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Author Topic: You Are King! - The Steam Age [OOC Thread and Signup]  (Read 18312 times)

Ardas

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You Are King! - The Steam Age [OOC Thread and Signup]
« on: March 09, 2015, 07:20:52 pm »

Ah, Storm Coast: a land of kings and queens, generals and merchants, priests and wizards – over the last 300 years, this little corner of creation changed, perhaps irrevocably forever. The feudal world that existed here for centuries was obliterated by plagues and wars of unprecedented scale, to finally emerge in all of its soot-stained and steam-scolded glory. The new wealth overwhelms the old trade leagues, new weapons cut down the former knights and giants of brass and steel tower over those who formerly held power of creation at their fingertips, made powerless by their magic-sapping engines. Nations that were both battered by fate and devastated by their neighbours try to find their footing while industrialization, of unknown origin and uncertain design, sweeps the land, promising production and wealth beyond imagining, yet giving birth to new and terrible engines of destruction

Among all the turmoil, one nation stands out. Elberth, an old kingdom and a land occupied for past several centuries, where the spirit of independence remained, encapsulated in hushed whispers of an heir of the old kings who will return and restore the land to its former glory. Occupied and partitioned by its neighbours, Elberth is soaked with blood of both patriots and oppressors alike and the nation is waiting for its freedom.

The rumors are not without a foundation however, and for years now a hidden order protected the scions of Sigurdson dynasty, preparing them for their task, building up supplies and stirring up revolutionary sentiment.
The hour of liberation is at hand.


Welcome, foolish mortal, to You are King – The Steam Age!

You Are King is, and I quote, "A surprisingly deep game of politics, intrigue and feudal rule.  Play a noble, advisor or simply a minion of the King and seek royal favour - or risk the role of a rebel or independent and seek fortune at the risk of the King's wrath."
That basically describes it. It’s a roleplay heavy affair, with simple mechanics (har har) to keep things balanced. The most basic mechanics are basically RTD ones; complex things that rely on chance/skill will have a die thrown for their success by an impartial authority. There are loads of other rules, all of which will be revealed and explained by GMs – myself and Ghazkull, who will assist me in running the game.
 
We have decided to revive a world created over a course of two long-running games, (You can find the threads here and here) and push it into a new territory. Knowledge of the previous games is not necessary however, feel free to jump in and add to the game with your own ideas.

You can find the IC thread here.

So you want to join You Are King?

Are you insane?

I kid, I kid.

This helpful guide might help you on your epic quest to join this daunting forum game.

Step 1: Be sure you know what sort of game this is.
This is a roleplay-heavy game. Less min/maxing, more acting like your character would act. There is no way to 'win' and the mechanics are simple (well with the good exception of battles, more on that later), but you are expected to interact in a sensible manner with people and not make your story be just about you; tie it into the stories of others and the story of the world at large.
The game is set in a low-fantasy world that experienced a dramatic shock from its early renaissance setting (See YaK II) and was kicked right into the smoky industrial age. Think Arcanum – steampunk and magic are both present and competing for hearts and minds of men. There are two non-human races; Hatcuri (Lizard people) and Elvs (Human subspecies. Long-lived and crazy). However the Elvs are all but extinct as far as this part of the world is concerned and are not playable and Hatcuri are in a far-away land and have not been seen in ages. Gunpowder exists and has been in use for 300 years – expect muskets, rifles and revolvers. Knights and such are on the way out. Magic exists, but is rare, highly dangerous, and rightly feared, but on the wane due to steam tech. The gods do not intervene in the world, and their existence is uncertain.

If this sounds like fun to you, continue to Step 2. If you would rather not have to strain your think-muscles with politics and subterfuge, maybe try something else.

Step 2: Check up on the state of the world.
The world is crazy. It is created by the players as they play. There was some background lore which carried over from YAK 1 and 2 and there is a map. A jump to a new period was made but some of the history might reference past events. Not to worry, knowledge of those is not necessary for this game. Everything else- made up on the spot and constantly growing and changing. So trying to describe the state of the world- bit of a never-ending task. Details will be posted below, with the said map.
Read the last page or two of the thread as well (once it arrives). That's what is happening.
You now have a vague impression of what the world is like. If a particular aspect interests you, you can ask about it here in OOC thread.

Step 3: Think up what sort of character you would like to create.
So you have a vague impression of what sort of game this is, and know sort-of what sort of world is going on. Ok. Now, where do you fit in? Where do you want to fit in? You can be anything, basically, although everyone will start as a supporting character for the King character, for sanity’s sake, with future potential to branch out. Preferably something interesting, but also plausible. When you have a vague idea, suggest your character idea in the OOC thread. Get feedback. Perhaps the feedback is 'are you sure?' or 'we have ten of those'. If so, maybe you should consider changing your idea.

Step 4: Refine your character.
You have your vague idea, you have feedback maybe on your idea. Now flesh it out. Name your character. Give him a background. Give him a personality. Go back and change the personality to something less Mary-Sue-esque. You will need the following information:
Code: [Select]
Name: A durrrr
Description: Appearance, age, obvious traits
Background: Where is he from, what does he want, how is he going to get it.
Starting resources: Your background and fluff will determine your starting resources and skills.
Not worry though ,as no one will start stronger than anyone else – every player will start with roughly 3 points of resources/skill/money/whatever that their background and character is equipped with.

