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Streamjumper
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PostPosted: Tue Sep 05, 2006 7:30 pm


Ok, the idea of the campaign is relatively simple.

Setting: Moderate fantasy. Magic is fairly common, but not exactly everywhere.

Power level: Moderate heroic. PCs are significant enough to be known of if not openly known for their deeds. Alternately, someone really new to things would probably have their master/style/predecessor/title known of. Try to keep things balanced here. Think like the middle end of Slayers without the rediculously powerful stuff.

Mood: Relatively serious with some light moments as well as a bit of melodrama here and there.

Concept: Each character has what we'll call OOC their "Legacy". This might be that they are the named successor of a particular fighting style, the bearer of a curse or blessing passed through their bloodline, the chosen servant of a divine power, the guardian of a powerful object, or the apprentice of a known badass, with the abilities one would expect.

Tech level: Middle ages, with the advent of early fencing weapons (still uncommon and mostly the territory of fashionable morons and skilled specialists)... no firearms. However, a skilled character focusing in inventing can violate this a bit... but be prepared to have your tech experience problems like lack of rare ingredients, frequent breakdowns, etc.


Post your ideas and we'll start cluing in to what the world will be and each of us will play.

One idea would be to start relatively young (or in a few cases, long lived but still young for one's people) so we can toss in a few time skips here and there to play the characters at different stages of their badassness. And if a character dies later on, you can make a replacement as someone's apprentice/student/whatever.

We could also look into the idea of troupe play. I'd prefer to keep each player at one character at a time, but during some arcs or stories you could switch a character out and play another for a bit... both for realism and to prevent burning out.

And feel free to ask questions...


**********************************************************

Name: Hanse von Bergresh

Age: 18

Legacy: Eye of Winter

Appearance: Hanse stands just over six feet tall and has a lean but well muscled frame. His light tan almost completely hides the light freckling over his nose and contrasts with the shaggy white and iron grey hair that hangs just shy of his shoulders in a manner reminiscent of a timber wolf's coat. From his angular face peers a single serious cornflower blue eye, the other being covered by an eyepatch of black leather embossed with a silver Badrakian glyph. From under this tight-fitting patch there is no damage visible such as a burn or scar, but Hanse seems to be long accustomed to dealing with only one eye. While usually garbed in slate grey leather armor under a laced chain tunic (chainmail interlaced with leather laces to stiffen it against blunt trauma and help silence it) completed by dull steel shinplates, armguards, and pauldrons, his arms can sometimes be seen to possess their fair share of the fine scars of a veteran warrior. These accoutrements are joined by a likewise dull steel pot helm and a heavily reinforced left gauntlet made of thick steel plates in times of need. All this is topped by the tabard of a soldier of the Hell's Gate of Bergreshfurt, grey featuring a black gate opened to show a closed gauntlet holding three broken swords in black. From the top of his left boot and the left side of his belt one can see a the hilts of large knives and peeking over his right shoulder is the hilt of a b*****d sword forged in the simple fashion of the Badrakian forges. In a smaller sheath at the base of the b*****d sword's sheath is a shortsword easily drawn with the left hand.
PostPosted: Tue Sep 05, 2006 10:55 pm


Mine will go here.. I just need time to think about what I'd like. 3nodding

Edit: I like this one best:

One idea would be to start relatively young (or in a few cases like the dragon mage, long lived but still young for one's people) so we can toss in a few time skips here and there to play the characters at different stages of their badassness. And if a character dies later on, you can make a replacement as someone's apprentice/student/whatever.

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PostPosted: Tue Sep 05, 2006 11:01 pm


Yeah, I just need a little time to think. smile
PostPosted: Wed Sep 06, 2006 7:28 am


For the sake of eyes, I'm not gonna color code this.

Name: Jana Tahlon (Jay-na Tah-luhn)

Age: 21

Race: Ilim

Legacy: Magefire

Appearance: Jana is about 5' 7" tall and athletically built. She has shoulder-length red-brown hair that is usually bound back in either a bun or a ponytail. Her eyes are nominally brown, but due to her Ilim heritage, they flash red/orange whenever she is angry or concentrating to a significant degree. Her usual vestment is a sleeveless brown shirt, loose, comfortable brown pants and a brown jacket. Pretty much a typical monk outfit. Upon the backs of each of her hands is a small tattoo of a flame. She usually carries around a quarterstaff that she uses as a walking stick.

