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Re: Wild west RP concept

Posted:
Wed Mar 13, 2013 10:35 pm
by narrativedilettante
I'm torn. Necromancy would be really fun. So would Probability. So would Telekinesis. (I'd love to get into an argument and send stuff flying around when it gets heated.) So would Chemerism.
Re: Wild west RP concept

Posted:
Wed Mar 13, 2013 11:05 pm
by Guyshane
I'm glad you like the power sets. I'm actually really happy about that because the only power I knew I was putting into this before yesterday was necromancy.
Re: Wild west RP concept

Posted:
Wed Mar 13, 2013 11:08 pm
by JackAlsworth
I am so, so tempted to make an anti-mage just to mess with people. (Then again, that's why I wanted to make an Ace, so maybe this setting is just troll-happy.

)
Re: Wild west RP concept

Posted:
Wed Mar 13, 2013 11:18 pm
by The Wild West Pyro
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.
FIRE WIZARD! STAFF AND A COLT NAVY 1851! NECROMANCER! WILL KICK YOUR ASS FOR FREE!
( I actually would have wanted my M1 Garand rifle or a Mauser C96, but aren't those massive anachronisms?)
Re: Wild west RP concept

Posted:
Wed Mar 13, 2013 11:19 pm
by Guyshane
Not massive but anachronisms nonetheless
Re: Wild west RP concept

Posted:
Wed Mar 13, 2013 11:23 pm
by The Wild West Pyro
Edit: Not staff, but flaming Cowboy Lasso that allows me to raise the dead by getting flung into the burial place, which sinks into the ground and then is pulled out with that dead gunslinger that was murdered last week attached to it. Oh, and I'll have a floating Jack O Lantern that gives you advice and points out foreshadowing hints of what is going to happen next.
Re: Wild west RP concept

Posted:
Thu Mar 14, 2013 12:33 am
by Lordxana0
I think I will end up making a necromancer and have a wisecracking skull sidekick.
Re: Wild west RP concept

Posted:
Thu Mar 14, 2013 12:49 am
by Endless Sea
Lordxana0 wrote:I think I will end up making a necromancer and have a wisecracking skull sidekick.
I am enjoying the idea of a wisecracking skull sidekick far more than I should.
Re: Wild west RP concept

Posted:
Thu Mar 14, 2013 12:53 am
by narrativedilettante
Hm. It looks like necromancy is fairly popular. (Based on a small data sample so it's early to draw conclusions but with elephants.) In that case, I guess I'd narrow down my list to the other three options that really interest me.
Re: Wild west RP concept

Posted:
Thu Mar 14, 2013 1:01 am
by Pixelmage
Hum... My breakdown of my take on the magic schools.
- Necromancy ~ Alice. So I'd pass this one.
- Creation ~ Also Alice (the cards, knife and armor. So far.) Also pass.
- Probability ~ That would be sweet to play, but I don't know... Not really my style. Pretty difficult to write for, so I could pick it for the challenge.
- Telekinesis ~ Also very interesting. Has a ton of potential, but feels kind of meh compared to the others. I mean, all of the others can kind of simulate kinetic force in some manner.
- Anti-magic ~ Can be tricky to write, which is a good thing. Also has some good space for mirror-magic, I suppose. If so, it can be potentially more powerful than any other school.
- Enchanting ~ This is the hard-but-rewarding one. Enough prep time means you're set, not enough, and you're done for. I could play one, but I doubt I'd be a very good one.
- Portals ~ One is orange, one is blue. And now you're thinking with portals. Yes. So much yes.
- Chimerism ~ I love shapeshifting, and I'd love writing one of these. The drawback is very nice, and the range of options is amazing, even if it's just Animal-Limited Shapeshifting. That's likely what I would play... Even though I'd like most of the others as well.
Lordxana0 wrote:I think I will end up making a necromancer and have a wisecracking skull sidekick.
Harry Dresden? (He'd not be a necromancer, you know?)
Or is more of a Nameless One deal? xD
Re: Wild west RP concept

Posted:
Thu Mar 14, 2013 5:29 am
by agoraoptera
Question: If a Maker invests all his power into making something real, then an Antimage comes along, would the Antimage be able to unmake it...?
I'd love to do a Writer, by the way.

