Heartless Souls, A Journey Into Darkness.
Forward: Hello there, I'm sure if any of you were paying attention not to long ago You would've seen where I was fleshing out this idea and making it more robust and fit for the purpose of play. Well... This is now that RP. I took a lot of what Players said into Consideration and really played with what I truly wished to accomplish here. I really want to explore the things that fascinate me personally in fantasy. If the monsters really are monsters. Must they be evil? Or is there more too them than just what people assume about them? I want to make an RP where not only I can answer this question, but the players that are playing with me do as well. and so, this is a bit of an ambitious project, one that's not entirely 100% certain to work. However, I believe in it's potential and I really want to explore the parts of Fantasy we just don't get to see. The politics, and more of the life of creatures and that sort of a thing. I want to see what makes Monsters tick, to see if they really have to be evil or if they can be something... more. So, let us visit the horrid underbelly of the Fantasy genre... and get our Monster on!!!
Scenario:
It's been nearly 110 years since the forced sealing of Castle Dour. Long ago in that time, an insurrection was mounted in an attempt to destroy the Castle and all of it's inhabitants. Well known as the bastion of a Lich Lord and his slew of monsters, it was the once bustling center of the Utopia known as the Underdark. It was home to those that went bump in the night. Dragonkin, Lycanthropes, Undead of all manners, Dopplegangers... nearly anything the mind could imagine. It was their bastion; A place where the Dark Denizens of the night came together and banded as one. However, the peace was not to last. The Free Races also had aligned in their power. Having recently fought off a war of mounting Orcs and goblinoids, Castle Dour didn't expect an insurgence to swarm their walls, however that's why it was the best time to strike despite the heavy losses in the previous Battle. Those at Castle Dour wouldn't be ready for the attack. The battle was bloody and long. Eventually, it ended in a stalemate. The free races couldn't push anymore due to their heavy losses and the Denizens of the Night had fled into their Castle's walls and locked the maingates. The standstill went on for years with neither side budging from their spots. Eventually... the Free Races gave up and moved on after 40 straight years of watching the Castle and 40 years of not a single movement. One would believe the Lord of the Night would allow the Castle open however... he fell into madness and extreme paranoia always believing until his dying breathe, that the Free Races would come back and smash them into the ground.
At this time, A new Lord of the Night has taken the Throne of Castle Dour. Finally removing the once Dreaded Night Lord, Solomon, from his throne. It had been too long since Solomon was sane and fit to lead. In his place an upstart Lich Lord took over the Castle along with the support of most of the Manor. His name... Azegeor. Azegeor of the Night Faith. Castle Dour, now under new management, aims to return it's presence to the World at large. Too long have the Denizens of the Night sat on their hands. It was their time now to return to the world and restore the name of Castle Dour. That's... where this story begins. The Opening of Dour's Gates... once more the Castle of the Night opened it's pale boney gates.
The RP; What is it About?:
This RP is in the vain of your typical Fantasy RPG except for a key difference. You play the Races that are normally locked as monsters and not playable. After all... you wants to be a lame ass human, elf or Dwarf for the 8 millionth time? We've played that side of things to death, it's time for a fresh perspective. What better way then to get it from playing the guys we usually write off as wholly evil abominations of horror and disgust? We so quickly write off our foes in Fantasy games as the bad guys the ones in the wrong. They are monsters and they aren't part of demi-humanisim. Usually the Monster and creatures don't get any of the limelight and are nameless mooks that get slaughtered by the main cast as a means to an end. However... not in this RP. This time the Skeletons, Zombies, lizardmen, lycantropes, slimes, and other monsters of all shapes and sizes get to be in the spotlight. It's their turn to be the "heros" ((or not XD.)) of the story.
In short this RP is all about pushing the boundaries of Fantasy and checking out the side of it we so rarely see outside of cannon fodder, or maybe a boss that shows up in a room and you just kick the shit out of him. No more. Those that go bump in the night will now be the main focus rather than just speed bumps on the road to even bigger speed bumps with no characterization. I wnat to explore what Monsters that actually have personalities could end up doing in a world... would they be the tyep who hate humans an destroy them on sight like normal? Or, would they try to coexist? These are questions I want to put out there and see how my Players answer. I want to see how a world warps with Monsters in the focus rather than Humans and what they are doing. We're dropping the Human bias ((and Demi-humans which... let's face it are mostly just different kinds of human with slight magical powers.)) from Fantasy... and moving to a system built around these creatures and the denizens of the world we don't normally get to see in detail.