Abilities: Jana has several different sets of abilities, some as a product of her genetic heritage and others due to training.

She inherits racial traits of being an Ilim. In addition to the minor cosmetic effects mentioned earlier, she also has the ability to see in the dark. While using this ability her eyes glow in the infra-red spectrum, but not in the visible range, so anything that detects heat would pick it up, but it does not generate natural light in and of itself. Optimal range for this vision is about 60'. Her vision does not automatically "kick in" as her line of sight extends past the current light radius, she must activate it manually. Jana has shown no proficiency in any of the Ilim's magical abilities regarding fire.

Jana is an experienced warrior monk and one of the sole inheritors of the "Shadow combat style" (possible namechange later, but simplicity is the essence of elegance anyway). She has moderate degrees of skill with most weapons, but generally she disdains to wield most weapons beyond her trusty quarterstaff, and even that is more of a handicap than an actual weapon. The monk training gives Jana seemingly supernatural abilities through disciplining her body and soul, allowing her to channel her energies, becoming faster and more agile than many would think "humanly possible". She also possesses an innate immunity to most diseases as well as a basic understanding of drugs and anatomy, particularly pressure points and nerves. Beyond the basics is the Shadow style, thus named for its basic style of countering opposing forces. It is a combination of a good eye for details and a quick mind. It is merely an accelerated form of basic skills that every warrior already hones, combined with a well trained body to carry out such maneuvers. These skills were primarily intended for use against mundane styles of combat, but have been adapted for use against supernatural and magic wielding enemies, though such abilities cannot always be effectively defended against.

Her true "Legacy" is magefire, a variant on Faerun's spellfire as well as bits and pieces stolen from a few other places. Jana will unconsciously absorb a portion of any magical energy that is directed against her, mitigating the effects to a degree and storing up the energy for her own use. She can concentrate which would allow her to completely negate most spells that are directed at her. While doing so, she cannot be concentrating on anything else, for example fighting, rendering her effectively helpless. Her primary form of output for energy stored this way is in the form of a glowing aura that generally surrounds her hands and forearms, but can be expanded to encompass her whole body, though she has never before displayed this effect. This aura creates a defensive barrier that can explode outwardly as she wills it, generally in conjunction with a melee attack of some sort. Jana can constantly replenish this effect so long as she has energy available and doing so requires little effort on her part. She can also discharge energy in the form of bolts of force, though she is loathe to do so unless it is absolutely necessary, akin to using weapons other than her quarterstaff. There may be other ways of utilizing her aquired energies, but as of yet, she has either not discovered them or not displayed them. There is a limit to how much energy Jana can absorb, and when approaching that limit Jana's Ilim traits become more defined and she begins to glow. As she approaches this point, she must focus more and more or discharge the energy in a seemingly random display of destructive pyrotechnics; additionally after passing a nominal "safe" level of energies, the stored energies begin to cause increasing amounts of pain to Jana.

Personality: Jana is snappy and quick-witted. She will often make fast decisions, but that isn't to say that she didn't think it through, she just processes information faster than most others. Jana will often use sarcasm to conceal her true feelings, and doesn't make friends easily. However, once made, she is willing to risk life and limb to aid them. She tries to conceal her true legacy. Any and all instances of it manifesting are usually written off as part of her monk training or she will call herself a sorceress, despite having no magical aptitude at all.

Background: Jana is an orphan. She was found as a child and raised in a monastery where she learned their skills, becoming one of their most proficient disciples. By the age of 16 she had learned much of what had taken ordinary people twice as long to learn, in part due to her Ilim thirst for knowledge and in part due to being raised on such principles and having no bad habits to unlearn.

At age 17, she bid the monks farewell and began the ritual journey into the world to discover herself. Until then, she had never before encountered magic and thus her true talents had not yet manifested themselves. Along her journeys, Jana encountered a fair number of magic-users, both of the wizard persuasion and of the cleric, through trial and a great deal of error she has managed to learn the rudiments of control over her Legacy. Now, 4 years into her journey Jana seeks to learn as much about the world as she can, as well as refine her own latent abilities.

Ilim: A humanoid race descended from fire elementals. They have no contact with their genetic ancestors, but the resemblence can be found as Ilim generally have one or more "fiery" aspects to their appearance, ie eyes, hair, skin tones, even body scent. They are extremely intelligent by nature, excelling in almost anything they put their minds to. As the genetic traces are far back in their family tree, they do not possess a fear or weakness towards water, but simply possess a slight resistance towards fire as well as the ability to see in the dark. Some Ilim develop the ability to actual manipulate the intensity of fire, but this ability is somewhat rare. A lesser form of this is the ability to generate a light, as by a simple light spell, which most Ilim are capable of.

