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Posted: Mon Nov 28, 2005 6:40 pm
.:World of Gaia: Telvah’s Tears:.
Gaia is a world defined by its spirits, human or otherwise, and these spirits take on many shapes. The six Elementals who oversaw the creation of existence share this love of disguise, of transformation. There are as many names for them as there are faces, but in all of Gaian stories, they are six: earth, fire, water, air, and their parents, light and darkness. In the year 718 A.D., there is a particular face, a goddess of water and ice that dominates the fabric of history. It is the story of Telvah, of the search for her tears.
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.:Arrosent, City of Water:.
Sprawling and beautiful, Arrosent is a wondrous city of raucous canals and tiny, quiet pools. There are few roads, as most travel is conducted along the waterways that crisscross the city. Unlike those of other cities, the canals and aqueducts of Arrosent remain clear of waste, kept clean by the blessings of the priests and priestesses of Telvah, the rain goddess and matron of Arrosent. There are several buildings of interest in Arrosent: the Temple of Everlasting Ice, Behauen Academy, the palace of the High Priest, and the Eight Rivers Inn. Arrosent’s government is best described as theocratic, as the city is run primarily by the clergy, although there is a city council that has some say.
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.:Fighting Styles (West):.
Western fighting styles are divided into six categories. Knights are heavily armored guardians of nobles (and sometimes nobles themselves) who usually ride horses and are skilled in the usage of the lance and/or the sword.
Knight progression: Page, Squire, Knight, Defender, Lord/Lady
Archers attack from a distance using a variety of weapons. They may be competent with a melee weapon, but their true prowess lies with a bow or crossbow, or (rarely) with the musket or pistol.
Archer progression: Slinger, Hunter, Archer, Sharpshooter, Sniper
Rangers utilize the terrain to their advantage. They are skilled trackers who use both melee and ranged weapons (though they specialize in neither). Some rangers have been known to fight with two weapons, one in each hand. Rangers are also very in tune with animal and plant life, often bearing an animal companion of some sort and possessing knowledge of herbs.
Ranger progression: Traveler, Guide, Ranger, Strider, Watcher
Mercenaries are usually common born men and women who hire out their fighting skills to an employer. There are two types: those who belong to a mercenary company (headed by a Captain), and those who do not (freelancers). They are masters of many different weapons, some plain, and some exotic.
Mercenary progression: Recruit, Swordsman/Swordswoman, Mercenary, Blade, Captain
Thieves are masters of trickery, and prone to bouts of stealing and mayhem. Many cities have thieves’ guilds (and the accompanying underground communities), but there are plenty of thieves who work outside the auspices of the guilds. Thieves tend to prefer small, easily concealed weapons, and like rangers, have been known to wield a weapon in each hand.
Thief progression: Footpad, Pickpocket, Thief, Assassin, Ghost
Fighters use their hands and feet as weapons in battle. They can be anything from common street thugs too poor to afford a good club to sturdy boxers who are masters of their art.
Fighter progression: Brawler, Tough, Fighter, Pugilist, Master
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.:Fighting Styles (East):.
Lord/Lady (see Knight above): Lords do not use the lance, but they may be skilled in the use of the bow. Commoners address lords and ladies with the suffix –sama. Samurai may be included in this class.
Lord progression: Son/Daughter (Onzoshi/Himesama), Protector (Hogosha), Lord (Shoushu/Jyoketsu), Prince/Princess (Shinnou/Ume), Emperor/Empress (Mikado/Jotei)
Archer (see Archer above): Archers in the East are for the most part the same as those in the West. In the East, they are more likely to be affiliated with an army than to be wanderers.
Mercenary (see Mercenary above): Mercenaries in the East are for all intents and purposes the same as those in the West. Samurai without lords (rounin) most often fall into this class if they still fight.
Ninja are specialized fighters of the East, masters of both city and country warfare. Their weaponry includes, among other things, the short blade, throwing stars, and hooked ropes. They can tap into chi, the power of the life force, and though it is not exactly magic, some of their abilities may appear to be supernatural.
Ninja progression: Genin, Chounin, Ninja, Jounin, Hokage
Martial artists are fighters who specialize in the use of their bare hands and feet. They often are skilled with weaponry, yet have honed their own bodies to such powerful weapons that they have no need of it. Martial artists often spring from holy orders or peoples too poor to afford weapons.
