DIAGONALLY!) and you may not step on a square more than ONCE in any single roll. However, you may make moves like "Left, Up, Right" for a 3-square move, provided there are squares to step on. You can't move OFF the board and you must move the WHOLE distance - not part of it. If you roll 20, you can decide how far you want to move. But if you roll 1, you SKUNK it and your D20 wastes after all.

Use the front page map to determine which zone you entered.
If you land on an explored square, you can start playing there right away. Be sure to follow rules for entering and leaving zones.

But if you land on an unexplored square, you must wait until the next day, for the square to be revealed. You can't move away from the square again, you are forced to stay there until the square is explored the next day.


HOW TO EXPLORE - STAY BETWEEN 0 AND 20

Most zones can be explored, and have an EXPLORATION TABLE clearly marked in the zone description. These tables list roll values from 1 to 20. If a zone doesn't HAVE an exploration table, you can't explore it...

When you explore a zone, you can roll any size of dice from 4 to 20 (Exact: 4, 6, 8, 10, 12, and 20 sided dice are all LEGAL. Using Random from 1 to X is NOT legal.) You then check to see what happens on the explore table. As you explore, your explore number will go up and down.

Exploring revolves around the EXPLORATION NUMBER. You need to keep it between 0 and 20.
The Exploration number starts at 0 each time you start exploring in a zone. It changes constantly as you search around. And it resets at the start of each day, and also resets if you become lost or move zones.

No matter which dice you roll, your roll is compared to the Explore Table. Your Explore number changes according to the table, you might earn DISCOVERY POINTS - which can be spent discovering new things - and there may be an encounter.

When exploring it is possible to throw more than 1 dice per round. Every dice throw counts - and if your score shoots past 20 or way under 0, you become hopelessly lost. You may also run into several back-to-back fights! Explore prudently.

If a fight starts, you must resolve it before you continue exploring. If there is more than one enemy, you must handle ALL of them before exploring can continue.



ABOUT GETTING LOST ...

As long as your explore number stays between 0 and 20, you can explore this way as long as you want. Roll the dice, change your explore number, and earn battles, Discovery Points and other rewards!

BUT -
If your Explore number goes above 20, you become LOST for 10 minutes for each point over 20.

And if it goes below 0, you become LOST for 1 HOUR for every point below 0.


Getting lost is no picnic.If you're lost, you can't leave the zone(with ANY method), and you can't explore, and you can't use any known buildings or NPCs. Put simply, you're STUCK in the middle of nowhere. In extreme cases, you may be lost for many days or encounter something dangerous.

Once LOST wears off, your Explore Number resets to 0 again and you can resume exploring/playing in the zone normally.


EUREKA! ABOUT DISCOVERY POINTS

As you earn discovery points, you will automatically be rewarded with discoveries the next day. Depending how many you find, you could uncover any number of things in the zone. Most discoveries become common knowledge once found, but there are exceptions.

If you specify a certain thing to look for, the odds of finding it improve, but the odds of getting other things goes down also.


TRINKETS are often found when discovering. It's hard to collect a lot of these, but they make good crafting supplies.

MATERIAL pools can also be discovered. See the section on Material pools.

You might discover something completely unique and interesting. Best of luck.


FINDING MATERIAL POOLS!

One good thing about exploring is the ability to find Material pools (Secondary Resources). These are great for trading and crafting.

If a bunch of Material is over 100 Units, it is probably PUBLIC unless it is specificially mentioned as PRIVATE. Public Material can be harvested by anyone in the zone, whether they found it or not. Any found Material pool less than 100 units is automatically PRIVATE. The finder may decide who harvests it and who doesn't.


HOW TO HARVEST MATERIAL
If there is 100 or more Material in a pool, it can be harvested just like Primary resources, by just posting about it. A base amount of 1 unit is harvested per post.

But if there's 99 or less, you must ROLL to claim it. Roll a 100 sided dice: If the roll is LESS or EQUAL to the remaining resource, you successfully harvest a unit. If it's higher though, you fail to collect anything worthwhile.