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PostPosted: Wed Sep 06, 2006 4:32 pm


I'm likin' the third idea, I think we could expand the world the most with that one.

I'll start thinkin' of my character, I'm playin' around with some kind of knight with a small bit of self-buffs.  
PostPosted: Thu Sep 07, 2006 6:09 am


y4 i knot b haf dragun samrye gunmen? scream gonk stressed

Honestly, you've covered the base concepts pretty well, so I'm kind of at a loss as what needs to be brought into question. Of course, I have to clearify, is this dice based? Aside from that, I've been thinking about it for a day or so and that's really all I could come up with.


Still... is this battletoads?

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Streamjumper
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PostPosted: Thu Sep 07, 2006 4:41 pm


Kinetic Dream
y4 i knot b haf dragun samrye gunmen? scream gonk stressed

Honestly, you've covered the base concepts pretty well, so I'm kind of at a loss as what needs to be brought into question. Of course, I have to clearify, is this dice based? Aside from that, I've been thinking about it for a day or so and that's really all I could come up with.


Still... is this battletoads?

Nope... no dice. Purely narrative.

The thing about the ages isn't a whole campaign concept, just a possible addition to it.
PostPosted: Thu Sep 07, 2006 5:29 pm


Interesting... the fact that you chose the phrase narrative over free-form sparked my interest more than before. All right. I guess I'll start working on a character skeleton then.

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PostPosted: Sun Sep 10, 2006 10:45 pm


Name: Gohn Arlien

Age: 22

Legacy: Medallion of the Endless Earth

Appearance: Gohn is seven feet tall exactly and is exceedingly well muscled. He is tanned virtually from head to toe. He has black hair that he keeps fairly short. It only ever gets down to about his shoulders before he trims it back again. Gohn has very dark brown eyes that appear almost black. His eyes are very experessive. He typically wears loose pants held around his waist with a piece of rope. His shirts tend to be simple and loose fitting. Usually the clothes are travel-stained and show many signs of wear. Over everything, he is most often seen wearing a large brown cloak fastened with an odd medallion. Gohn never seems to carry any sort of weapons. He never wears shoes when traveling over Earthen surfaces.

Abilities: Gohn’s magic comes from two different sources. The first is a personal magic inherent in his family. No one knows exactly when or how it started, but all members of his family are able to affect the Earth in their own ways. Gohn can mold stone and other Earth materials as easily as if they were putty. He can reach to a block of granite and scoop out a hunck of rock with no difficulty. If anyone else were to touch either the block removed or the piece it was scooped from, both would still be as hard as stone to whoever touched it. This ability takes up no energy and can be done without a thought.

The second part is his true legacy. Every generation, the descendant of the Arlien family is given by his family a medallion. No one properly remembers where or when this medallion came into their possession. What is known is its ability to amplify the powers of the user, as well as granting them an ability not normally possessed by the members of this family. The bearer of the medallion is able to see and speak with Earth-aligned spirits that flit unseen through the world. He can communicate with them and, while not command them, request politely that they help him. These requests are often fulfilled. He can move stone and earth from a distance easily with this power. He is also able to also cast protective magics, both on himself and those around him by calling on the powers of these spirits. A final major ability is the power to touch a piece of stone or spirit and request that he be able to see what it saw or experienced. This allows him to go back into its memory and investigate what happened from its perspective. These are only the abilities he has discovered. There are very likely many more secrets that are still hidden from him.

A side note unconnected to his magic or his medallion is his abnormal strength. Whether from working or genetics or just luck, Gohn is exceedingly physically strong.

Personality: Gohn is a kind individual who many judge to be slow witted by appearance alone. While his formal schooling was nothing terribly special, he is by no means stupid. He cares for those around him and will come to their aid should they require it. He is often slow to come to a decision, but once he has, it can be hard to sway him. He considers the situation from all the angles he is familiar with, then decides the best course of action based on that. This isn’t to say, however, that situations can’t force him to move quickly. He just doesn’t like this as much and should something go wrong, he may question his decisions later on. He is kind to his friends and, once he makes a true friend, will stick by them through hell and high water.

