Ship of Spies-- RP Discussion

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Ship of Spies-- RP Discussion

Postby Qara-Xuan Zenith on Wed Mar 13, 2013 8:31 am


It is claimed that the world of Ascarthea was founded, and populated, by four sisters. Each sister created her own tribe, each dwelling on one side of the pyramidal world. Each sister took on unique powers for herself and for her people.

Soon enough, sibling rivalry between Ava and Gala, the two youngest sisters, reached impossible heights. One's powers were tied to fire, the other's to water; natural rivals, their people descended into bitter war.

The eldest and most powerful of the Sisters, Raha, wished to avoid this magical conflict; she removed herself and her people, the Rakaians, to a new world of her own making. Meanwhile, Bina, the second sister, had evaded conflict in a different way; she had chosen no powers for her people but the increased physical strength that came as a byproduct of lesser magical ability. Out of the ravages of war between the Sarpaians and the Aggalaelians, Bina's people asserted themselves as the rulers of this world.

Thousands of years later, the Rakaians and their wondrous powers are nothing more than a myth, a story told to awe or frighten children.

The Aggalaelians are a scattered people, split into small communities each led by a community leader.

The Sarpaians have held together somewhat more, led by the Duchess Ava-- who is rumoured, by some, to be truly the third of the legendary Four Sisters-- and her daughter Aurelia, and Aurelia's niece, Ava's granddaughter Andra.

Both the Aggalaelians and the Sarpaians are under the rule of the king, Jervoam Enbeti III. Such it has been for time immemorial. And yet. And yet...

There has been considerable unrest in the land. King Jervoam's grip, some say, has grown too tight, his tyranny too harsh, the decay he has allowed-- too deep. One voice to speak out against the king was his own son, who disappeared shortly afterward. Whether he was arrested and locked away by the regime, or whether he escaped as a preemptive measure, is anybody's guess.

There have been other signs, too, of something wrong, magical disturbances, a sense, noticeable only to the adept few, of impending destruction. Perhaps it is tied to the abuses of the king, perhaps it is something else entirely.

In times such as these, everyone has reason to run away from something. And where better to run than a ship, cut off from society's grasp for sometimes months at a time?

______

Powers and Attributes:

Rakaians:
Their power is tied to air, which for these purposes means they can cast their influence over anything in a vapour/gaseous state. Even not taking this into account, they are the most powerful of the four nations. They also have some Reality Warper abilities-- for example, the ability to create a planet out of nothing. Copper is an insulator to their power, silver is a conductor. (Note: it's unlikely that people will be able to create a Rakaian character for this RP unless their presence is justified; this information is mostly here for completion's sake.)

Humans (well, they're all technically humans, but for want of a better word) :
They have no unique powers of their own, but they still can perform spells they are taught. Their power is most effective when used to influence earth/rock. Copper is a conductor to their power, silver is an insulator.

Sarpaians:
Their power is tied to fire. They can also change their shape to any combination of human/horse, with full horse on one end of that spectrum and full human on the other. No matter what form they take, they are identifiable by the short conical horn that they each sport on their foreheads. Their power is stronger than that of the Aggalaelians, but much weaker than that of the Rakaians. Gold is a conductor to their power, iron is an insulator.

Aggalaelians:
Their power is tied to water. They can also change their shape to any form they can conceive of, provided they are still able to bring their hands together (or they won't be able to change back). Gold is an insulator to their power, iron is a conductor.

Magical Power Levels (approximate)
high
Rakaian + silver
Rakaian (average)
Rakaian + copper, Sarpaian + gold
Sarpaian (average), Aggalaelian + iron
Sarpaian + iron, Aggalaelian (average), human + copper
Aggalaelian + gold, human (average)
human + silver
low

______

Everyone begins the story as a crew member, whether continuing or newly signed on, on the same merchant vessel. You have each been approached, separately, by the king's agents on the way to the docks, offering you a great deal in exchange for acting as the king's eyes and ears on the boat, to write to the capital of any suspicious behaviour in general, and in particular for someone who matches Prince Jidlaphi's description. And regardless of how you take this offer, you know that there will always be other watchful eyes on the ship.

This is not a combat-oriented RPG. Yes, there will be some fighting to do, but it's primarily focussed on character interactions, and transfer of information.