Whether a sure thing (100+), a success, or a failure, the Material pool shrinks by 1 unit with each attempt. Once it reaches 0, the Material vein is dried up. Shame! Maybe go find more?



COMBAT!

Do enough exploring, and you're bound to run into something hostile. This is where combat comes into play.

NOTE: Due to it being the first week of the game, PVP COMBAT IS OFF.
It will be switched on after the first week is over.

COMBAT BASICS

1. When you encounter an enemy, it will have a Roll Table. You will roll for the enemy, to decide how it fights.
2. You need to keep track of its HP, and occasionally its AP. With clever foes, you may need to track its previous roll also.
3. If you beat it, you get EXP equal to its level.
4. You have SOFT damage type if you don't have a weapon, which is the worst.


Fights can get complicated, but basically, both players attack each other each turn, and when one side dies, the fight ends.

Each normal round of combat, you will roll 2D6. (if you, or the monster, does not require a dice roll this round, you will roll fewer. If either needs more, you ROLL more. Easy.)
You and the enemy also generate 1 AP each round. Once you reach your maximum AP, you can't gain more. Both you and the enemy start the fight with 0 AP and build up from there.

The first dice are always YOURS. If you need more than 1, the first FEW are yours.
The last dice are always the ENEMY's.. If they need more than 1, the last FEW are theirs.

The enemy's roll table will clearly explain what (and how) the enemy is doing, but how about you?


- COMBAT ACTIONS -

ALL Pawns have access to three basic move choices for battle -Basic Attack, Basic Plunge, and Basic Defense.
Develop your skills and equipment to get better options.

- ATTACK -
The basic combat attack deals your Attack stat, plus the D6 result, in damage.
But if you roll a 1, your attack MISSES. No damage.
If you didn't miss, lower the enemy's HP by that much (if it defends, calculate accordingly)

You may learn better attacks through the game.


- PLUNGE -
A Plunge Attack, also just called a Plunge, is an AP-Spending Attack..
It does extra damage and it can't miss. But it CAN be reversed.

The Basic Plunge attack deals your Attack stat, plus the D6, plus your current AP, in damage. It also spends all your AP.
You can't miss, so a roll of 1 is simply +1 damage bonus.
Lower your enemy's HP by that much.

However, if your enemy used a DEFENSE action, the plunge is reversed.
And then, YOU'RE the one who takes the damage!

On a Reverse, you take the exact amount of damage you would have inflicted.


- DEFENSE -

The basic Defense skill, lowers any damage you take this round by your D6 result.
But If you roll a 1, you don't defend any damage at all.

If you catch your opponent using a PLUNGE as you use Defense -- you REVERSE the Plunge!
A plunge reversal works even if you roll a 1 for Defense. If you Reverse a Plunge, your roll doesn't matter - your opponent hits himself instead.


The Attack, The Plunge and the Defense - use these three basic moves to win!
Mastery of the simple leads to mastery of the complex.


- ABOUT SOFT DAMAGE, AND OTHER DAMAGE TYPES -

SOFT is easily the worst damage type. Without a weapon or skill, all you can deal is SOFT damage. You may find that MANY enemies resist, avoid or defend Soft damage easily.

Slash, Bash and Pierce are the 3 primary damage types - there are many others. In order for a damage to be defended or deflected, ALL ITS TYPES must be defended or deflected. Certain rare types of damage, like Sonic, can be very hard to defend. Remember to consider damage type when deciding on a weapon or style of fighting.

about running away ._.
We all do it from time to time. Not going so well? Discretion is the better part of survival.
Running away is a Special Action.
The enemy gets one last attack at your back as you flee. If there is more than one enemy, they all get one attack. After enduring the last attack from your foe(s), you escape combat.


VICTORY!

After a battle well fought, the noble Pawn goes to claim his spoils and earn his just rewards. And just what rewards are those? Read on.


ABOUT BATTLE SPOILS

Looting Items
After defeating an enemy, you may attempt to loot something. If you specify a loot target your odds go up. You may only receive 1 item per loot attempt. Roll D100 to see how it goes. Corpses expire, unlootable, after 1 hour. It's not possible to directly take an item from an enemy, even if they were wingin' it around in battle. Try to loot it instead.