Martial Artist progression: Brawler, White Belt, Martial Artist, Black Belt, Master
.:Magic Styles (West):.
Bringing back the much-loved system of WoG 1.0, each of the six elements (fire, earth, water, air, light, and darkness) is divided into a hierarchy of five levels: Apprentice, Journeyman/Journeywoman, Master, Sage, and Avatar (of earth, darkness, and water only). As you progress through the levels (decisions are made by the Avatar or High Priest[ess] of your element), you gain access to more powerful spells.
There may only be one Avatar of each gender from each of the three Western elements (earth, light, water) at one time.
Mages may utilize weapons, but they are rarely more than competent with them (GM note: You have to have a REALLY good reason for them to be better).
.:Magic Styles (East):.
Bringing back the much-loved system of WoG 1.0, each of the six elements (fire, earth, water, air, light, and darkness) is divided into a hierarchy of five levels: Initiate, Acolyte, Monk/Maiden, Priest/Priestess, and High Priest/High Priestess (of air, light, and fire only). As you progress through the levels (decisions about rank are made by the Avatar or High Priest[ess] of your element), you gain access to more powerful incantations.
There may only be one High Priest/High Priestess of each gender from each of the three Eastern elements (air, darkness, fire) at one time.
Clergymen may utilize weapons, but they are rarely more than competent with them (GM note: You have to have a REALLY good reason for them to be better).
.:Sord, a Village of Warriors:. (Holyn Academy)
.:Cameliard, City of Light:. (Church of Holy Light)
.:Aragon, the Walled City:. (Nurturing Earth)
.:Kumori, City of Shadow:. (
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Posted: Tue Nov 29, 2005 12:16 am
TMJ's random thought:
If the western elements include light, and only avatars are allowed, yet Sey's character is eastern, then how do we end up with a High Priestess of Light? :laugh:
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Posted: Tue Nov 29, 2005 3:46 am
Sorry, that was from before Sey and I talked about it. sweatdrop
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Posted: Tue Nov 29, 2005 6:06 am
Ideas for Samurai progression:
Boushi (country samurai) Kunizamuai (provincial samurai) Wakazamurai (young samurai) Wakatonobara (young prince/samurai) Kengo (master swordsman) Bushi (warrior/samurai) Rounin (lordless samurai)
The problem with making this progression is that in Japanese history, in order to become the lowest form of samurai (rounin), one had to lose his lord, meaning that the samurai in question had to have at least been a boushi. So it's a little weird, but we could probably work around it by leaving out Rounin and making the Boushi the lowest class.
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Posted: Tue Nov 29, 2005 6:39 am
Rounin - Samurai who's lost his lord.
Rurouni - Wandering swordsman.
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Posted: Tue Nov 29, 2005 9:35 am
Actually, I believe that "rurouni" translates literally as "wanderer", and does not have any connotations of "swordsman". If you're thinking of Kenshin, then I'd have to note that the reason he was called "rurouni" was not because he was a swordsman, but because he was always moving from place to place (which is why the bastardization, "Samurai X" was so contested).
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Posted: Tue Nov 29, 2005 7:41 pm
Don't look at me. 's what our ol' Daimyo Fletcher said. He also said: geas Note that the smiley I just used is called the 'whee'. And it is cooler than my pants.
Whee! whee
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Posted: Fri Dec 02, 2005 10:34 am
Agenda for tonight's meeting:
a) Casting checks b) Confirmation of bloodlines c) Admin/Mod Character creation d) Confirmation of opening plot devices e) Presentation of Dark and Air spell lists for review f) Plea for help with non-magical classes g) Discussion of possible country/kingdom names h) Confirmation of opening day -Do we want to start with a WIP system? -Thoughts on ability lists.
