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Old 20-09-09, 12:13   #1
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Default [RP] Despair Lost, The Elemental Aftermath

Despair Lost, The Elemental Aftermath

Four hundred years ago, a nexus of evil, Arintekiter, broke free of his prison and took his revenge upon the world. His escape would usher a reign of darkness, were it not for the actions of a pair of teen boys and their assembled team of warriors. With their might and willpower, Arintekiter's black candle was extinguished. Arintekiter's death released the energy he held, erasing the ability for the warriors to age.

Though Arintekiter's forces had razed the land and destroyed many cities and villages, there were survivors, pockets of people who had avoided the beasts and monsters. The heroes helped rebuild these lives, giving them homes and towns. They created a peaceful world without the corrupting darkness. Magic gradually faded from the world, no longer needed to protect the people.

Conflict, however, would not remain quelled forever. Soriwa Koshinaida held hatred for the warriors, for their magic violated the rules of nature. They threatened the order of life and his family. He built a city from which he started his campaign to pit the world against the heroes of old. He built two more cities as he gathered followers and power.

Upon his death, a group of elders took command, vowing to follow his wishes with an absolute, iron fist. Technology grew in leaps and bounds to counter Magic, and four more cities were built as the government of the world claimed itself the "Seven City Society," in adamant opposition to Magic and its users, the heroes of 200 years past, still alive due to the aftereffects of Arintekiter's defeat.

Magic was declared sin, all its users declared Heretics. Within the year, the Seven City Society captured and executed over half the members of the Heretics. Only those with close bonds remained, protecting each other from the Society's tyrannical and deadly fist.

Technology continued to grow, as the Society learned how to negate Magic and more easily capture or kill Heretics. The Heretics did as best they could, escaping, evading, and hiding. Now, scant few remain in comparison to the numbers in the old days. These few, lead by Daniel Tierro Psimon and Seth Infernio Riosa, have inspired some youth who have shaken indoctrination by the Society. These dissenters are labeled New Heretics, the heroes of old similarly labeled Old Heretics.

With the remaining, adamantly surviving members of the Heretics eluding their grasp, the Society has increased its efforts to exterminate all of the Heretics so they may build their utopia. Magitech, built in secret by the studies of the Old Heretics' possessions once captured, has created many of the worst items that have successfully captured the Heretics.

One such creation is the GOLIATH, a massive, intelligent machinoid creature whose sole purpose is to subdue or murder any Heretic it is sent after. Daniel and Seth encountered this beast, and though it disabled the monster for repairs, Daniel was captured as he saved Seth from the grip of the Society.

In three day's time, Daniel will be executed at Terra City, the oldest of the Seven Cities, and the Hall of Justice where criminals are punished. Seth wishes nothing more than to stop this, and to save his closest friend of four hundred ten years from death.

You, as the Player Characters, would thrust yourselves into this world of conflict as Heretics, New or Old, to fight the Seven City Society and what it stands for. Would you take the mantle and fight, or perish ignobly at the blade of a tyrannical, ignorant government?

Last edited by Hidden Fun Stuff : 10-10-09 at 10:16
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Old 20-09-09, 14:22   #2
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Note that this RP would require at the very least, deep discussion of many aspects of the player character. In fact, only aspect that doesn't require at least a cursory lookover is the name, which I would still discuss a small amount to make sure that it gets what you wanted from it.

Old Heretics

Old Heretics are the remnants of the age past, where magic thrived and technology locked away by greedy scientists or archeologists searching the distant past. Though they have technology (And in some cases, secret projects), they prefer to fight with the mighty magic that has kept them quite alive up to this point. Having lived greater than 400 years, they have experience and knowledge in whatever they would care to know, and have practically mastered the element or elements they use. Their powerful magic is frightening even with the Magic Negation Barrier technology, for anything unprotected is toast.

New Heretics

New Heretics are those who have shaken indoctrination and decided they fight for a different cause. Escaping their cities with only the clothes on their back and the technology they manage to filch, they do their best to survive in order to find the Heretics' hiding places and join them against the SCS. When they do, they will learn the secrets of magic and use it as their own.