At the end of the day, you receive info on how all your looting attempts went.


Quest Drops
Specific items like quest drops must also be looted. These usually have a success rate included. Beat the failure number and you get the loot. This lets you engage in quests without having to wait.


Healing Up
All Pawns possess the Field Heal skill.
To use Field Healing, roll D6 while posting you are healing. You must NOT be in a Combat, OR "between fights" if you have encountered more than 1 enemy. Each rolled dice restores 1 HP. You can roll more than 1 in a post, but . . .
If ANY dice rolled during healing comes up a 1, you are SCARRED and your Max HP drops by 1. (you still recover 1 HP if possible though)


LEVEL UP! - ER, DOWN? WAIT, WHAT??!

About Gaining EXP and Losing Levels
As mentioned earlier, you are awarded 1 EXP per level, of the enemies you defeat. Beat down a level 6 Bugbear and you rake in 6 EXP.
And, as mentioned earlier, this has a negative effect on your character at first. The EXP you earn will cause your character to Level Down.
(When you DIE, the experience points WILL go towards your total level and WILL increase your power!)


As you level down you will lose stats. You can regain some by eating and drinking. You can also minimize losses by voluntarily leveling down (Bundling) You will continue to level down until you reach level 0.


Once you reach level 0 you can safely ignore Level Down. Not before.


Are you ready to handle Level Down? Yes? Good? On we go then.


LEVELING DOWN - THE TWO METHODS
There are two ways you can level down. One is much more pleasant than the other.

LEVELING DOWN - LIKE A BOSS
How to Use Voluntary Level Down (Bundling)

As you play, you have the option of Bundling your EXP for level-down. Each time you earn a "bundle", you store it and voluntarily accept a level-down. It's strongly recommended that active players start bundling EXP as they reach higher levels. It matters less for newbies, and not at all for characters at level 0.

An EXP bundle starts at 10 EXP when you start a new life, and the allowed bundle size increases by 10 each time you store one, until you die or reach level 0.
(10 -> 20 -> 30 -> 40...)

To Voluntarily Level Down, roll 3 six-sided dice.
If the dice come up:
1,2: You lose 3 Maximum HP. If this would take you below 10 MaxHP, you are off the hook - no penalty for that dice!
3,4: You lose 1 Attack. If it would take you below 1 Attack, no penalty.
5,6: You lose 1 AP. If it would take you below 3 AP, no penalty.

As you can see, the more often you Bundle EXP for leveling down in a life, the less often you have to do it. Also, you are given a fair cushion of stats that prevent TOO much stat loss. This is REALLY handy.

'Specially when you consider the alternative.


LEVELING DOWN - LIKE A WUSS
How to Get Screwed By Mandatory Level Down (Doing Nothing)

If you are above level 0, you have earned too much EXP, you haven't bundled, and the day ends, BAD THINGS HAPPEN.

Each 10 EXP you earned causes a Mandatory Level Down.
These stat penalties are imposed by GM dice rolls - with no cushion for minimum stats.
You also don't benefit from eating and drinking. If you had been bundling, you would regain some lost stats at this point, but instead you're losing stats.

And in the worst case - if you seriously overdo your grinding and don't level yourself down as you do it - you stand to lose most of the exp you earn, to a Post-Down Penalty, in addition to shriveled level and gouged stats!

Also, in case you can't tell.
Losing a level every 10 EXP is MUCH harsher than losing a level every time you fill a continually growing bundle that starts at 10 EXP.

So, all in all. Here's my real advice.
When you're below level 5... you can ignore Level Down, and the GM will handle it.
Past that, you better man up and start bundling, or you'll find the game a very harsh grind.

Lonely Genius

- RESOURCES, BLUEPRINTS, AND FINISHED EQUIPMENTS -


ONLY THE MOST FOOLHARDY of pawns plays very long in the game without equipment. A weapon, a costume, a hat, and accessories can take your battle-weathered pawn and keep it combat-functional. Not only that, but they can enable amazing abilities and powers. And the best part is - you can buy it from the shelf, or make it all yourself!




