View Single Post
Unread 08-11-2012, 08:17 AM   #14
Overcast
Cinderella
 
Overcast's Avatar
 
Join Date: Mar 2005
Location: Trespassing in the graveyard
Posts: 3,076
Overcast bakes the most delicious cookies you've ever tasted. Overcast bakes the most delicious cookies you've ever tasted. Overcast bakes the most delicious cookies you've ever tasted. Overcast bakes the most delicious cookies you've ever tasted. Overcast bakes the most delicious cookies you've ever tasted. Overcast bakes the most delicious cookies you've ever tasted.
Send a message via AIM to Overcast Send a message via MSN to Overcast Send a message via Yahoo to Overcast
Default

World Settings
-Making and Breaking the Natural Laws: Magic and technology coexist but cannot cohabitate, with magic being the use of will and personal energy to manipulate the laws of reality and technology being the active application of those laws. The two are so absolutely different that high technology, and the very technologically affiliated tend to negate magical enchantments and spells and the very magically inclined cause catastrophic failures in the underlying mechanics of machines. The advantage of magic has always been its immediacy and creativity, but its weakness being its reliance on your own energy. The advantage of technology has been its versatility and reliability, but its weakness being that you needed to always have the exact tool you needed for the job on you at all times.

The current age begins one generation after technology has been able to have its own nation carved from what was formerly completely owned by the magocracy, with the advent of the steam engine, basic circuitry, the assembly line, modern medicine, and the gun technologically inclined soldiers with minor training could face off with mages and magical swordsmen with great success, could transport goods with relative security and speed, and could maintain themselves without the need of magical amenities.

The two nations hold a relative peace, but the high members of the magocracy fear the change of the technologists, and the technologist are somewhat confident with their current success and some are almost religiously inclined to bring the world to order.

Plot Hooks
-The War: In time it had to happen, the tension was broken but neither side could say who struck first, but now the two are at each others throats and only one can end up on top.
-Mad Paradox: Magic and Technology were not meant to be used at once, but there are some who are not averse to trying. Their efforts have spurned them and all others, creating a paradox opening a hole to a place never meant to be found. The Void, a place outside the universe a prison filled by those spurned by the old Mageocracy, those who had such power to not only resist them, but not to be killed by them. And beasts who could thrive in such a scarcely existent place. The point just after death, but not where souls were meant to stop.
-Escape Plan: Same as above, only a breakout by those within. As such not accidental.
-The New Republic: The world has ever been dictated by those with an overactive dedication to magic or technology, but those who toed the line here and there have just had to live with their ambitions. The Republic began to rise in the West, seeking to make a new world where you could follow what you wished without being shunned by those above.

Locations
-Westbrook: The first technologist city, home of the first train station, where the first steam engine was created, and a living image of technology's advantages and troubles. It sports a bustling shopping district, a somewhat oppressive factory district where overworked men and children churn out the wonders of the modern world, the well guarded disquiet of the warehouse district where things are stored until they are ready to be traded, the fine living of the upper district, and the second largest library in the continent which not only stores a collection of technological knowledge unrivaled, but a census of the nation and every newspaper ever released by the local Westbrook Times.

-Apheria: Deep in the great desert, a living oasis where technology does not live, the living and not entirely living Magical Deliberative meets there and the great Academy of Apheria teaches the next great generation of mages. Home of the largest library on the continent, filled with the fantasies of older generations, theories, and things men were likely never meant to see.