A.) The basics
Name:
New or Old Heretic:
Age: 16-30 if New, 1-50+400 if Old (Age is a discussion topic, if it goes in certain directions)
Physical Description:
Personality: (Another POTENTIAL discussion topic)
Tools/Possessions: (Big discussion topic)
Backstory: (Needed for New, not for Old, but handy)
Skills: (Mostly important for New Heretics, Old have been around for 400 years to master whatever they wanted)

B.) New Heretics

Discussion items, mostly involving Elements- it relies greatly upon your age what you'd need here.

C.) Old Heretics

Elements are a discussion topic- single or paired, they need to be discussed. Once you've got your element(s), you can go on to discuss Guardian and Bestial spirits with me, and start working on your signature techniques/spells, which need original names, quotes, and descriptions. Then, once that's done, you round it off by making descriptions of your bestial and guardian spirit forms, and finish it off with one LAST discussion to seal up your character tight.

The elements are as follows: Fire, Bolt, Water, Ice, Smoke, Wind, Rock, Nature, Spirit, Mind, Dark, Light, Sand, Time, and Sound. Laser is a special choice for only New Heretics to potentially choose, but it is entirely different than the standard elements.
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Last edited by Hidden Fun Stuff : 08-10-09 at 00:29 Reason: Adding in the info
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Old 22-09-09, 17:32   #3
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I'll use the lack of comments to my advantage, and refine people's knowledge about the elements, providing useful backstory to help prevent people from trying to godmode.

Magic is, at the most basic description, the manipulation of natural energy. These energies fall under fifteen domains- Fire, Bolt, Water, Ice, Smoke, Wind, Rock, Nature, Spirit, Mind, Dark, Light, Sand, Time, and Sound. The strain of using more than one element is unbearable for all but the strongest minds, and is not recommended by even the best users of magic, though there are those who still do it, of course.

Fire- The use of heat and flame.
Bolt- The use of electricity and lightning.
Water- The use of water and mist.
Ice- The use of ice and frost.
Wind- The use of gales and wind.
Rock- The use of rock and mineral.
Dark- The use of dark and shadow.
Light- The use of light and shine.
Smoke- The use of smoke and smog.
Sound- The use of sound and audio.
Sand- The manipulation of sand.
Time- The manipulation of temporal flow.
Mind- The manipulation of mental power.
Nature- The manipulation of nature and natural processes.
Spirit- The manipulation of spirits and souls.
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Old 24-09-09, 03:00   #4
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Huzzah, attention. Since inspiring more feedback is always good...

Just off the top of my head, a few things to consider. As was mentioned once, there appears to be a fairly evident bias toward the Old Heretics. On one hand, four century old masters of magic, even if it's only one domain in most cases. On the other hand... people two, maybe three, decades old, limited, if any, magical power, and a bit of stolen technology.

Not too balanced, is it?

There's obviously going to be something to balance that out in the long run, especially with the presence of the magic negation barriers, but what? Merely having superior technical competence next to their magic wielding elders is hardly balance, unless there ends up being a civil war within the Heretic ranks that pits the new against old with the former having acquired the negation technology from the SCS. Even then, it's still not incredibly balanced. They hardly have the resources behind them to make up for their considerable lack of power.

The Old Heretics presumably fall under the idea of "great starting power now, little growth overall" versus more of a "little power now, tremendous growth" for the New Heretics. Doesn't do much good if there's no real indication of how it would grow, does it? What you need to do is demonstrate how the New Heretics would actually balance this out, growing to match, or even surpass, their elders in the course of the RP. Whether it be with giant mechs that channel magic into far more destructive lasers than the Old Heretics could hope for on their own, or unraveling the secrets of this "Laser" domain and unleashing a great and terrible power, or something else. Perhaps doing nothing more than making it clear what the technology available can actually do.