ABOUT EQUIPMENT

You can equip 1 Weapon, 1 Costume, 1 Hat, and any number of accessories - but a limited number of each type of accessory. When you die, your money and equipment are lost; and you will probably need to rebuild your equipment stash. You can always buy more, if you can earn some Crowns.


ABOUT RESOURCES


There are three types of resources in the game - PRIMARY, SECONDARY and TRINKETS.

PRIMARY resources are available basically everywhere. You can harvest Primary Resources just by posting about it, If they are present in a zone, at a base rate of 1 unit of resource per post.

SECONDARY resources, also called MATERIAL, must usually be found. Most often there are rules about harvesting them, and it may involve collecting resources from veins (a simple mini-game). Exploring will likely turn up Materials if you spend Discovery searching for them.

TRINKETS are special items that you only usually get one at a time. They can be added to crafting projects to great effect, but they are tricky to collect reliably.


ABOUT INTANGIBLES

Some things are NOT lost when you die. These include Finished Blueprints to equipment, Blank Blueprints that aren't yet used, Augment Cards (blueprint-designing parts), Pins and Emblems (for social connections to various organizations) and Titles. Collecting these can be worthwhile.




HOW TO MAKE YOUR OWN STUFF IN 5 EASY STEPS

This short guide will explain, step-by-step, the process to creating a basic sword item.

CRAFTING, PLAN A: THE SMART WAY.

STEP 1: Get the augments.
To make a Slash-damage sword, you need a SHARP Augment Card. It's also a good idea to get a basic damage augment (+1 damage), or the sword won't improve your attack power. These two augments are both common and cheap - check any town for a smithy, craftsman or general store to buy them.

STEP 2: Buy a blank blueprint.
Also inexpensive, the blueprint will become our sword design when combined with augments and a bit of elbow grease. Blueprints indicate what TYPE of item is made - we need a weapon blueprint this time.

STEP 3: Design the blueprint.
After you gather all the augments you want, it's time to describe the weapon created. Your description includes the materials you plan to use in crafting the item, the creation methods, any necessary tools, facilities, utilities, etc. You also need to list all the augments you are adding. Attention to detail will improve the quality of your creation and reduce the resources needed.

For this example, let's make a nice, short-length post specifying the use of metal, and apply both the Sharp and +1 Damage augment.
Crafting Demo
My Sword Blueprint:
Rolling up my sleeves, I take some METAL and get it very hot, then I fiercely craft it into a sharp-looking blade with a keen shine and a keener edge. Afterward I let it cool. I use the SHARP and +1 Damage Augments.


Note: If you don't list an augment, the final item almost always won't have that ability. You can't craft an HP-stealing sword unless you have an HP-stealing augment. It's that simple.

STEP 3b: Wait for your blueprint to be formed, then Accept it.
With the augments in place and your description all done, you must wait a day (or less) for GM attention. Your blueprint will be formed and resource costs will be laid out - you'll learn at this time how much resource it takes to make your weapon.

For this example, the GM has made his reply:
GM
Your blueprint looks good, +1 Attack slashing weapon. It uses 21 Metal. Accept?


There are various ways we could have lowered the amount of metal needed - using multiple resources, making a more detailed post - but really, gathering 21 Metal is a cinch. So let's accept.

Now the accepted blueprint is permanent. Even if I die, I don't lose the blueprint... I can always make my sword if I have 21 Metal.

STEP 4: Gather resources.
It's time to get mining! I must collect 21 metal. That's easy if I'm in the right zone. If not, I can probably buy metal. Primary resources are almost always available for sale at cities and towns.

STEP 5: Call it done and equip it.
Declare you are making your sword using the metal in the inventory. And then, if you want, get more metal and make another, or make 10 or 100! Make one every single life. Blueprints don't wear out, after all.



CRAFTING, PLAN B: THE PAINFUL WAY.

STEP 1: Collect resources.
Better get mining. I'm gonna need to dig a TON of resources up.