Background: Gohn’s family lived just outside a small village in the western lands. His family was known through the village, but not far beyond there. They raised him well and taught him to use his powers to help those around him, not to harm them. He was known and loved through the village. Unlike some mage families, his parents did not school him excessively in using his magic, letting him discover their limits on his own. He grew into them gradually and is even now discovering new twists and abilities, but it never really blossomed into a full new set of magical talents. The village was primarily agriculturally based, growing crops that were then sent on to their baron. Gohn worked in the fields when he was needed. His youth was a happy, yet simple, one.

When he turned 16, his father gave him the Medallion of Endless Earth, a powerful talisman handed down through their family for generations. Each future head of the family was given it by his father and was instructed to learn its secrets. He had ten years to learn from it and handle it himself before he would be forced to prove his worth. Exactly ten years after receiving the medallion, each heir handed the medallion must meet his father in combat to prove who is more worthy to take the medallion. If the son wins, he is officially declared as heir. If he loses, but shows that he has learned from the amulet, then an extension of three years is given. If he loses the second challenge, or fights without showing that he has learned anything from the medallion, then he is cast out of the family and never spoken of again. There are no second chances after this. If the family has another child, it becomes their turn to try. If there are no others, then an heir must be adopted from another earth affiliated family. This has never happened before, so the procedures for this have never been used. Gohn’s magic, while unique, has never been thought of as terribly powerful by his father. That is why he was given the medallion so late, in the hope he would show some other ability beyond stone sculpting. When he didn’t, his father had to give him the medallion and hope for the best. He is currently six years into his quest to learn from the medallion. He has learned to communicate with spirits and befriend them. From the reactions of many Earth spirits when approached in a friendly manner, most who speak with them try to command them, which they don’t appreciate. They are perfectly willing to teach Gohn the secrets of earth so he may claim his place as the head of the family.
PostPosted: Sun Sep 10, 2006 11:23 pm


Okay, my post. Saving stuff.

- Talitha Ames
- Creepy little girl
- Prodigy
- White Necromancer
- Can see dead people/spirits sometimes
- Has birthmarks of skeletal fingers coming out from the outer edge of both eyes and reaching towards her cheeks
- 12 years old
- Stillborn but brought back from death
- Other things I need to remember
- Talitha Means "little girl" in Aramaic. The name is taken from the phrase talitha cumi meaning "little girl arise" spoken by Jesus in order to restore a young girl to life (see Mark 5:41).
- Ames meaning (origin: French.) From Amie, a friend, beloved; or if from the Hebrew Amos, a burden. Some think it is a contraction of Ambrose (which see). Amesbury in England was originally Ambrosebury.
- Does not do physical combat, and usually hides behind others when these times arise. That does not make her weak when it comes to battle, however, though she doesn't have a whole lot of experience with it.

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PostPosted: Sun Sep 10, 2006 11:47 pm


This is what I have so far, a lot more to come so bare with me.
-Teachings of the Storm
The deep relationship he holds with his God, is the very reason Kaliq was set out on his own. It is believed he can understand and explain Tormenta's actios far better than any other. So, he has set out to enlighten all on the judgements and blessing of Tormenta.

-Kaliq, la luce della tempesta

-Twenty, which happens to be a very young age for priests of his church.

-Priest of the Storm God. The God is known by three names. Tormenta, Tormenta the Judge, and Tormenta the Merciless. As a God, Tormenta is feared by many people. They fail to see the meaning of the God's actions. Focusing more on the destruction his wrath may cause. As a result, many people have grown to resent this God. For that reason, priests of Tormenta's church rarely stay in one place for long.

