The Warring States of NPF

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reality_deviant 04-26-2004 06:40 PM

Okie, very cool. I've been in games where it was just bloody obvious the GM didn't want to be, y'know, GM-ing, and they were sad, hollow little shells of what an RPG is supposed to be. If this makes you a happier Storyteller, we'll most likely be happier players.

Incidentally, if anyone has Mage-centric questions to be asked, please, ask away in my direction. Any advice/clarifications I give are basically null and void if FZ deems them such, so be warned. I sooo wanna hear about people's characters! Tellmetellmetellme!

BassDouken 04-26-2004 06:46 PM

All of you guys are so busy, well I guess no rest for the wicked, me included. I have AP tests in a week as well as Junior Prom. Not to mention Finals. CURSE YOU ROMANS FOR INVENTING SCHOOL!!!

Forever Zero 04-26-2004 06:47 PM

1 Attachment(s)
Well, I'm making a caracter, but it's not a mage... Bah, I'll post it anyway, but it's not done. Maybe I can get advice from the ohter Fallen or WoD players to best round out the team.

Mage#27 04-26-2004 07:35 PM

hmmm... well this switches things around a small tad.

sounds good though. Honestly the whole WOD crossover thing is hard as hell to do in general. I've only ever been in one crossover that actually worked and that was 4 people all of whom knew each other well and had experiance with the universe....

anyway the new FZ style thing sounds awesome but I think I will be switching to vamp given the new focus. Is the charecter creation gonna be the same (discaplines background etc)?

Also is Dante not gonna be here for the RP?

Forever Zero 04-26-2004 07:46 PM

Dante will be back next week I believe, so he will be here for the RP start. And character creation is mostly the same as before, it's just the RP is the big change. Also, instead of focusing on WoD accuracy in characters, I will focus on if the character is unbalanced or not in a stat sense.

Demon with a Glass Hand 04-26-2004 10:12 PM

If the 'World' that we play in is changing, my backstory made need some adjustments. But I'll get you the 411 on that when I'm actually done writing it, Zero.

As for the changes, bravo to the 'More Story, Less Gorey' stance on Gming this Rp. I prefer story rps over Monty Haul/Hackfest 2004 Rps.

So I'm happy. And still in the game (As a Lycantharope.)

Psycho Mantis 04-26-2004 11:36 PM

Quote:

Originally Posted by Forever Zero
Lots of changes!

Fine with me.

I'm assuming that the four races arent going to be coming together into one big happy family, but instead just working together for survival.

Just curious, do the Fallen tend to stick together? I imagined them as more of loner types.

Forever Zero 04-26-2004 11:39 PM

Quote:

Originally Posted by Demon with a Glass Hand
If the 'World' that we play in is changing, my backstory made need some adjustments. But I'll get you the 411 on that when I'm actually done writing it, Zero.

Basically, the new way I imagine it...

Vampires: Similar to now, but not as organized. All this Sheriff and Prince stuff is gone. They have a council composed of the strongest and oldest Vamps from each Clan, but for the most part the clans are independant save for the Council. They are still divided into those that try to hide, and those that try to revel in it. The clans are highly independant, and many have laid claim to areas. Many are prominent buisness leaders, or even represenatives on the city council, so vamps run the gamut from high-level beurocrats to street thugs. Some are on the verge of gang warfare even, if it wasn't for the council holding everything together....

Werewolf: Similar to the Vamps, only their base of operations is outside of the city. They have a coucil, but because of the strong disposition to leaders and Alpha Wolves, they have the strongest memeber of the council in a sort of Head position. He helps direct it and provide strong leadership and all that stuff. Glory and honor are still important, but not to an incredible restrictive level, ie they also know that sometimes it is worth it to do something less then honerable to achive a goal, although there are still lines they won't cross. Still a shamanistic society for the most part. For the most part, Tribes are fairly close and connected, even though they may (or frequently do) follow different guidelines, they are able to put aside some of their differences for the better of the pack. In the city, they frequently pass themselves off as visitors and tourists to hide their general lack of capability with technology and the modern world, except for the Glass Walkers who of course thrive in the urban environment and have many jobs from fast food workers, to personal buisness owners, to even blue collar jobs in buisness.