STEP 2: Make a very, very, very large crafting post.
No blueprint required, no augments required, no nothing except resources, tools and a ton of effort. I throw caution (and planning) to the wind and make a giant post in the name of almighty creation.

STEP 3: Cross my fingers.
It's in the GM's hands now.

STEP 4: ???
And by ??? I mean, who knows what will happen at this point. Resources could waste, anything from a nice equip to a total disappointment will get crafted (usually erring on the side of disappointment) and the whole project could be a hunk of junk.

Anything CAN be created without a blueprint, but it's roughly 10 times as expensive, both in terms of supplies AND effort. It's also VERY UNPREDICTABLE, so you'd better be sure you want to work blind... although, sometimes you just can't find the parts for what you want. And sometimes, it's the parts you want to make. (By the way, it's even possible to craft intangible things like Augments - but I recommend doing some research before just "trying for it" ... do you even know what an Augment is made from?)


STEP 5: PROFIT?
Note. This method is not usually actually profitable. It can be fun but all too often it's an utter waste of time, resources and effort. Good luck....

Lonely Genius

- A NOT-VERY-BRIEF HISTORY -

On the seeding of the world - the day that the board once more was inhabited, and began to recover from the great crash.

At first - there was nothing. A void in which potential rested, a place where the world might be. Then - there was something. What has since been lost to time and trial, but eventually there came to power nine spirits. Their names are now...unimportant, but the knowledge that they were power must be understood. Through their power were the nine elements balanced - Fire, Water, Earth. Heaven, Hell, Nature. Body, Spirit, and Mind. And through the balancing of their powers did the board come to be, and through it's existence came all the faces of the units. Pawn and King, Queen and Rook, Knight and Bishop - all came to rest upon the chaotic, ever changing board and it was good.

Then came three - outsiders from this world, yet integral to it as well. Names they had, but the names matter not. What they represented is important here, for they were: Chaos, Neutrality, and Order. The nine were swept aside by the three, and for a time once more did the board live on a balance - this time of different forces, but a balance none the less.

In the end a great and fierce battle was fought - the three all fell to one another's hands, and the nine did not return. Bereft of balance, lacking control of the powers at work within it, the great board was torn apart and all fell to nothingness and ruin. Oh - for a brief time some form of world remained, a place that was but briefly explored...yet it did not last long, with no-one to control the powers at play.

All this was before the seeding of the world - for within this nothingness there came to be a person. A single girl, a small force in and of herself but representing a great possibility. At first she was alone within the great nothingness that was our world - but then a small change happened. It was but a stone, and a small tree - two features in the vast waste of the world yet they were solid things, consistent, fixed points in the white plain.

Thus was the world seeded from the ruins of the past - even now it continues to grow, as more power is acquired and fed into the featureless plain. The board is reborn, thanks to the existence of the seed - and it was remembered for some time.

But old powers grew thin and battles faded to memories and legends. The nine began to war anew with one another, and their wars silently tore asunder the old worlds.

Nothing remained but a tiny fragment of the Board. However, the fragment was jealously split by the nine. It wasn't long until this warring once again brought about change - but this time due to dimensional collapse, the board folded in on itself - inverting - twisting - until the very physics were changed!

Now players would no longer start at level 1 and level up, but instead start at high level, and level down. Somehow this insane system functioned, and balance was restored. In time the fragments grew into 9 distinct zones and with this new system all 9 found strength and solace. Yet there were two elements which interfered with this balance. And in time, the unstable zone gave way, resulting in a very unbalanced, cacaphonic spinning and flipping and destruction and chaos.

And now the board is much like it once was - full of chaos - only now moreso.

Lonely Genius

- THE COSMOLOGY OF THE NINE -




THE ENERGIES OF THE BOARD

This bizarre world is taped together seemingly by pure chaos; but it is not so.
Nine primeval forces maintain the balance on The Board.
They divide into three tiers. The lazy simply refer to them as the Elemental Dieties, but as you will see, they are not all elemental in nature. The nine primal forces form a balance, in checks of each other's power. Those who study this balance will surely come to understand the very ways that life flows through the Board.


