
Guyshane wrote:So this is an idea for an RP I've been mulling over in my head for a while, the chat yesterday inspired me to write it down and get feedback. I would like to stress that this is not active. Hell I don't even have the setting or the backstory perfect yet and the power sets might be up for some tweaking. Also I need to get some GMing pointers before I start. Aside from all that, read tell me what you think because constructive criticism is good.
RP concept: wild west wizards (really needs a better name)
Setting:
Alternate universe old west. This will include alternate versions of western states. This version of the West is covered in constant sandstorm due to backstory, these sandstorms vary in intensity from difficult to walk through to striping flesh from bone. Towns and major roads have runed pillars, which project a warding blocking sand and some monsters (more on that later). Tribes in the setting have set up their own versions of warding. Bandits will often operate in sandstorms but close to the roads, often wearing heavy-duty clothing or a minor warding to protect themselves. Animal life has survived, somehow (something that I need to iron out). This all takes place about 20 years after this universe’s version civil war.
Backstory:
During this universe’s American civil war (note: I am unsure whether it will be for the same reasons as the actual American civil war or not I figure I’ll ask you guys about it)…Sorry what was I saying? Ah, yes the backstory. So during the war a wizard found a map to a location of a temple of the Precursors (Precursors are a race of ubermagic people who were here before humans who disappeared for an unknown reason) he managed to convince most of his company to come with him to seize the (rumored) power and riches. While it is completely certain that they got to the temple and were living there for a couple weeks. Then something happened, its unclear what but whatever it was unleashed strange magics with odd effects, the sandstorms being the most visible of them. Reconstruction has been ongoing since the war ended and people have begun moving west in spite of the dangers. However the entropry has increased of late.
Character:
As you may have guessed by the title you play a wizard in the American frontier/ old west. You guys can interact however you want: fight each other, make a huge alliance, make smaller alliances which fight each other, team up and raise emus. Whatever floats your boat. I think it’s pretty clear what the end game goal is but how you get there will all depend on how you interact with each other. You can make your backstory what you want. Everyone can have two weapons to start with, one magical foci (examples: staff, blasting rod, crystal ball, doll) and one physical weapon (melee or gun). Everyone gets one kind of magic. Using any type of magic to rapidly will tax you mentally and magically. Your characters will start at the town that is the edge of the frontier (to be determined where that is).
Magic types
Necromancy: Communication with and control over the dead. Can talk with the dead to discover information, ask spirits for help, summon zombies. The more powerful the undead the more difficult to affect. You can also consume spirits to increase your own strength. You can only mess with the dead, living souls are outside your reach. How the necromancer treats the dead can have repercussions good or bad. Slang term for a necromancer is Grave.
Creation: You can create things both living and non-living. The best way I can describe this magic is like casting an illusion on reality. Your thoughts affect the things you make and if you cant hold the idea of the object in your mind as summoned it will change radically or just outright collapse, so great mental focus is needed. Also the power is limited or it would be over powered. The objects made last as long proportional to how much power you put in. You can make them permanent by using almost all of your full power. Slang is Maker
Probability: You alter probabilities for various effects. This can be good luck for you, hexes on enemies, making the impossible possible (RARELY), go wild. If you aren’t careful about manipulating probabilities it can mess up chance in a localized area with various odd effects (raining chickens, liquefied cows, etc.). Also causing too much good or bad luck for someone will eventually cause the other shoe to drop (burst of the opposite until their luck re-establishes itself to normal terms). Slang is Ace
Telekinesis: Move objects with your mind. This can also be used for force blasts and shields (though making them out of force would be more difficult than just moving an object for the same goal). The heavier the object the more power you use in moving it, farther the distance the more power is required. Also this power is a bit difficult to contain and can result in poltergeist-esque activity if one isn’t careful. Slang is Controller
Anti-magic: Magic that affects other magic, all other mages should fear you! BWAHAHA!!!...Anyway you can affect other magic. Its easier to absorb the other magic than to outright undo it. Absorbing magic can help increase your magic reserves (mental strain stays though) but undoing magic will disorient the other mage. Also if you don’t put enough power in the other mage can overpower the anti-magic. Slang is Blocker
Enchanting: Using runes to enchant objects to give them various effects. I feel this is fairly self-explanatory but some things should be clarified. This is slower than most other magic. The trade off is that it is much more stable than other magic and is more difficult to be absorbed or negated by anti-magic. It also can be used as a constant spell (this is how the wards work) or it can be activated as a brief burst to say give your weapon a boost or be used in a trap. You can’t cast spell mid-battle with this, they require more time than that. Slang is Writer.
Portals: You can use interconnecting spatial portals. These can be used for the standard function of teleporting, also you can use them for other effects such as blades or you could link one portal to various portals. The greater the distance your traveling or the bigger the portal the more power it takes to maintain. You need to be careful with portals since they have a priority on space and will cut anything in their path, also opening a portal to a location you don’t know will result in a randomized portal. Slang is Door.
Chemerism: You can turn various body parts into those of animals. In addition you can create wings for yourself without sacrificing your arms, turn into animals with enough focus and even turn into an actual chimera (amalgamation of animals, not the Greek myth chimera). Using this power allows you to be affected by the minds of the animals you are using, sustained use of this power for a long period can have allow the minds of the animals to affect you while not channeling your power. Also the clothes wont survive mass changes unless you have them enchanted to do so. Slang is Skinwalker.
Lordxana0 wrote:I think I will end up making a necromancer and have a wisecracking skull sidekick.

Lordxana0 wrote:I think I will end up making a necromancer and have a wisecracking skull sidekick.

agoraoptera wrote:Shane just because I'm Asian doesn't mean I get to be Godzilla
agoraoptera wrote:Shane just because I'm Asian doesn't mean I get to be Godzilla
agoraoptera wrote:Shane just because I'm Asian doesn't mean I get to be Godzilla
agoraoptera wrote:Shane just because I'm Asian doesn't mean I get to be Godzilla
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