It will also be about building a world with players as we go as the Magic and skills won't be defined from the start. ((other than a few starter ideas etc...)) The players will create them as we play, the world will be discovered as it's played... Together, we'll create a beautiful world together and we may or may not pave the roads with the bones of humans lol~
Character Creation:
Signature Spells/Martial Arts/Thief Arts, and their less Signature Friends, Lesser Spells, Martial Arts and Thief Arts.
What are Spells, Martial Arts and Thief Arts?
I'm sure spells are pretty easy for most to grasp. After all, if you've seen any Media that uses a Fantasy setting that has magic. However, for those that don't know a spell is magic given purpose. The Spellcasters use their spells to accomplish tasks and do specific actions. Each spell tends to have a direct purpose, whether damaging an enemy, performing a task such as guarding an area, imbuing an object with an effect such as magical fire, etc. The list goes on really. Most things can be accomplished with magic as it's a very powerful force. However, Lesser magic has it's limits. They are commonly listed in 9 tiers of power with a tenth tier known as Signature Magic. ((more on this later.)) Magic is split into two categories. Arcane/Spirit Magic, and Faith Magic. Arcane and Spirit magic is magic that invokes the elements of magical energy to operate. It's wielded by Wizards, Sorcerers and their ilk. Faith Magic is that which is bestowed by the gods to their faithful servants. It's typically wielded by Clerics, Priests, Holy Knights, and other such individuals.
Martial Arts are the "spells" of Warriors and the strong. They invoke power within one's own body to cause an effect that could be considered magic as normally one could never reach this potential. These abilities typically require a bit of wind-up the more powerful they are and require great concentration. Luckily for Warrior types they are quite resistant to pain allowing them to take a beating and still stay focused ((unless like it's overwhelming amounts.)) Martial Arts are also tiered just like spells having 9 normal tiers and the 10th Signature Tier. A few example of Martial Arts would be a sword strike so fast it couldn't be easily perceived, using a technique to increase one's natural agility, focusing one's energy to be able to obliterate objects.
Thief Arts are moves used by Thieves that help them in their wily ways. These tend to be more trained techniques then "spells" however there is a bit of overlap with Martial Arts. Just like the other two, Thief Arts are also separated into 9 tiers and a tenth Signature Tier. Some example of Thief Arts are the ability to spot danger in an area such as traps, hidden enemies etc..., The use of hidden weaponry for an attack, invisibility or other forms of camouflage, and Sneak attacks and other dirty fighting techniques.
What are Lesser Abilities?
Lesser Abilities are Spells, Martial Arts and Thief Arts that make up the bread and butter skill sets of a Character. These abilities are quite common and seen employed by many that follow those particular archetype or job paths. After all, a lot of Warriors probably know how to swing a sword and a lot of mages probably would know how to use a Fireball. This makes these Techniques a little less unique between archetypes but more related to those archetypes. A Warrior could easily use a marital art, but a Mage cannot easily do so without giving up something. This will be more explained in the section Archetypes and Creating Your Character's Class. Some races also ahve their own abilities that they learn that can be obtained.
Lesser abilities are categorized into nine tiers of power easily marked one being the weakest, up to Nine being the most powerful. Racial Lesser Abilities are only tiered up to 6 unlike others. While they can be powerful, they are naturally learned by most of their race overtime and therefore aren't as powerful as the most powerful of learned and honed abilities.
What are Signature Abilities?
Signature Abilities are Spells, Martial Arts, or Thief Arts only your character will possess. They are the specialized fruits of their labour and things only they can do... or extremely powerful versions of Lesser abilities taken to some new extreme. They are powerful trump cards that will turn the tide of a battle or at least allow one to go down swinging. They should not be underestimated as their power is vastly greater than that of a lesser skill. This abilities should encapsulate what a character is about, you they are, what their fighting style is like etc... they are a much a part of the character as their background or their Personality.
There are a few different types of Signature Ability.
Activated Skill: A Skill that must be consciously used. Whether a Special Sword Technique, a powerful magic Spell, or something else. These abilities take a burst of energy to use and typically can't be used more than once or maybe twice in a fight before exhausting the user. They might be the ultimate version of a lesser skill, or something that is not possible to obtain with a lesser skill. This applies to other Types of signatures as well. Examples of this would include a special attack or spell unique to a certain character, a unique improvement to a lesser skill. ((such as a turning a Fireball into another element, or changing another property that it would never hit allies.))