Presumably, most of the Old Heretics would also be less technologically inclined. By far. Perhaps even technophobic by default, to some extent. A limited ability to actually interact with and control the SCS technology for the most part, while the New Heretics have proficiency, even mastery. Not so good at first, since they would not have much access to it, but things just need to get started...

While you're at it, you might describe this "GOLIATH". Great and terrible mechanical horror, yes, that's nice. What does it look like? When, specifically, was it made? Why is it so dangerous? What does it do?

You might also actually define these "spirits" you have mentioned, and the signature techniques. Possibly a bit of history as well.

While you're doing that, consider covering the actual society of the SCS. What is life like, what are some general important things beyond the devotion to the society itself, what places does family have, friends, and so on? What are the cities, where are they, what are the differences between them?

You might also go over the same with the Old Heretic's now vanished society. Just because the civilization itself isn't there doesn't mean a few lingering people aren't. They're the main characters, after all.

There are probably a few more things you could clear up as well. I think the main thing to keep in mind is that just because you've mentioned it in a conversation with me, or someone else, or even just yourself, it doesn't mean you shouldn't mention it again here.

If nothing else, it will keep you from having to mention it again, and again, and again, as people ask the same questions about the same thing.

There's doubtlessly plenty more I could mention, but one thing at a time.
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Old 24-09-09, 20:38   #5
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Quote:
Originally Posted by Seth-Rah
As was mentioned once, there appears to be a fairly evident bias toward the Old Heretics. Doesn't do much good if there's no real indication of how it would grow, does it? What you need to do is demonstrate how the New Heretics would actually balance this out, growing to match, or even surpass, their elders in the course of the RP.

Paraphrased and mashed together, but they give the point of this little speech. The New Heretics would indeed grow rapidly, their technical expertise added with quick acquisition of magical skills would put them at the very least roughly even with the older counterparts. Old Heretics, in comparison, have basically hit their ceiling, and are stuck with what they choose beforethe RP's start. A New Heretic can switch what they desire up until they actually begin gaining the benefits of meeting the Old Heretics- Magic, Spirits, and allies.

Quote:
While you're at it, you might describe this "GOLIATH". What does it look like? When, specifically, was it made? Why is it so dangerous? What does it do?

The GOLIATH is an advanced AI driven unit whose appearance resembles a tyrannosaur of ages far, far past. It was finally completed one year ago, a marvel of the SCS's technological might. Capable of methodical planning and thought, it can use its four Magic Negation Barrier Generators effeciently while utilizing its fearsome intimidation factor and near-indestructable structure to capture Heretics. It is currently being repaired from its encounter with Seth and Daniel, as its Generator Crystals were overclocked and rendered useless for further combat.

Quote:
You might also actually define these "spirits" you have mentioned, and the signature techniques. Possibly a bit of history as well.

Spirits are guardians of magic, who both thrive and exist only because of it. Living in the Regnum de Phasmatis, they aid Mages (general term for magic weilders) in surviving as a matter of ancient pacts and general willingness. There are three types- Bestial, Guardian, and Combination. Bestial spirits are of animals. Guardian spirits are of ancient beings, fallen warriors, or sentient weapons. Combination spirits are both in one, they are exclusively spirits of powerful, mystic beasts like Chimeras, Dragons, or Wyverns. Bestials tend to be less powerful than Guardians, who tend to be about even, or slightly weaker, than Combinations. There are exceptions to every case, as one would expect.

Signature techniques were born from the need to focus one's thoughts to cast magic- Being well-practiced Mages, Old Heretics no longer need to think much on a fireball or lightning spear, but incinerating a massive swath of land takes a considerable amount of energy, and similar amount of focus. Hand signs, Rune signs, and words can focus one's thoughts onto the spell, allowing the Mage to release a gigantic, or otherwise extremely powerful technique to aid them in mass fighting or in difficult tasks. Signature Techniques, thus, are the techniques which a Mage still needs the focus aids to cast, and are therefore a dime a dozen for New Heretics (who are learning from square one) and uncommon and intensely mighty for Old Heretics (Who have been practicing magic for 400+ years.)