- THE ELEMENTAL CIRCLE -
The Elemental Circle contain those spirits that make up the backbone of the world. Furious and peaceful, they have disregard for Mortal Ways. They specialize in Direct Magic and have a general vulnerability to Summoning.

FIRE
Blazing and angry, Fire is one of the three Elemental forces. It destroys everything with burning passion, leaving change in its wake - change for both destruction and growth. Fire is aligned with ATTACK. The Deity of Fire cares only for might, and grants power to those who gain levels aggressively. Neglecting your level for long periods will frustrate the Fire Deity.

WATER
Calm and ever-changing in its mindset, Water is one of the three Elemental forces. The Deity of water is giving one moment and chastizing the next; ever moving and shifting with the weather. Water is aligned with MOVEMENT. The Deity of Water looks over travelers. It grants power to those who travel a great deal. Staying in one place for long periods will frustrate the Water Deity.

EARTH
Staid and uncaring, Earth is one of the three Elemental forces. Ever the same and always patient, Earth stands on through the tests of time and memorandum, unflinching and unfaltering. Earth is aligned with DEFENSE. The Deity of Earth supports the hardy and stubborn. It will grant power to those who maintain their level without dying for a while. Dying repeatedly in a short time will frustrate the Earth Deity.

- THE PHILOSOPHIC CIRCLE -
The Philosophic Circle are house with those spirits who tarry themselves deeply with the ultimate fate of the mortal world. Slow and devious in their machinations, they compete for dominion over the living. They specialize in Summoning and have a Weakness to Enchantment.

NATURE
The proponent of the old axiom "Survival of the Fittest", the Nature Deity believes life is best held as a contest to see who best deserves it. This way it can be best defended by those who represent it. Nature is aligned with those who SHOW AND RESPECT POWER. Nature grants power to those who always fight worthy foes. If you constantly fight enemies weaker or much stronger than you for a while, you will frustrate the Nature Deity.

HEAVEN
The leader of the belief that Mankind should live in Peace and Harmony, with less strife and struggle. Heaven organizes a moral code to indicate what is right and wrong, and seeks to enforce it equally upon everyone. Heaven is aligned with those who morally CONTROL THEIR ACTIONS. Heaven grants power to those who take the moral high ground. If you behave in an immoral fashion for long periods, you will frustrate the Heaven Deity.

HELL
A Philosophic group that wishes power only for itself. Acknowledging its own endless potential as a Philosophic Circle, it takes on its own the right to rule and command, and only rewards those that fall in line. Hell is aligned with those who would advance Hell's power. Hell grants power to those who give power to the Hell primal energy. If you seek to take power away from the forces of Hell, you will frustrate the Hell Deity.

- THE FUNDAMENTAL CIRCLE -
The Fundamental circle enforce those key values that make up the mundane life. They closely orchestrate the meaning of life and aid mortality, seeking to actively serve it at all times. They specialize in Enchantment and have a general vulnerability to Direct Magic.

MIND
Mind is representative of those who rely on creativity and cleverness to accomplish things. It serves those who solve problems creatively, and believes strongly in the advancement of the Human Intelligence. The Fundament of Mind is concerned with the strategic vambrace of its proponents. Mind grants power to those who master skills.If you do not master any skills for a long period, you will frustrate the Mind Deity.

BODY
Body is the representative of the vessel of the mortal life. It serves those who strength and care for this vessel and who similarly manipulate the modern world to ensure its safety and well being at all times. The Fundament of Body is attuned to your care of your body and use of the natural world, and its mundane properties. Body grants power to those who collect powerful equipment. If you do not collect any equipment for a long period, you will frustrate the Body Deity.

SPIRIT
Spirit is the proponent of the mortal spirit; the emotion, kinship, and connection of mankind. It serves those who dwell upon their feelings and show compassion and empathy to others. The Fundament of Spirit only cares for the emotional growth and well-being of mortals, not for any other factor. Spirit grants power to those who forge strong social connections. If you do not make any friends or communicate for a long period, you will frustrate the Spirit Deity.