(This is still in the hypothetical stage. Even if there's enough interest for character sheet info, the game itself wouldn't start until after my exams in late April at the very earliest.)
Last edited by Qara-Xuan Zenith on Fri Jun 21, 2013 6:21 pm, edited 2 times in total.
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Re: Ship of Spies-- RP concept

Postby Endless Sea on Wed Mar 13, 2013 9:29 am

Eh, I'm tempted to stick with Skypirates, if only because AIRSHIPS AND MECHAS. I do like that you stressed a lack of focus on combat in this one, though- this sort of setting seems a bit more fit for exploration and worldbuilding than others.
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Re: Ship of Spies-- RP concept

Postby JackAlsworth on Wed Mar 13, 2013 9:38 am

...Huh.

Well, I'm interested. Granted, I will have almost no time to do anything in April...
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Re: Ship of Spies-- RP concept

Postby narrativedilettante on Wed Mar 13, 2013 10:13 am

I like the idea of an RP with comparatively little fighting. I'd probably play as an Aggalaelian.
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Re: Ship of Spies-- RP concept

Postby Guyshane on Wed Mar 13, 2013 12:47 pm

I like the idea the question would be how long I could go before blowing something up
I say we nuke it from orbit...its the only way to be sure.
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Re: Ship of Spies-- RP concept

Postby Scarab on Wed Mar 13, 2013 12:58 pm

Guyshane wrote:I like the idea the question would be how long I could go before blowing something up


I'm betting it'll happen in the first post. :P
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Re: Ship of Spies-- RP concept

Postby JackAlsworth on Wed Mar 13, 2013 2:06 pm

Better yet, the first post starts with Shane having already blown something up.
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Re: Ship of Spies-- RP concept

Postby Qara-Xuan Zenith on Wed Mar 13, 2013 2:26 pm

Blowing things up is certainly an option.
:twisted:
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Re: Ship of Spies-- RP concept

Postby Pixelmage on Wed Mar 13, 2013 3:53 pm

Water & Shapeshifter in the same package? Sorry Q, you got your power levels reversed. :P

I'll just say that I'd break the system so hard with an Aggalaelian... I'd turn into a table and back just for the lolz. And yes, I did read the rule about putting the hands together, I'd still do it successfully anyway. :twisted:
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Re: Ship of Spies-- RP concept

Postby Sicon112 on Wed Mar 13, 2013 3:58 pm

You can break a whole lot of things with any of the races, you just need to be clever enough. That's true for pretty much everything. However, I think I now want to see what specifically you have in mind...
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Re: Ship of Spies-- RP concept

Postby eli_gone_crazy on Wed Mar 13, 2013 4:07 pm

I am interested..

but why did you give the fire benders horns? WHY? :cry:
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Re: Ship of Spies-- RP concept

Postby Victin on Wed Mar 13, 2013 4:10 pm

eli_gone_crazy wrote:I am interested..

but why did you give the fire benders horns? WHY? :cry:

Because unicorns.
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Re: Ship of Spies-- RP concept

Postby Scarab on Wed Mar 13, 2013 4:16 pm

eli_gone_crazy wrote:I am interested..

but why did you give the fire benders horns? WHY? :cry:


Eli, I'm surprised at you! Such antihorn prejudice from such as yourself is NOT becoming :P
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Re: Ship of Spies-- RP concept

Postby Qara-Xuan Zenith on Wed Mar 13, 2013 4:26 pm

Pixelmage wrote:Water & Shapeshifter in the same package? Sorry Q, you got your power levels reversed. :P


:oops: Power levels refers to, well... scale. For example, a spell an Aggalaelian casts will last for less time, or have a weaker effect, than a spell of the same scale cast by a Sarpaian. On the other hand... yes. The shapeshifting does rather change that balance, doesn't it? :twisted: I would LOVE to see what you do with it.
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Re: Ship of Spies-- RP concept

Postby Pixelmage on Wed Mar 13, 2013 6:57 pm

Sicon112 wrote:You can break a whole lot of things with any of the races, you just need to be clever enough. That's true for pretty much everything. However, I think I now want to see what specifically you have in mind...

Depending on the set of constraints you give me, I can pretty much turn any power into reality wrapping. ;) I usually don't though, I like playing on a lower level of power. It's more challenging to use weak effects cleverly, than to just overpower through, so I tend to stick to the less powerful side. I find it more fun, personally. But anyway in this case...

Qara-Xuan Zenith wrote:On the other hand... yes. The shapeshifting does rather change that balance, doesn't it? :twisted: I would LOVE to see what you do with it.

