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Author Topic: Aether Jam - Game Cancelled. Forever.  (Read 6569 times)

GlyphGryph

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Aether Jam - Game Cancelled. Forever.
« on: January 26, 2013, 09:00:07 pm »

Ah, space fantasy!

Spaceships, held together by magic, traverse the space between the stars, pushing their way through the thickness of the aether in their search for new resources, new worlds to conquer, or... just making a quick buck.

Cosmology and Lore

Races
Racial Bonus: Mycos always have an additional effective level in Runic. They are immune to diseases that are not specifically targeted at them. When Mycos "die", they deactivate and going into stasis instead, assuming their fitness is greater than -3. They may also purposely go into stasis. Mycos do not heal during stasis, but entering stasis DOES stabilize them and prevent further fitness checks and loss. Mycos in Stasis may take no actions, including waking up from stasis. Damage or outside interference will wake them from this state, however.

Attributes:
Power - Power effects how hard you can hit and how much force you can bring to bear, whether with physical or magical abilities. In many ways, it's a measure of your commitment level. A high power means a 100% commitment to every action. You do not need to use your full power for every action though.

Will - Will involves your ability to resist hardship and keep going. It allows you to continue fighting after serious injuries, and endure the strain of serious spellcasting. Will is about mental endurance.

Fitness - Fitness determines the base for your physical abilities and how much health you have. Will can keep you conscious and fighting, but fitness will keep you alive.

Skills
+ General Skills covered by this class. General skills can be used by anyone at a skill level of "Poor". A single point will raise them to mediocre.
- Specialist skills can only be used by characters who have at least one point in the skill, and start at Poor once a point has been spent on them.
-- These abilities are unique in that they can ONLY be purchased by members of this class. They start at terrible, and can never be more than twice as good as their governing class level, and do NOT gain points automatically when gaining a level in this class. Their subskills must also be bought individually, and can never be higher than this skill.

* General Subskills, like General Skills but with a governing skill group.
@ Class Abilities. These subskills are only available to members of this class, and can only be increased through points earned within this class.

Spoiler: Rocker (click to show/hide)
Spoiler: Roller (click to show/hide)
Spoiler: Blinker (click to show/hide)
Spoiler: Gem (click to show/hide)
Spoiler: Trancer (click to show/hide)
Spoiler: Arkine (click to show/hide)
Spoiler: Runic (click to show/hide)

Link to Party Initial State!
« Last Edit: August 21, 2013, 10:40:40 am by GlyphGryph »
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Ultimuh

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #1 on: January 26, 2013, 09:04:56 pm »

I am interested.
Dibs for being one of those rats!
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USEC_OFFICER

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Re: Aether Jam - Behold! A weekly RPG featuring SPACE WIZARDS!
« Reply #2 on: January 26, 2013, 09:06:03 pm »

Oh, looks interesting, I think I'll jo-

Running 7pm EST, Friday nights,

Spoiler: Warning: Cursing (click to show/hide)

I guess I'll just post to watch those lucky bastards who get to play (Friday is D&D night).
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GlyphGryph

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #3 on: January 26, 2013, 09:07:16 pm »

Well, the OTHER possible time is Sunday nights. If people would prefer those, I don't mind switching. We'd probably shift a bit earlier, though - maybe start at 4?
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Ultimuh

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #4 on: January 26, 2013, 09:08:29 pm »

Well when is that in scandinavian time?
Nevermind.

I'll defenitively play regardless of the time.
« Last Edit: January 26, 2013, 09:10:02 pm by Ultimuh »
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javierpwn

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #5 on: January 26, 2013, 09:09:36 pm »

Oh how I wish my computer didnt break down last week!
Alas, only my IPod still works!
But that's for the IRC, if Skype or some sort of chat/voice program was used, I would be a Hrunter
« Last Edit: January 26, 2013, 09:15:04 pm by javierpwn »
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GreatWyrmGold

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Re: Aether Jam - Behold! A weekly RPG featuring SPACE WIZARDS!
« Reply #6 on: January 26, 2013, 09:13:27 pm »

I am. I'd play a Squelk doctor/scientist, most likely.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

scriver

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #7 on: January 26, 2013, 09:16:21 pm »

Signing up.
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Love, scriver~

USEC_OFFICER

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #8 on: January 26, 2013, 09:17:56 pm »

Well, the OTHER possible time is Sunday nights. If people would prefer those, I don't mind switching. We'd probably shift a bit earlier, though - maybe start at 4?

Sunday would be much better all around for me. I don't know about anybody else though.
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scriver

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #9 on: January 26, 2013, 09:50:10 pm »

Sundays are fine with me.
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Love, scriver~

Ultimuh

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #10 on: January 26, 2013, 09:57:39 pm »

Fine with me as well.
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GlyphGryph

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #11 on: January 26, 2013, 10:25:32 pm »

Part 2: Classes

While the classes of Aether Jam come with quite a bit too them, they are not terribly strict. There is no cost to gaining levels in a class other than your main one, and some multi-class builds can be quite effective. Each class covers a wide variety of skills, and it is assumed your character will be fairly skilled with all of them in accordance with class level. However, you can also choose special talents each level, allowing you to build yourself into a narrower specialty where you really shine.