Mage: They are one of the smaller but more powerful groups. Basically all mages, no matter the group they are with, are all part of the Major Mage Organization (Name Pending). They still end up segregating into their sub-groups, and are basically closer as a group then the Vamps, but more seperated then the Wolves. They don't segregate off into gangs, and instead focus around the three primary structurs vital to all mages in the city, the School of Magic, the Mage's Council, and the Mage's Sanctuary. As said, they keep their society hidden well, trying to keep the Wolves and the Vamps from sucking them into their long running low-level war, but if they do get word that a group wants to parley, they usually learn what they want, and they have brokered deals in the past to help the two sides. For the most part many are able to avoid society as a whole, and stay hidden in their underground society, but there are some chosen as negotiaters and diplomats who do for the most part live in the normal world and keep a weak link to the mage world, so that they can keep an important and vital understanding of how the other supernaturals and society as a whole work, for it is easy to lose track when locked in an ivory tower...

Demon: The most secretive group, they are for the most part unknown to the other supernaturals. Their are the occasional demonologists or occult researchers that stumble on their existence, but they mostly hide. Their incredible power would be a major bargaining chip in the Wolf/Vamp battles, but the Fallen don't want to get involved, interested more in gaining power or just living their new human lives. The Fallen do have a rough network so that some of the higher level ones can stay in contact and negotiate power plays, but for the most part the Fallen are totally independant of each other and have no council or leader to direct and instruct them.

EDIT: Missed your post Psycho, but ironically I covered it anyway...

reality_deviant 04-27-2004 03:18 PM

School of Magic, Mage's Council, Mage's Sanctuary...could you possibly elaborate on these a bit? I'm guessing they're institutions of your own creation, which I suppose could be revealed through some Mind/Correspondence spell, but, you know, thought I'd be polite.

Are the differences of the willworkers more academic than deep-seated ideological, ie a psychologist and a sociologist arguing about whether behavior is more biologically or socially created, but agreeing that both influences exist? A lot of the Traditions typically do NOT get along, Akashics and Euthanatos springing immediately to mind, and will often battle for the dominance of the "right" way of doing magic. Also, how do factions like the Nephandi, Marauders, and Technocracy fit in? Do they exist? In what form?

I realize this is probably a "work in progress", so I'll be patient, and try to come to terms with the notion that there are *tsk* other supernatural groups that need planning and development.

Forever Zero 04-27-2004 05:09 PM

Quote:

Originally Posted by reality_deviant
School of Magic, Mage's Council, Mage's Sanctuary...could you possibly elaborate on these a bit? I'm guessing they're institutions of your own creation, which I suppose could be revealed through some Mind/Correspondence spell, but, you know, thought I'd be polite.

All right, here's the rundown.

School of Magic: Just as you would assume, a place to help young mages in training to hone their skills without having to worry about dangerous backlash from practicing in front of normals. Also allows veteren mages to fine tune their skills. Their are labs and such for research, so that more technological or scholerly types can research and fine tune their magical craft. A place of academic debate as well, it is best summed up as a School/University/Research Lab.

Mage's Council: Also as you might assume, this is the seat of "Government" for the underground mage's. It holds a council which is closest in functioning to the Senate, and which runs the entire underground movement with the elected leaders. Other points of governmental influence and beaurocratic control reside in this building as well.

Mage's Sanctuary: Hmm, don't know what I was thinking here. I will either deleate it or alter it as I think more on it.

Quote:

Are the differences of the willworkers more academic than deep-seated ideological, ie a psychologist and a sociologist arguing about whether behavior is more biologically or socially created, but agreeing that both influences exist? A lot of the Traditions typically do NOT get along, Akashics and Euthanatos springing immediately to mind, and will often battle for the dominance of the "right" way of doing magic. Also, how do factions like the Nephandi, Marauders, and Technocracy fit in? Do they exist? In what form?
The fact that this is the largest city around and the small size of the mages has lead them to be forced to turn potentially volatile debates into more academic debates. They have learned to live together, and while they might not all agree on the proper use of magic or proper applications of it and argue heatedly about it, they have also learned that if they don't stand together everything will fall apart and thus have been able to put aside most of their diffeences. Of course, this may leave the mages open to simmering resentment towards their fellow mages of opposing schools of magic...

As for the other groups, I only have a limited knowledge of the mage Factions. As I learn more, I'll figure out their place in the Mage's Underground.

Quote:

I realize this is probably a "work in progress", so I'll be patient, and try to come to terms with the notion that there are *tsk* other supernatural groups that need planning and development.
For me, this is most definitly a work in progress... However, now that I'm dicating how it works instead of the books dictating, I'm finding it easier overall. I'll skim over some of the Mage's info to better decide how it will all work out for them. So far I have the best comprehension of the Fallen book, with Werewolf second, Vampire third, and Mage fourth, but in my free time I'm learning more and balancing it all out.


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