Let's just say that Shapeshifting is my super power of choice. It's the one definite power I'd ask to have in Real Life if I had a chance and the single most broken thing I can think of. Sure, I can't create a planet out of thin air, but for the activities I enjoy, it allows everything. And yeah, it can become reality wrapper level, given the proper... Circumstances, for it. Which is why I didn't post my shapeshifter sheet for VW. Xana would be forced to Space Rock me down if I did. :P

But don't worry, if I do play a SS-Class, I'll be sure to stick to the power range I'm supposed to be at, so I don't break the game.
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Re: Ship of Spies-- RP concept

Postby Victin on Wed Mar 13, 2013 7:48 pm

Pixelmage wrote:But don't worry, if I do play a SS-Class, I'll be sure to stick to the power range I'm supposed to be at, so I don't break the game.


Pixelmage wrote:I'll be sure to stick to the power range I'm supposed to be at, so I don't break the game.


Pixelmage wrote:I'll be sure to stick to the power range


Pixelmage wrote:power range


Pixelmage wrote:power range


Pixelmage wrote:power range


Pixelmage wrote:Power Rangers


...Why do I want to play as a...? :roll:
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Re: Ship of Spies-- RP concept

Postby Qara-Xuan Zenith on Thu Mar 14, 2013 12:52 am

Victin wrote:
Power Rangers


...Why do I want to play as a...? :roll:


:| There are no Power Rangers in this game. :P
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Re: Ship of Spies-- RP concept

Postby Victin on Thu Mar 14, 2013 7:35 am

Qara-Xuan Zenith wrote:
Victin wrote:
Power Rangers


...Why do I want to play as a...? :roll:


:| There are no Power Rangers in this game. :P

... :)

*puts on glasses*

Then I'll make one. :geek:
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Re: Ship of Spies-- RP concept

Postby Qara-Xuan Zenith on Tue Mar 19, 2013 11:47 am

So since I've decided this is actually happening, I'd better give a little more info on magical abilities before I open character applications, so that people can better make an informed decision...

Basically, there are four magic-related categories:
  1. Innate abilities
  2. "Elemental" ties
  3. Spell casting
  4. Raw power

1. Innate abilities-- These vary by nation.

Aggalaelian-- the shapeshifting
As mentioned before, they can shift to any shape they can conceive of
limitations/perks:
  • they have to be able to bring their hands together; losing a hand or having badly burned palms will inhibit this ability
  • They can't disguise themselves as a Sarpaian, because their magic can't replicate the horn without locking all their magic away from them forever (presumably they could wear a false horn?)
  • they have to sleep in their true form; the more time spent sleeping in a different form cumulatively degrades their shapeshifting ability, until they are no longer able to change back.
  • Law of Conservation of Mass is NOT an issue. There is a reason for this which makes sense, but is really only relevant to explain if you're REALLY hung up on the science. Otherwise, it's creepyweird.

Sarpaian
Shapeshifting to any form of human-horse hybrid
limitations/perks:
  • The horn will always be there, so not great for disguise. Since the horn is the source of all their magical ability, no sane Sarpaian would willingly part with it, because a) that would be the most painful thing in the world, b) they would then be cut off from all their magical ability, and c) seriously, why would anyone ever do that.
  • They can communicate with horses. Bear in mind, though, that horses are just horses, no special intelligence.

Rakaian
They can't shapeshift, but they can cast a glamour, changing how others perceive their appearance according to their whim.
limitations/perks:
  • This is visual ONLY, not physical. Meaning, if you cast a glamour to make yourself appear half your height, then someone who waves his hand over where your head should be will still bump into you.


Note that for all three, while magical conductors won't affect innate abilities, physical contact with an insulator will inhibit the ability. Humans do not have a magical innate ability.


2. "Elemental" ties

As mentioned above, each of the four nations is tied magically to one of earth, air, fire, and water. This does not correspond to spellcasting, which is a separate category; it's unlikely that a Sarpaian will summon a fireball to throw at you. What it does correspond to:
  1. Immunity
  2. minor control

First, immunity. Basically, you can't harm a magic-user with the "element" tied to them, or not without a great deal of effort and creativity. I mean, obviously, you can damage a person by throwing rocks, but if you try to burn a Sarpaian, she'll just laugh in your face. An Aggalaelian can drown-- eventually. If you chained him up and anchored him to the bottom of the sea. But water in their lungs wouldn't be much of a problem, and they're natural swimmers, whether they've been taught or no. That sort of thing.

Second, minor control. Like I said, you're probably not going to be summoning fireballs, but this is flexible, and contingent upon power levels. There's a lot of gray area, so I'll leave it to your own discretion.