Powers and Abilities
-Technologist: You have expertise in one or more of the major disciplines of technology and have dedicated yourself to a life of invention! Your knowledge of the natural laws of the world have gifted you with a resistance to the lawbending of mages, and your personal flavor of invention gifts you with certain gadgets on your person and the ability to make more if you happen to have the materials.
-Mechanics: The knowledge of using kinetics to make things move. This has been used for minor things like spring based traps, to completely functional automatons.
-Smithy: The knowledge of modern metallurgy. Well balanced swords, lightweight chainmail, highly flexible gauntlets, and some of the best made plate in the world.
-Gunsmith: The knowledge of applied force to put a hole in someone. From the most basic flintlock, to fully automatic rifles.
-Electrical: The knowledge of circuitry and applied electrical energy. As simple as portable light bulbs, to walking shock staffs capable of hurling bolts at others.
-Herbology: The knowledge of creating medicine. Capable of creating simple matters as balms to remove burns, cures to poisons, and full rejuvinators from death.
-Pharmacuticals: The knowledge of creating beneficial drugs. Things such as physical steroids, mental stimulants, and legitimately potent perfumes.
-Chemistry: The knowledge of chemical substances and their effects on the human body. Poisons, psychoactive drugs, painkillers and acids.
-Explosives: Boom. Flashbangs, molotov cocktails, explosive and fragmentary grenades, dynamite. BOOM.

-Mage: You are learned in one or more of the schools of magic, your will to bend the rules of reality to your whim causes your very presence to be disruptive to technological constructs mechanical or otherwise, and your magical skill allows you to unleash your personal flavor of hell on the world.
-Transportation: The magic of fine movements and major conveyance. From creating minor forces to shove others, manipulating locks, to full teleportations to other locations.
-Meta: The magic of manipulating outside magic. From resistance, dispelling, and reflection of magics cast your way.
-Divination: The magic of knowing and seeing. From seeing auras, those who are invisible or hiding, what is inside containers before opening them, and understanding magical relics.
-Elementalism: The control of one or more of the major elements of fire, water, air, and electricity. Creating the element in your hands, expelling it at others, and even becoming the elemental force yourself.
-Necromantics: The manipulation of the life forces in others to a negative effect. Forcing souls back from the beyond painfully to tell you information, disrupting life in others to harm, forcing life back into soulless corpses to fight on your behalf, and outright stripping life from others.
-Restoration: The manipulation of life forces in others to positive effect. Removing minor wounds and poisons, dispersing necromantics, and even bringing one naturally back from death.
-Nature: The magic of manipulating natural forces. Creation of overgrowth, charming and dominating animals, and speeding the natural healing of others.
-Morph: The magic of manipulating form. From transmuting your density, making people grow large or small, and everyone favorite transforming your enemy into a newt.
-Phantasm: The magic of making intangible images. From small floating lights, blinding flashes, illusionary nightmares, and even phasing yourself from vision.
-Summoning: The magic of dragging creatures from elsewhere in order to serve your needs. From swarms of bees, savage orcs, monstrous ogres, malevolent demons, and even creatures of your own creation.
-Mind: The magic of manipulating thought. From creating a charming first impression, stunting ones ability to think or act, consuming others with irrational fear, and complete domination of another psyche.
-Temporal: The magic of controlling the local timeflow. From stopping small things like a doorknob so no one can open it, speeding allies, slowing foes, and full paralysis of time.


Items
-Hand cannon: The gun of choice for the modern quickdraw, the hole it puts in someone is FANTASTIC and the very sound of it going off can be disruptive to the psychology of others.
-The Glaive: A homing weapon of magical design that flies through the air, striking at where you desire and after hitting returning harmlessly to your hand.

Backgrounds
-Magical Allergy: You have since your birth had a negative response every time you try to use magical objects, it has caused you to be very dedicated to technological disciplines by comparison and somewhat aloof to any opinions on magic.
-Mad Doctor: You have conducted experimental and untested surgical procedures to your body, the result has weakened you and left you scarred when you were already a little unpleasant to be around, but your vision has been sharpened, as well as your mind, and you have a gun for a left hand.


Names
-Desmond
-Moray
-Vander
-Que
-Malficious
-Dorn

Some if not all lifted from Arcanum.
__________________
Time to bust out the glow sticks!

Last edited by Overcast; 08-13-2012 at 02:29 AM.
Overcast is offline Add to Overcast's Reputation   Reply With Quote