Quote:
While you're doing that, consider covering the actual society of the SCS. What are the cities, where are they, what are the differences between them? You might also go over the same with the Old Heretic's now vanished society. They're the main characters, after all.

I know, no secrets, but several of the cities are serious spoiler material, being integral to the plot that they be left out of the knowledge loop. As for the Old Heretics... well, it's a great question, yes, but for the most part (PC exceptions excluded, but at least the two main characters), the Old Heretics don't care about the past, as their future is far more important. They care that the SCS destroyed the peaceful past, but otherwise think of only the future where the SCS is gone.

Also, many thanks, Seth. Others are free to comment, you know~
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Old 27-09-09, 07:51   #6
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A post of clarification.

I feel that my statement in the New Heretic section is overly vague- Just seeing "Mostly discussion on elements etc, etc." is lame, vague, and all that other "stuff."

New Heretics woul be escaping the city around 16-18 years of age- they would either find the remaining Heretics quickly or perish. Quickly is a relative thing, but I would generally expect anybody older than 20 to be with the Old Heretics. This would require a truncated version of the Old Heretic's list, as the New Heretic would have recieved the beginning of training in magic already, yet would need a bit to be trusted with a spirit. Anybody from the remaining age range of 22 to 25 would have been given a spirit, in all likelyhood. Anybody above that recommended range would basically be at the rough level I'd expect from a "mid-game" New Heretic, and thus is undesirable- I want people to grow and learn, or begin with might and aid the rest achieve their level. Not start off in the middle, where it is far and above too difficult for me to manage balanced growth for your character. As they say, "Those in the middle find it hard to find what side they belong on."

I don't want to discourage creativity, though, and through all the mandatory discussion of your characters, it would be easily workable to have a 28 year old (For whatever reason, many are VERY PARTICULAR about age, even when 400+ year olds can edit appearance at will and waltz around looking like teens), as long as the backstory and such permitted it without being that inane middle-level character.

The discussions are mandatory so that I can make sure your character is satisfactory BEFORE the joining thread is cluttered with posts of "Fix this," "Hey, my broken character," "Sorry, no," and the like. It makes sure YOU will enjoy your character, and I am not removing my hair as your character smashes every metaphysical wall known and unknown. It also prevents people from creating garbage concepts, posting them, and having others follow the trend into a flaming wreck as the thing bogs down into a total failure. If you haven't talked with me somehow, I WILL ask the mods to delete the post. It's a simple idea, talking. It can help a lot of things.

If that is a harsh stand to take, which the mods are opposed to, then freely tell me now, so I can change the rule set I've been building in my head.
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Old 14-10-09, 16:21   #7
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Old 14-10-09, 16:33   #8
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Smoke controls just about any visible gas you care to name, whether that cruddy tar crap from old-school cigarettes or unburned carbon from a fire. There are a few things it can't control (water vapor for one), but otherwise it's got the foggy stuff covered.

For one, probably not. For two, that's a topic I'd really enjoy not being broached as a character idea. It's one of those "we can discuss it" things.

That requires a lot of calculation, as size is a major factor in that sort of thing. As is whether it's a signature technique or just spellweaving of the less powerful sort. Not to mention that golems are, barring gaining a mind and soul, just a shape of rock you smash people with.

(Answered in order top to bottom)
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Old 19-10-09, 19:56   #9
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I have a challenge for all of my members. I rarely give people meaningless names in my stories, and this RP is no different. Below are the names of four important people of the SCS. If you can PM me, without having used the Internet, the "name behind the name" of any of these people, I will grant unto you a spoileriffic snippet of information pertaining to your character.

Commander Alaric
General of Research Marie
General of Technology Stefan
General of Military Raamzes

A couple require some intuitive knowledge/good history books, and one requires some twisting to actually get the right name. Hint: That one who needs twisting is a person who is living as of today.
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