3. Spellcasting

So if it's not "summon fireball", what is spellcasting? ...Well, I'll leave it to you to be creative with your spells. Keep in mind that anyone-- Human, Aggalaelian, Sarpaian, or Rakaian-- can cast the same spells; the main difference will be in scale, dependent on power level.

ALSO: while you can cast a "basic" level spell yourself, more complex or powerful spells will require a second person to act as an "anchor" while you cast it.
The highest level of spells require four people-- one caster and three anchors-- of four different "kinds" (you can interpret "kinds" creatively-- four different temperaments, generations, nations, etc.; so long as there's an evident sorting algorithm which would classify each of the four in a different slot, you're good).


4. Raw power

This is the vaguest of the four categories. Basically, if you don't have the time or know-how to cast a proper spell for the situation, there's always this as a last resort, shoving pure, unordered power at an unconscious person in the hopes that it will wake him up, or at an enemy in the hopes that it will knock him out. Its lack of direction, obviously, makes it a bit of a gamble, but hey, better than nothing, right? Raw power is directly connected to power levels.

Greater raw power also correlates to increased lifespan.
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Re: Ship of Spies-- RP concept

Postby Endless Sea on Tue Mar 19, 2013 1:59 pm

Aaaaaah, magic systems. ^^ Bit more specific than mine, yet it feels a bit easier to get the hang of. Maybe because I just infodumped into a single section meself. :P Also, I like the bit about named characters you included in the character topic; it gives me the feel that players can use characters that have had a prior hand in the background info and stuff, although that comes with some necessary losses. Definitely starting to get more interested.
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Re: Ship of Spies-- RP Discussion

Postby Qara-Xuan Zenith on Thu May 02, 2013 12:46 am

Just heads-up, I'm setting the character application deadline as the end of May. Also now is a good time to mention that I can be flexible about deadlines when they are for not-me people. If you need more time to write something up, and want to, then I'm sure that can be arranged.

Also once this starts, my policy will be, inasmuch as I have power over this, no harassing people to post when it's their 'turn'. If a certain amount of time has passed, I'll ask the person in question whether you a) need just a couple more days, or b) want to pass for now, and will proceed accordingly.
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Re: Ship of Spies-- RP Discussion

Postby Guyshane on Sun May 05, 2013 12:25 am

Whats the technology level of the world?
I say we nuke it from orbit...its the only way to be sure.
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Re: Ship of Spies-- RP Discussion

Postby Qara-Xuan Zenith on Sun May 05, 2013 12:38 am

Guyshane wrote:Whats the technology level of the world?


Late medieval/ early Renaissance. Magic is more useful than technology.
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Re: Ship of Spies-- RP Discussion

Postby Qara-Xuan Zenith on Sun May 19, 2013 12:32 am

Uh. Randomly flitting over here in response to some concern I saw in the chatroom. If I haven't PMed you about your character, it means everything is fine. Until further notice, everyone will be accepted. I only need to PM you if I have a problem with your character, or if you had a question for me to answer.
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Re: Ship of Spies-- RP Discussion

Postby Qara-Xuan Zenith on Fri Aug 02, 2013 6:43 pm

Aaaaaaaaaaaaaaaaaaaaaaand now that we are officially in the water, an as-warned slight change to gameplay!

There is now a semi-solid post order in play. If you were following Pixie's thread of musings about RPs, you might remember what I'm talking about. Otherwise, here's how it goes down.

The post order shows who has to post, within the next... something. If the person up in the post order doesn't post within a week, I'll poke you to see if you need more time, but that's your flashy thing saying "this is your piece of cake. Eat it."

HOWEVER, when it is not your turn in the post order, you are still free to post-- just try to put an OOC note at the top or bottom of your post saying it's not part of the post order, so people won't lose track of whose turn it is. This way, character interaction and creative freedom are not inhibited by a post order that keeps the game on track. (The only inhibition I'd say is if there's, say, a fight going on, you can post as much as you want for character bits, but try to not eat more of your share of the pie in an actual fight/event.)

For now, the order for this not-a-post-order is as follows:
  • Guyshane (Gandal)
  • narrativedilettante (Susan)
  • agoraoptera (Kasid)
  • Adell (Bronco)
  • eli_gone_crazy (Cheon)
  • Lordxana0 (Kiva)
  • AMimsyBorogove (Leo)
  • Sicon112 (Xerva)
  • JackAlsworth (Captain)
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