Scholars note that these nine primal entities appear to all be rivals to some degree or another. If you obtain some degree of influence with one, you will more or less anger or please the others. It is reflected that it is possible to please all nine Deities at the same time... although exceedingly difficult. One who achieves such a thing, according to legend, gains access to the Nine Afterlives, or Nirvana. It is equally difficult, but possible, to frustrate all nine at the same time. Someone who unintentionally does this, will surely lead a troubled life.

Lonely Genius

- THE WORLD MAP -



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Zone 0: The destroyed Crossroads Trading Post(unlinked)
Zone 1: The Plateau
Zone 2: Crystal Caverns
Zone 3: Crystal Valley
Zone 4: Wisp City
Zone 5: The Wetmarsh
Zone 6: Unexplored
Zone 7: Derumi Desert
Zone 8: Mistweave Plains
Zone 9: The Atlantic Ocean
Zone 10: Unexplored
Zone 11: Unexplored
Zone 12: The Boiling Lake
Zone 13: Unexplored
Zone 14: Unexplored
Zone 15: Unexplored
Zone 16: The Soulplain
Zone 17: : The Font of Heaven (West)
Zone 18: The Holy City of Winivus
Zone 19: The Font of Heaven (East)
Zone 20: Duskfell Forest
Zone 21: Unexplored
Zone 22: Unexplored
Zone 23: Unexplored
Zone 24: Unexplored
Zone 25: Unexplored
Zone 26: Unexplored
Zone 27: Unexplored
Zone 28: Unexplored
Zone 29: Unexplored
Zone 30: Unexplored
Zone 31: Unexplored
Zone 32: The Ashen Void (unexplored)
Zone 33: Unexplored
Zone 34: Unexplored
Zone 35: Unexplored
Zone 36: Unexplored
Zone 37: Unexplored
Zone 38: Unexplored
Zone 39: Unexplored
Zone 40: Unexplored
Zone 41: Unexplored
Zone 42: Unexplored
Zone 43: Unexplored
Zone 44: Unexplored
Zone 45: Unexplored
Zone 46: Unexplored
Zone 47: Unexplored
Zone 48: Unexplored
Zone 49: Unexplored

Lonely Genius

- THE OFFICIAL CHAT -


Our game has an IRC chat channel - sometimes one or both GMs can be found in chat, fielding advice and shooting the floating dandelions on the breeze... -bang-

Here's a quick link to jump you to our IRC:
- CHAT LINK -

Lonely Genius

- RECOMMENDED REFERENCE LINKS -


A small but dedicated group of players has started assembling a wiki. It might be worth a look!

http://pawn.wikia.com/wiki/Pawn_Wiki

Lonely Genius

PLAYER UPDATES
the 17th


- Blaze, the Level 3 Pawn -
19/19 HP, 6 Attack, 3 AP, 2/3 Dice
Zone 20 - Duskfell forest
Inventory: Tutorial Pocketknife, Tutorial Bow
Intangibles: Sky Slash Augment, The Mind Creation Tablet
Primary Resource: 20 Metal
Money: 30 Crowns
Resources: 79 Crystal Dust Material (Secondary), 3 Mana Stone trinkets
Sealed: 8600 Crowns


- Chaos, the Level 3 Pawn -
19/19 HP, 5 Attack, 5 AP, 3/3 Dice
Inventory: Tutorial Pocketknife, Tutorial Bandage, Tutorial Stick
Resources: 47 Coal, 16 Coalflowers
Sealed: 18400 Crowns

You have found a place where there are odd plants growing.
Searching the [Tall Plants] is likely to result in finding something curious.


- Fey, the Level 7 Eternally Lost One -
46/46 HP, 12 Attack(+2), 3 AP, 3/3 Dice, 21 Unspent Stat Points
Inventory: +2 Nodachi(Heavy, Sharp)
Intangibles: Sharp Augment, +1 Damage Augment, Shard Shower Spell Augment, Ensnaring Augment, Seasoned Augment, 1 Augment Blueprint,Sizzling Augment, Channel Song Augment
Companion: Candy Tail
Sealed: 14730 Crowns

"The most basic technique that a florentine combatant need remember is the Double Attack. The same die is used to make 2 attacks. One uses your Attack, the other only the weapon damage. Double Attack costs 2 AP."