Passive Skill: A skill that is active at all times. While weaker than other types of signature Abilities, they don't need to be concisely focused on. While most are typically magic, they can also be auras of emotion or special qualities one has. They can take on the effect of an active ability, but are weaker. Passives take no energy to maintain, but as a result are the weakest of signature powers. Simple Examples: An aura that inspires others, a passive ward of evil, a ward from holy energies etc...
Toggle Skill: The middle ground between Passives and Actives. Can be toggled on and off by a "switch" or when the character wishes to no longer focus on it. Some have drawbacks to the user while on which causes them to want to shut it off every now and then. Toggled abilities drain a Hero's energy over time as long as they are up in addition to any penalties they also inflict. Simple Examples: Beserker Rage, Aura's of Lighting or other elements that damage friend and foe alike.
Modifier Skill: These are abilities that effect the use of another ability. They tend to be extremely rare as Signature abilities but are not unknown to being one. Example could be
Archetypes and Creating Your Character's Class.
Archetypes and what they do:
Archetypes are the building blocks of a character's class an they effect the way they can build themselves. They inform one on what their character can do, and how they will grow in the future. One's tied to the Warrior Archetype will be able to learn Martial Arts and have access to things such as Heavy Armour and Mastery of Weapons. Thieves will find that they have better skills for finding trap, getting places they aren't supposed to be, camouflages or perhaps... secret killing arts.All Thief Arts. Mages will find that they have access to Spells and Magic, allowing them to do most things with magic that wouldn't be possible otherwise such as hurling powerful fireball, or seeing faraway to gain information, even teleportation.
Warriors can use Martial Arts.
Thieves can use Thief Arts.
Mages can use Spells of the Arcane Type.
Clerics can use Spells of the Faith Type.
Creating a Class:
One can mix and match these archetypes to create their own types of classes ((unique names totally allowed.)) and even set certain types of abilities or lesser skills to only be usable by their archetype. Perhaps if a character created the class "Druid" they could assign [Wild Shape] to be a Druid only Class Lesser Ability. This should only be done if the Ability should be restricted to such a class. After all a Druid would be in one with nature so polymorphing into one is easier to put as a Druid only ability, but it's very hard to justify something like a [Fireball] being exclusive to them.
There however is a price to mixing and matching archetypes. With each Archetype the class splits it's focus on it's disciplines making it harder and harder to become very powerful in single one of them. Each Archetype after the first causes the max Tier level to go down by 2 on all the current disciplines. ((example: if you were both a Warrior and Mage Archetype, you could only maximally attain up to Tier 7 in either Arcane Spellcraft or Marital Arts. Three archetypes it would be 5 and all four archetypes would be 3rd tier at max.)) One can also choose to have a Primary focus, focus would be able to reach tier nine but on other higher than 5 if one, 3 if two or 1 if all three others.))
Creating your Character's Race and Race Templates:
In this RP, I'm more looking for players to have the ability to create characters from a variety of races of monsters and creatures. However... there in lies a problem. Monsters tend to have special abilities and things that make them quite unique and if I allowed every single thing there'd be so much to keep track of so, instead I've decided that I will allow templates to become the basis of the races. It's a sorta middle ground. This way players can play literally anything they wish to play and not be limited by what I put up for availability. However, it also allows other players and me as the host to more easily keep track of the special things that come with the Monstrous races of the world. It keeps it so players can have an easy place to look for this and have it in mind. It also allows the ability to allow Races to make their more unique aspects into specific Lesser abilities and therefore make them much more powerful as a result. Templates below will be separated by type of creature for a more easy way to find them. Please Check the Post below for them! ((yea... cause they totally broke the length of this one so I had to... make them their own...))
Note: All characters are considered Intelligent beings and can converse in the Common language in some way or another.
Learning new Abilities, Signatures and Progression:
Of course, the big question on one's mind may be "Well, how does my character improve?" This will be a rather complex question to answer so please take a seat and get comfy. First I need to explain limits and the amount of skills you can have of given ranks.
Tier Limits: First and foremost Tiers of Lesser ability are limited by a certain factor this being that one cannot have more than double that of the tier below that one in the number of abilities. Say you have 2 tier one abilities. You may only have 1 Tier two as a result. Until you gain at least two more Tier 1 abilities no more Tier 2 abilities can be gained. How these are gained will be gone over later. There is an upper limiter to each tier as well and this is when other abilities of that Tier stop counting towards the must have half or less number. This number is 8 across all levels ((so if you have 8 tier 1 abilities, you cannot gain more. At this point Tier 2 unlocks and you can gain up to 8 skills as well in that tier so long as Tier 3 is unlocked.)) The upper limit also counts for ALL available ability types for that player. If they have 1 racial, 2 Arcane Magic, and a Martial Art, all 4 count towards the total. It's not 8 of each, but 8 of all in total.