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Posted: Thu Dec 08, 2005 1:48 pm
Water spell names (these are just rough ideas, feel free to contribute/dismiss):
Water Rank I
Ice Arrow (Elemental arrow attack)
Purify (Cures status ailments Poison, Burn, and Sleep)
Naiad's Tear (Causes status ailment Frozen)
Freeze (Freezes water)
Watercall (Summons a small volume of water)
Breath (Allows the caster to breathe underwater)
Fog (Summons a cloud of dense fog)
Water Rank II
Ice Javelin (Fires a thick spear of crystallized water at a target, causing moderate water damage)
Healing Circle (Heals minor wounds in a small radius, removes status ailments Poison, Blind, Burn, and Sleep)
Marid (Summons a minor water elemental to do the caster's bidding)
Protean Prison (Calls up a cage made out of water that holds a prisoner 30 minutes or until the casting is dispelled)
Waterfall (Summons a great volume of water)
Cold Burst (Chill air spirals out from the caster, covering a wide area and causing the status effect Frozen, causes minor water damage to those caught in the blast)
Frost Mail (Provides some protection against physical attacks)
Riverwalk (Allows the caster to walk on water)
Scry (Allows the caster to use water or ice to spy on an area or a person)
Water Spells III
Poseidon's Gait (Allows the caster freedom of movement underwater, the ability to walk on water, and the ability to breathe underwater)
Ice Storm (Summons a local ice storm that covers a specified amount of ground with ice and drops huge shards of ice from the sky, causes major water damage)
Waterthrall (Allows the caster complete control of up to a certain volume of water)
Healing Wave (Heals moderate wounds over a wider radius, cures the status ailments Stone, Burn, Blind, Sleep, and Poison)
Ice Shield (Forms a pyramid-shield of ice that protects the caster from physical attacks)
Barrier of Water (Forms a spherical shield of water that helps the caster deflect magical attacks)
Chilling Stare (The caster's eyes glow brightly, and anyone who looks her in the eye receives the status ailment Frozen and receives moderate water damage)
Venom Discharge (Caster enchants a bubble of water, setting it to explode after a certain amount of time with potent venom, causing the status effect Poison to all caught in the blast as well as major water damage)
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Posted: Thu Dec 08, 2005 7:36 pm
Earth Spells I
Stone Arrow (Elemental arrow, causes minor earth damage)
Terrato's Trap (Ensnares the target in a pitfall, causing minor physical damage and holding her for up to five minutes/rank)
Shake (Causes the earth in a small area to tremble violently, knocking those caught in the shockwaves to the ground)
Growth (Allows the caster to expand organic matter to up to three times its original size: including both plant and animal life forms)
Dig (Cuts out a cylindrical mass of stone and displaces it)
Compass Crystal (The caster enchants a piece of quartz to allow her to find her way below the surface of the earth)
Earth Spells II
Boulder (drops a large boulder on a target from above, causing moderate earth damage)
Gai (Summons a minor earth spirit to do the caster's bidding)
Ciendra's Cave (Creates an alternate pocket dimension visible to friendlies but not to enemies; detectable by earth Paladins and Mages, lasts for the equivalent of a good night's sleep)
Stone Spikes (Raises a series of three + 2/rank stalagmites from the earth, causing minor earth damage to all those caught in the attack)
Crystal Mail (Provides the caster with protection against minor physical attacks)
Quake (The second level of the Shake series, causes the earth to tremble in a larger area)
Overgrowth (Allows the caster to increase the size of organic matter up to five times its original volume)
Forest Steps (Enables the caster to walk silently and without a trail through the thickest of forest undergrowth)
Wither (Drains the life from a targeted plant or animal. Does not work on humans)
Earth Spells III
Break (The third spell in the Shake series, causes the earth to tremble hard enough to crack open, the caster determines to what degree)
Avalanche (Drops a rain of six + 2/rank boulders down on the heads of the caster's targets)
Stone Shield (Calls up a spherical barrier of gemstone to protect the caster from minor and moderate physical attacks)
Barrier of Earth (Calls up a cylindrical wall of earth and greenery that protects the caster from minor and moderate magical damage)
Clay Golem (Summons a brittle golem of clay that is immune to magical attack up to moderate level and immune to minor physical attacks. The golem can be assigned three modes: serve, fight, and defend. It is animate, but only semi-intelligent)
Persephone's Poison (Caster summons dark plants from the deeps that spear the targets with their leaves, causing the status effects Sleep and Poison; targets: 1 + 1/rank)
Earthwalk (Allows the caster to pass through earth and stone for a very limited period of time)
Petrify (Causes the status effect Stone)
Sandstorm (Causes moderate earth damage and the status effect Blind on all targets)
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Posted: Tue Dec 13, 2005 9:37 pm
Sey's spell format makes True's BRAIN HURT. scream
Sey Edit: That's because I'm a**l when it comes to things like code monkeying. OH HO HO HO HO~
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