You're starting to understand a bit better. Still a ways to go.


- JFX, the Level 4 Pawn -
19/19HP, 7 Attack, 3 AP, 3/3 Dice, 12 Unspent Stat Points
Inventory: Tutorial Bandage, Small Stick
Congrats on clearing the tutorial

- Kia, the Level 4 Pawn -
10/10HP, 1 Attack, 15 AP, 3/3 Dice
Inventory: Tutorial Pocketknife
Sealed: 4000 Crowns

Welcome to the game.

- Kunai, the Level 4 Pawn -
Zone 19 - The Boiling Lake
29/31HP, 6 Attack, 3AP, 3/3 Dice
Inventory: Tutorial Pocketknife, Mysterious Conch, 3 Tutorial-Gossamer Material
Resources: 5 Saltroot material, 6 Food (Primary)
Sealed: 4000 Crowns

you head deeper.


- Mcm, the Level 4 Pawn -
10/10HP, 1 Attack, 3 AP, 12 Unspent Stat Points, 3/3 Dice
Sealed: 11000 Crowns

Your poor plant is worked to the bone. (?)


- Miah, the Level 3 MuiMui -
Zone 7: Soulplain (Obelisk)
25/25 HP, 7 Attack, 3 AP, 1/1 TP, 3/3 Dice
Inventory: Tutorial Pocketknife, Tutorial Bandage, Thoughtstone Trinket, Small Shield
Intangibles: Ice Damage Augment, Arrow Augment, Slash Augment, Traveling Augment, 1 Weapon Blueprint
Resources: Mana Stone Trinket, Yellow Scale Trinket
Sealed: 12300 Crowns

The Obelisk STILL has you trapped...
You need to roll D100 to escape it.



- Nespin, the Level 3 Pawn -
Zone 4 - Wisp City
17/21 HP, 3 Attack, 4 AP(-2), 1/3 Dice
Inventory: Hunter's Costume (E), Hunter's Hat (E), Small Shield
Intangibles: Arrow Augment, +1 Damage Augment, Pierce Augment, Sharp Augment, Heavy Augment, Crystal Spike Spell Augment, Trader's Guild Pin
Resources: 2 Norwyrm Claw Trinkets, 25 Stonewood Material (Secondary), 20 Mana Crystal (Primary), 10 Wood (Primary), 10 Saltroot (Secondary)
Money: 201 Crowns
Sealed:12333 Crowns

You have found your way to the Trader's Guild.

Here you can secure trade and harvest rights to various zones, talk about trade deals currently active, and buy and sell to the guild warehouse.Of course there are also many businessmen and peddlers to trade about with.

You have also found a Dash Disc rental place.
A Dash Disc is a Vehicle which boosts results from rolls by either 0 or 1, at your discretion.
Renting a Dash Disc costs 200 Crowns for 3 days.


- Vaan, the level 4 Pawn -
28/28 HP, 7 Attack, 3 AP
Inventory: 10 Tutorial Gossamer
Zone 1: The Plateau

You harvest tutorial Gossamer.

Lonely Genius

CREDITS


The game is hosted by the GM, Silverbel.

It has been running since April 2nd of 2011..

It wouldn't have been possible without the creative efforts of my crack team of game designers.. you know who you are.

I owe a debt of thanks to those who have prepared art for the thread, helped with the mechanics of the game, and helped keep the chaos on the thread to a dull roar.

Thanks, guys.









what?

Why are you still here?
Come on! There's nothing left to read.

..
you want some great hint or surprise huh. -_-;
... 3nodding okay. I think it's fair to reward the stoic explorer.

A hint on gameplay:
Once an equipment is done, it can never be strengthened with more Augments. But perhaps...

Lonely Genius

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PAWN: Age of Ascent


To all players:
Thanks for your interest in our role-playing board game,


Cheers, and may you roll a 20.



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This thread is now open to all players.

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