Gaining more Abilities and Unlocking More Tiers: New skills can be gained through solo practice or the character setting aside time to learn and hone new skills. They can take the use of a trainer as well which will speed up the process but demand more from them in an RP manner as a result. Either way the efforts of their training will be RPed through either solo study or through practice with a trainer that has the tier the ability belongs to in their arsenal. They do not necessarily need to actually had the Ability the character is looking for, but this helps further expedite the training for the PC. Unlocking a new tier of ability to be allowed for study and learning Requires that a character seek out a trainer and meet the requirement of having a number of skills divisible by half to at least equal a whole number. ((it always rounds down. therefore you must have a least 2.)) Upon completing the training with their mentor they instantly learn one Ability of that tier that is available to them ((can be created by the player as well.))
This will be explained more and in more depth in play.
Starting Abilities: Players will start with 3 Tier One abilities and 1 Tier Two ability. They do not all need to be filled in at the start but this is the amount of abilities they have.
Gaining and Upgrading Signature Abilities: Signatures being on a level even more powerful than Lesser Abilities have a much more profound and difficult method of which to procure new ones. As these abilities are closely tied to WHO a character is the method of obtaining them will relate to that. As such, To upgrade a prior Signature Ability or to gain a new one a PC must undergo a Significant Change in character that leaves a profound mark on them. ((this being the new upgrade or new ability.)) The Ability should somehow relate to what occurred and how the character changed as a result. I as host have the final say on when one of these abilities is earned, and if they are earned. These abilities are massively powerful and quite possibly game-breaking at times. They won't be handed out like hot-cakes.
Players will start with one signature ability.
Ability Notation in Play:
Activated Ability [Name of Ability: Used]
Toggle Ability: [Name of Ability: On/Off]
Passive: Requires no notation unless mentioned. It is just (Name of Ability)
Modifier Skill: Name of Modifier [name of ability: used or On] ((Modifiers can't be used when turning off a toggle... since your turning it off.))
Signature: {Name of Ability: Proper Notation.} ((passive signatures are denoted by this ({name of ability}) when being discussed.))
All abilities when being discussed but not used so be notated like Passive abilities.
Sign-Ups Template:
Name: Put the Character's name
Race: Please put in this format -> Name of Race [Template Used.]. Not only should this place also be used to describe any of the choices made in a Template chosen if it had any, it should also be used to explain your character's race and what it is. Some will need less then others or even none in some cases. As most will know what say, a Vampire is, but less might now what a Glondorian Snuggle Beast is.
Age: Think this one is pretty easy. However keep in mind how long Castle Dour was shut to the outside World. This should help add or subtract age from one's character.
Appearance: A Short blurb on what your character looks like. Should be at least a paragraph. NO FACECLAIMS ARE ALLOWED. Later on it's not an issue however, I don't want just a picture here. I want the player to describe what their character looks like ((It's also a lot easier for Humanish characters to faceclaim to the point it's a bit unfair for the more monstrous characters. Therefore I cannot initially allow it. Sorry about that since I know faceclaiming can be fun but yea it won't fly for this..))
Personality: A Short blurb about your character's Personality. Should be at least a Paragraph.
Class: Please put in this format -> Name of Class [Archetypes used.] To denote one is a Primary Archetype please put it in bold. Example Template: Druid [ Mage, Warrior]
Lesser Abilities: Characters start with 3 Tier 1 Lesser abilities and 1 Tier 2 Lesser ability This can be created during play and left as unknown for now, however I ask players keep their sheets up to date. ((that way it's easy for me to just copy paste.)) What fits into these tiers is up to me as the host so if I ask for an ability to be changed please do with much Haste.
Signature Abilities: Characters may start with ->1<- signature ability at the start of the game. They must then follow the rules to gain more or improve existing ones later on.
Background: Explain the past of your character. This section should of decent length as it needs to explain not only your character's background, but their role within Castle Dour. What were they doing in the years that the Castle was sealed? Were they a child that grew up never getting to see the wonders of the outside world? Or were they a veteran from the war that ensued before the Castle was sealed angry they were stuffed up inside for so long? Maybe, they were the one in charge of making sure the food supply was being maintained or other tasks. This should be given in the backstory.
Blank Character Template:
Name:
Race:
Age:
Appearance:
Personality:
Class:
Lesser Abilities:
Signature Abilities:
Background: