The Sorceress QUINNTESSA has summoned you to her castle in the woodland region of EGRESS. It is a warm summer night and the moon is crescent matching the banner over the castle gate. Something is wrong however. She said someone would be waiting for you at the gate where is this person? This is unusual. You notice that the draw bridge chains seem to of been broken and the gate is smashed. You hear the sound of horses approaching it's the guard. Better think fast you cannot be caught.
Who are you and most important of all what will you do?
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Goals:
In an effort to keep my creative writing skills sharp, scratch my itch to run a role-playing game, and generate activity for AGN, I am continuing my own RPG in a play-by-post free-form format with weekly updates.
As the thread title suggests this particular RPG will be a evil PC fantasy rpg. Antiheroes, non-heroes, or villains. Be sure to note which is your preference in your first post.
Mechanics:
In short, this game will function similar to Sword & Sorcery except setting elaboration magic and dragons for example. The goal of the game is to tell a collective story and have fun. Every weekend, I'll post a scenario for you to react to and you'll post a response--in first person--explaining how your character reacts and what actions and reactions he or she takes and makes. As the week goes on I will provide Action-Tennis.
Each update will be segmented into sections, with each section pertaining to one or more players. The player(s) in question will be tagged by the forum, and the first paragraph of such a section will start with the name of that player's character. You will not be required to read the paragraphs of other players (Or even their replies to the thread). I will distill any important cross-character interaction into your next scenario. If you are joining late, links to each update can be found in the second post of this thread so that you can easily jump past the responses to the new scenario. They'll be listed in reverse chronological order and they will be numbered, dated, and collected by setting.
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Rule Clarifications:
General: Improvisation is a Staple
You are free and ENCOURAGED to ad-lib. If a fact hasn't been established, it's fair game. If you make too wild an assumption, I will gently reel you back into the narrative. Also, if there is a non-player character and I have not stated they are LOCKED, then they are fair game; you may make them do and say what you please. Other player characters are always LOCKED, you cannot control another player's character.
General: Summarized Conversations
When conducting conversation with an NPC or another player, do not feel that you have to write out the literal dialogue. Posting the gist of your conversational goals is sufficient.
General: The means through which new rules are dispensed
I'll introduce more rules as they become necessary. When rules are introduced, they'll appear at the top of the update. The game is free-form, though, so just have fun with it. For the most part, if you want to do something your character can do it. One warning, though; if you go Marty Stu expect consequences. Also, try not to get too vulgar, there are kids on the forum (This is not the Veldt). Also, if there's a lot of interest I may split the game (and thread) into two (or more) instances.
General: RPG Communication Mediums
This is strictly a forum game. There will be no IRC or Skype component to this endeavor. However, you may PM me anytime if you have concerns or questions. I tend to be quite talkative and am willing to compromise.
General: Creating Characters, Rebuilding, Retiring, Limits
When you create a character it is good to know your name, race, gender, class, equipment etc. Give as much or little information as you which (the information I listed is NOT required, but I will keep track of everything.)
Note that you can rebuild each character of yours Twice. (they will retain all memories).
You can also retire them and bring in a new character. Retired character can be brought back into the game at the beginning of a story arc which I will denote.
You can have only ONE active character for now, this is for my own sanity. Once I get a system going this will change.
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Setting Elaboration: Races
Humans
Eladrins
Elves / Dark Elves
Dwarves / Dark Dwarves
Gnomes
Orcs
Assimar (Fallen Angel Lineage Only)
Tiefling
Dragonborn
Vampire
Lizalfos
Gnolls
Kobolds
Orges
Trolls
Oni
Settiing Elaboration: Magic
General
Magic manifests why a magician utilizes the manasphere with their aspect and a implement if they choose to use one. Ritual Magic works the same way. This might seem strange, but this makes magic so flexible and ridiculous and wwe're going to have a lot of fun this way. Also you can change your aspect at anytime. Implement's must be purchased. (Hell just steal them.)
Aspects
These are how you manifest your magic. I am so damn flexible here, it's ridiculous. This can be as simple as using as staff to manifest Destruction Magic to the exotic use of voodoo dolls to entrall your enemies. In other words go wild with your Aspects. Where your magic comes from is up to you, it can be arcane knowledge or something out of Lovecraft (I've done this with Quintessa).
Implements
These add additional effects to spells. For example a Wand of Accuracy would increase the accuracy of disguising yourself to look like someone you've seen only once. Which is Illusion Magic. The most common implements are Staffs, Wands, Orbs, Tombs, Totems, Crystals, and Rods.
NOTE: Staffs can be both an aspect and a implement mind you.
Setting Elaboration: Seven Schools of Magic
Beast
Spells that transform the recipient physically or change its properties in a more subtle way. A beast magic specialist is called a shifter.
Subschools: Transmutation (objects)
Conjuration
Spells that bring creatures or materials to the caster. A conjuration specialist is called a summoner.
Subschools: Healing, Creation
Destruction
Spells that manipulate energy and life force. A destruction specialist is called an evoker.
Subschools: Necromancy (these are called Necromancers)
Enchantment
Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Subschools: Charm, Compulsion
Evasion
Spells that evade, protect, block, or banish. A evasion magic specialist is called an evadist.
Subschools: Teleportation
Illusion
Spells that alter perception or create false images. in Illusion specialist is called a Illusionist.
Subschools: Shadow (partially real illusions) these are called Nethermancers
Scrying
Spells that transfer and receive information. A scrying specialist is called a oracle.
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Locked characters
Here is a list of the currently locked characters and the players who have access to them:
Players
Quinntessa = Tamamo [Pronouns: Beast Mage Call Girl of Nyarlathotep "Beast"]
Eidos Kentarra = TheDarkOne [Pronouns: Blackguard "Unknown"]
Gai Nohn = King Aquamentus [Pronouns: Arcane Trickster "Creation and Illusion"]
NPCs
Taras =Eidos & Game Master [Pronouns: Shadow Druid "Beast"]
Alnur = Game Master [Pronouns: Dark Priest, "Ermac"]
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