The classes are:
Rockers: Masters of a variety of weapons, from blades to lancer-bows, they have a focus on physical abilities and combat. They are equally at home in space or on the ground, boarding enemy ships or manning the cannons on their own. These soldiers form the core of almost all the worlds forces, but their low life expectancy means few reach the heights of which they are truly capable. A master soldier can move faster, hit harder, and fight longer than any other class, eventually weaponizing their own bodies by mastering the arcane energies that course through every living thing.

Rollers: Rollers are at home with heavy weaponry, and putting the tools of technomagic to good use. They tend enjoy high explosives and the rumble of treads, and are often more at home on a planets surface than in the aether. This isn't to say are incapable of finding a place on most Jamships though - Tough, reliable, and intelligent, a Roller cab often find a way to success where most others would have long since given up and they have a wide variety of skills based around making it easier for others to shine. Their role in most armies is to provide support and to punch holes that the Rockers can then take advantage of, or to draw fire by driving the biggest damn target on the battlefield.

Blinkers: Perfecting the pinnacle of jampship technology for personal use, blinkers have mastered the art of mobility. Their magical skills are geared towards warping space, and the teleportation for which they are renowned is only a small part of it. Powerful blinkers make amazing fighter pilots, since they bring their whole ship with them with each blink, and curve the arc of their weapons to manage unerring accuracy. Blinkers that have focused their power into a weapon can warp enemy hulls with a touch, rending them open or even removing chunks, carving a whole for boarders to enter through, and it's not uncommon for blinkers to jump directly into enemy ships before blinking back to their own, leaving powerful aetherbombs as a parting gift.

Gems: So named for the tools they require to do their work, gems are magical surgeons, carving life into new and terrible forms. They can heal and kill with their powers just as effectively, but they most love to improve and create. Many of the monstrosities that plague the galaxies are Gem experiments gone horribly wrong (or horrible right, depending on the Gem you ask). They are adept at channeling the arcane energies of the targets body and manipulating them with tools - their touch is gentle and precise, and they do not need the raw power of most other magical classes. Rather, they focus on control.

Trancers: Pilots of the Jamships, they move these huge vessels through space through little more than an exertion of pure will, wrapping their aura around the vehicle and moving it from place to place. They have a keen sense of where things are, and have learned to extend their awareness well past their own bodies. A skilled Trancer can make a ten ton death machine dance like a butterfly. The cost, however, results in their name - their abilities take extreme focus, and while they are active they almost become one with the ship. To enhance their abilities, most Trancers have as their pilot's seat an isolation tank, in which they rest suspended in a thick gel that serves as a powerful conduit for their power and extends along a pipe network that travels through the entire ship. Larger ships may require several trancers, and the ability to work well with others and not tear a ship apart in the process is invaluable.

Arkines: Masters of the practical application of direct magic, Arkines have power and versatility on their sides. Unfortunately, their studies into the forces of magic often leave them physically drained, as they sacrifice much of themselves in their thirst for knowledge and power. A dedicated Arkine will be much more resilient than a normal person, if only because of the extreme conditions they put themselves through regularly, but such a state is only temporary for most. Though they can channel immense forces and create powerful spells, well beyond that which mere mortals were meant to harness, the toll it takes on their bodies and psyches is not light. They will often rely on much simpler, more mundane magics, but woe to anyone who angers an Arkine enough that their full fury is unleashed.

Runics: The creators of the many devices that make civilized life possible, the Runics are the masters of the slow, durable magic that results in Jamships, negaweaponry, and the impossible mindwarping architecture of the great floating cities. A Runic's weapon is preperation, and while they are rarely found in adventuring parties or normal ship crews, they are worth their weight in gold to such groups. Able to maintain and improve not just the equipment the team uses, but often even the team themselves, Runics are a powerful support class in addition to being able to disrupt and infiltrate enemy magical systems. A covert Runic that finds his way on to an enemy ship can often, with a few minutes and some minor changes to the patterns that hold the ship together, turn it into a deathtrap for the crew, and they are quite capable of on-the-spot innovation to impressive ends when the situation calls for it.
« Last Edit: January 27, 2013, 11:27:58 am by GlyphGryph »
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Darvi

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #12 on: January 26, 2013, 10:26:35 pm »


Running 7pm EST,
SCRREEEEEEWWWW YYOOOOUUUUUU TIIIIIMEEEE ZOOOOOONEEESSS!!!!
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GlyphGryph

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #13 on: January 26, 2013, 10:28:59 pm »

Actually, by popular consensus, it is moving 3 hours early and two days later. And the introductory session will be... TOMORROW. ^_^
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USEC_OFFICER

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Re: Aether Jam - Behold! A weekly RPG session featuring SPACE WIZARDS!
« Reply #14 on: January 26, 2013, 10:30:41 pm »

Actually, by popular consensus, it is moving 3 hours early and two days later. And the introductory session will be... TOMORROW. ^_^

4pm EST on Sunday? Should be manageable. What are we using to communicate? If it's IRC, what channel?
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