-Fairly peaceful and good natured person, Kaliq concerns himself more with the teaching of others, before punishing. It is rare to find him outwardly expressing rage or frustration. The night of his birth produced one of the greatest storms ever seen by his people. Many called it a sign from God, and the proof that great meaning was held in this new life. From birth, Kaliq was marked with the great talent of knowing whenever and wherever a storm would fall. This gift, along with an exceptional understanding of his religion's dogma, put him in candidacy for priesthood. And when the day finally came, he was placed under the tutelage of one of the great priests. As he traveled with his master, spreading the word of Tormenta, Kaliq began to realize that storms were not mere judgments of the wrongdoing. They were a means to teach people the need and benefits of change and sacrifice. In travels, his master became famed, not only for his achievements as a priest, but for his achievements in violent conflict. Kaliq wanted to follow in those footsteps. He wanted to teach, but he also wanted to protect. He wanted to protect pure lives in every way possible, even if that meant the sacrifice of impure lives. He was marked as a prodigy, and was quickly elevated to priesthood. However, upon his attainment of that great title, it was decided that Kaliq would be setting out on his own. As a loyal priest of Tormenta, Kaliq understands his Gods actions far more than most. So, it was decided fairly early on in his life that his mission would be to spread the teachings of Tormenta. Kaliq can sense the storm, he can feel it in his heart long before the sky has gone black. So, when he feels that his God's might is about to be shown, Kaliq will plant himself in the area and wait it out. When the sun finally breaks through the black clouds. It may cast light upon some poor damaged farmhouse, a village torn to pieces, or a field of crops ravaged. Whatever the result may be, you will find Kaliq their amongst the people. He quietly spreads the word, attempts to explain the importance of this change. Or perhaps he explains the wrongdoing that brought the fury of his God. These endeavors are not always successful of course. In fact sometimes Kaliq finds himself run out of a town, no sooner than he's entered. However in his heart, he feels that his actions do hold great meaning.



-Carries a spear, but rarely finds himself forced to use it. If placed in a situation where he must protect someone, he will use all available strengths. His true strength lies in the powers of his God.

-As a priest, his name has already become fairly well known. Mostly due to the fact that he was an acolyte under one of the great Priests of his church. In some ways he resents this association, but he does not make that known, and will always attempt to honor the one who taught him.
PostPosted: Mon Sep 11, 2006 2:49 pm


Akimbo
Okay, my post. Saving stuff.

- Talitha Ames
- Creepy little girl
- Prodigy
- White Necromancer
- Can see dead people/spirits sometimes
- Has birthmarks of skeletal fingers coming out from the outer edge of both eyes and reaching towards her cheeks
- 12 years old
- Stillborn but brought back from death
- Other things I need to remember
- Talitha Means "little girl" in Aramaic. The name is taken from the phrase talitha cumi meaning "little girl arise" spoken by Jesus in order to restore a young girl to life (see Mark 5:41).
- Ames meaning (origin: French.) From Amie, a friend, beloved; or if from the Hebrew Amos, a burden. Some think it is a contraction of Ambrose (which see). Amesbury in England was originally Ambrosebury.
- Does not do physical combat, and usually hides behind others when these times arise. That does not make her weak when it comes to battle, however, though she doesn't have a whole lot of experience with it.

In before "Delicious flat chest"...

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PostPosted: Mon Sep 11, 2006 6:14 pm


Will there be Eastern Warrior types like Samurai and stuff? I was thinking of making a swordsman, but of Asian descent.

Let me know.
PostPosted: Mon Sep 11, 2006 8:02 pm


FanFicGuru
Will there be Eastern Warrior types like Samurai and stuff? I was thinking of making a swordsman, but of Asian descent.

Let me know.

Er... why not?

Just figure out how far away his lands are... or even how close.

Remember, we're making the world here.

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PostPosted: Tue Sep 12, 2006 8:32 am


Streamjumper
FanFicGuru
Will there be Eastern Warrior types like Samurai and stuff? I was thinking of making a swordsman, but of Asian descent.

Let me know.

Er... why not?

Just figure out how far away his lands are... or even how close.

Remember, we're making the world here.


Alright coo.

Here's a skeletal outline then:

Name- Karakagi Himoshoto (Kagi for short)
Country of Origin- Ji'enn (gee-yen)
Class- Samurai
Weapon- Katana and Shurikens
Special abilities- Kagi is a very physical creature, and many of his techniques are pulled out of the skill and grace he has while wielding his blade. A couple of his specials include:

Strike of the Tiger- A quick-draw attack, Kagi takes a step back and sheaths his blade only to get into the position to execute the attack, a split second later he has unsheathed the blade and ran the enemy through at blinding speed. Power, speed and the element of surprise all combine to make this technique one of his most powerful.

Dance of the Wild- Using his Wakazashi in this technique, Kagi performs a series of blurring attacks with both weapons in a cyclonic manner. This is best used when he is surrounded by foes.

The Red Sword- His most powerful technique (that he knows so far) this is a specifically one on one technique. Kagi readies his blade for a quick draw, and after taking a step forward unleashes a series of 6 strikes that slive up diagonally to the left, down diagonally to the left, up diagonally to the right, straight across and down diagonally to the right and finishes it with an impaling move.

Background and History: Later.
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