Jacobo_Curious
Dark Magician Girl
- Joined
- Sep 16, 2002
- Posts
- 4,060
If anyone has ever played Exalted, they know of the idea of an anime-style group of people in a medieval fantasy world which are gifted with understanding by the Unconquered Sun and move to rescue the world from the encroaching Fae Folk, the Wyld monsters, and the undead-ruling Deathlords.
I wanted to do something like that.
Like any person who feels they are too wise or smart to belong in a community, the "Illuminated", as they will be called in this world, have a greater understanding of themselves and the power that resides in all beings, Aura, and thus tend to travel. This is how the heroes will meet, at first. As humans have become more and more repressed, these Illuminated have been popping up in the strangest of places...
The Mythril Throne rules over most of humanity's scattered settlements. The Mythril Throne is comprised of a few humans, but mostly they are the "Dragon-Blooded", those who are partially comprised of one of the five elements and thus gain powers specific to either Fire, Air, Water, Earth, or Spirit, like the Red, White, Blue, Green, and Orichalcum/Mithyril/Jade/Adamantine dragonic creatures. (Players can also choose to be Dragon-Blooded, though they are disliked among Illuminated and Humankind, generally.)
The Illuminated's greatest powers are their "Charms", their sorceries that enable them to do amazing things, from fire three bolts from a single arrow, to throw obsidian cutting disks from nowhere, to heal at amazing speed. These Illuminated choose a natural concept based on the five elements to be their most important: Nature, Science/Magic, Faith, Trade, or Art. Their attributes are based off of these as well.
Numbers won't be assigned, of course, but here are good words to use in your description when talking about attributes: Strength, Stamina, Dexterity, Agility, Intuition, Logic, Empathy, Influence/Manipulation, Creativity, Essence/Aura (and what it looks like), Willpower, Virtue (Compassion, Conviction, Temperance, Valor). And, of course, Appearance/Comliness.
The Fae People are based on the five human concepts of the elements: Work, Trouble, Love, Money, and Spirit. Since proximity to Fae People tends to inspire halluncinations among the weak, they can't be played for now.
If there's any interest, I'll put up a list of low-level charms for people to pick from. As it is, this post is long enough already. I have some good ideas and I've always wanted to GM something, so if there's any response...
Happy travels, everybody.
I wanted to do something like that.
Like any person who feels they are too wise or smart to belong in a community, the "Illuminated", as they will be called in this world, have a greater understanding of themselves and the power that resides in all beings, Aura, and thus tend to travel. This is how the heroes will meet, at first. As humans have become more and more repressed, these Illuminated have been popping up in the strangest of places...
The Mythril Throne rules over most of humanity's scattered settlements. The Mythril Throne is comprised of a few humans, but mostly they are the "Dragon-Blooded", those who are partially comprised of one of the five elements and thus gain powers specific to either Fire, Air, Water, Earth, or Spirit, like the Red, White, Blue, Green, and Orichalcum/Mithyril/Jade/Adamantine dragonic creatures. (Players can also choose to be Dragon-Blooded, though they are disliked among Illuminated and Humankind, generally.)
The Illuminated's greatest powers are their "Charms", their sorceries that enable them to do amazing things, from fire three bolts from a single arrow, to throw obsidian cutting disks from nowhere, to heal at amazing speed. These Illuminated choose a natural concept based on the five elements to be their most important: Nature, Science/Magic, Faith, Trade, or Art. Their attributes are based off of these as well.
Numbers won't be assigned, of course, but here are good words to use in your description when talking about attributes: Strength, Stamina, Dexterity, Agility, Intuition, Logic, Empathy, Influence/Manipulation, Creativity, Essence/Aura (and what it looks like), Willpower, Virtue (Compassion, Conviction, Temperance, Valor). And, of course, Appearance/Comliness.
The Fae People are based on the five human concepts of the elements: Work, Trouble, Love, Money, and Spirit. Since proximity to Fae People tends to inspire halluncinations among the weak, they can't be played for now.
If there's any interest, I'll put up a list of low-level charms for people to pick from. As it is, this post is long enough already. I have some good ideas and I've always wanted to GM something, so if there's any response...
Happy travels, everybody.
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