Re: Wild west RP concept

Posted:
Thu Mar 14, 2013 5:52 am
by Guyshane
Not a question I had actually considered. Personally I would say that if a Maker has made something real than it is there and will act just as any other real world thing.
Re: Wild west RP concept

Posted:
Wed Jun 12, 2013 2:12 am
by agoraoptera
Now, I'm not one for bumps, but I have to ask. Will this go anywhere Shane? Because its an interesting idea.
Re: Wild west RP concept

Posted:
Wed Jun 12, 2013 3:16 am
by Guyshane
Well I'm working on an updated version of the opening post (and by working I mean "almost finished before getting distracted.") So hopefully I'll post that soon after that I hope to get some more player input before having the actual character sheets open up and I start the game. But yes ideally updated info to be posted by the end of the month and character sheets sometime after that but the RP itself probably wont start until my next semester of school starts and my schedule becomes a bit more regular
Re: Wild west RP concept

Posted:
Fri Jun 14, 2013 1:30 am
by Guyshane
This is updated. anyone interested who sees any problems leave a comment to let me know what your issue is and I will decide if it is a problem or not
Setting:
Alternate universe old west. This will include alternate versions of western states. This version of the West is called the Sands due to be covered in a constant sandstorm, the sandstorm varies 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 the animated dead that also emerge from the storms. 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 and plant life has survived with difficulty. This all takes place about 20 years after this universe’s version civil war.
Backstory:
During this universe’s American civil war. 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. They traveled out into the West to find the temple. It is known they reached the temple since the company sent back a messenger with word of the exploration into the structure. Then something happened, its unclear what but whatever it was unleashed strange magics with odd effects, the sandstorms being the most visible of them. Scouts were sent out into the sandstorms spoke of odd happenings in the depths of the storm such as guns becoming non-functional at odd intervals, equipment mysteriously disappearing and even occasional calm spots. Reconstruction has been ongoing since the war ended and people have begun moving west in spite of the dangers. However the entropy 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 too rapidly will tax you mentally and magically. Your characters will start at the town that is the edge of the frontier towards the edge of Nebraska (I'll include a rough map in the opening post).
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 it is to affect. You can also consume spirits to increase your own strength. Also resurrecting a wizard can result in a lich. Liches are horrifying and will rain hell down on everything in sight (I advise you dont do this.) 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. Obviously you need remains to summon up the dead in corporeal form. 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.(i.e. No giant robots or anything else too large) 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 after which they will act like any other object of natural origin. 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 caused by the absurdly slim suddenly having an equal chance of happening (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). THIS IS NOT FATE MANIPULATION, it is magically manipulating raw chance. 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 or feedback causing pain to the user 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. Also carries the obvious risk of not actually affecting anything besides 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 can be activated as a brief burst to say give your weapon a boost or be used in a trap or also can be used as a constant spell requiring constant power (this is how the wards work) . 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(note on the latter: I have no idea what this would do, go wild). 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 (i.e. haven’t been to) 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 (an amalgamation of animals, not the Greek myth chimera, although your chimera could be the classic). 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.
Re: Wild west RP concept

Posted:
Fri Jun 14, 2013 8:27 am
by agoraoptera
Could you give an example of what kind of power level we're starting with?
Re: Wild west RP concept

Posted:
Fri Jun 14, 2013 5:00 pm
by Guyshane
well I was thinking average to above-average power levels and then that increasing throughout the game as you use you powers more and get closer to the temple which is (obviously) outputting mystic energies which you can be exposed to
Re: Wild west RP concept

Posted:
Sat Jun 15, 2013 3:04 am
by agoraoptera
Could you give an example, like what kind of stuff Telekinesis can lift, strength of Creation etc

Not too sure what constitutes average power levels
Re: Wild west RP concept

Posted:
Sat Jun 15, 2013 3:47 pm
by Sicon112
...I have an evil, EVIL idea. Soooooo tempted to do it...
Re: Wild west RP concept

Posted:
Sat Jun 15, 2013 3:57 pm
by Guyshane
okay so Ag I had not thought of the average power-level, me missing simple stuff like that is why I'm putting the sheet up for you guys to look at and comment on anything I missed. and Sicon....you always have an evil idea, I can't spend my time worrying about all of them I just have to worry about the precious few I do know about