Step 4a: character skills.
Here's a list of traits and skills that your characters can start with. If you have a skill or ability that is custom or unique to your character, feel free to let the GM know, however you might not always get it due to balance reasons.
Quote
Marksmanship (bonus to muskets and rifles chance to hit)
Swordmanship (bonus to combat with swords, sabres and the like)
Tactician (+1 to Tactics in battle per level)
Charisma (bonus to any speech, persuasion and political rolls)
Acrobatics (bonus to any agility or dodge rolls)
Subversive (bonus to traps, plots, explosives and ambushes)
Alchemist (+1 to research and alchemy rolls)
Novice mage (you have a rare talent, but it is yet to be refined)
- Schools of Magic - elemental magic is most common and widespread with 4 basic elements, but other types also exist, however they are less common due to their difficulty, forbidden nature or power (ask GM for details if needed).
Natural Philosopher (+1 to research and science rolls)

Post the proposed character in the OOC thread. Receive feedback. If someone with the appropriate authority says it is ok (Ghaz or myself), you can jump right in.

Step 5: Jumping right in.
Right, yeah. Once your character has been Ok'd, you can post in this thread with your character's introduction. Go looking for trouble; people should be tripping over themselves to offer you plot hooks, and you will soon find yourself tangled in a web of politics and intrigue. This is what we call 'fun'. You will probably find that it is 'fun' in the DF sense of the word. By which I mean, !!Fun!!

One last thing: If you join in winter, upkeep for that year is paid already.

For game start:
At present we will accept 6 players – King (of course) and 5 retainers and allies that will help him restore and then rule the kingdom. The number of players allowed might change, depending on the progress of the game. Hopefully we will be able to manage more.
All players are encouraged to submit a King application but should be aware that the application will be selected on basis of merit and as such should also prepare an alternate character for a courtier role, if their king application is not selected.

The game will start with the heir (King player) receiving people and retainers in his hidden rebel camp in preparation for the final strike against the occupying forces in the country. The King can decide to place his camp in one of 3 places of the former Elbreth Kingdom or near it and begin his restoration effort from there (more details after game start).

Present: The number of players is fluid at the moment and more are expected to join as soon as a kingdom is established. Hold on tight and wish the Princess and her merry band success!
« Last Edit: July 16, 2015, 01:18:55 pm by Ardas »
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Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #1 on: March 09, 2015, 07:21:09 pm »

Spoiler: Map of the world (click to show/hide)

For those not in the know, Elbreth lies right in the middle between Lonemine, Preston, Brigthall and Jarldom - with the grey areas being the occupied territory. Questions about the history of the world and state of the nations will be delivered when the game starts.
« Last Edit: March 14, 2015, 08:11:31 am by Ardas »
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Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #2 on: March 09, 2015, 07:21:48 pm »

« Last Edit: March 12, 2015, 06:29:31 pm by Ardas »
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Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #3 on: March 09, 2015, 07:22:33 pm »

Also reserved (last one, I promise)
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hector13

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #4 on: March 09, 2015, 07:25:31 pm »

I'd like to play, but I don't have time to create a character just now. Is it alright if I hold off until tomorrow for creation? (prefer to be a retainer)
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Look, we need to raise a psychopath who will murder God, we have no time to be spending on cooking.

the way your fingertips plant meaningless soliloquies makes me think you are the true evil among us.

Ardas

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #5 on: March 09, 2015, 07:29:31 pm »

The applications will be taken in until I say we have enough. At the moment, I am in no rush.
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Iituem

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #6 on: March 10, 2015, 02:03:20 am »

*sharp intake of breath*

Squeeee!  Will definitely draft up a non-King app soon.

Edit:  Ah, sod it.  Why not?

Name: Erika Sigurdson

Description: A woman with long, strait auburn hair and skin a little more tanned than one might expect of her race.  Piercing, sad green eyes are set in a round, soft face with a pretty button nose and cheerful red lips.  Her form is slender, down to thin hips and breasts that might or might not be an artefact of her young age.  She carries herself with grace and dignity, often assisted by a variety of dresses and outfits to help communicate gravitas, amusement or blind fury.  A pair of holstered pistols are concealed beneath her dress skirts.

Background: Raised in secret for most of her life, Erika was brought up on tales of the old kingdom, on word of its glory days, and on the follies that led to its fall.  Her parents did their best to bring up a girl they intended to marry off for political advantage, and so her tutoring was largely aimed at grace, charm, deportment and persuasion.  Her brother received her father's tuition in swordplay, generalship and command, and with no interest in sewing or courtly poetry, Erika's mother was at a loss as to what to occupy her with.  At eight years old, salvation arrived in the form of a tutor who introduced her to the wonders of Natural Philosophy.  Erika became obsessed with books on the sciences, obtaining and studying them whenever possible.  She developed a close bond with that tutor, and she fantasised of being an explorer, heading out to distant and mysterious Hatcur and discovering new and interesting plants and animals.  She acknowledged that this would probably not happen, but did fondly desire that once she was married off to Lord von Whoever she might use his wealth to study at a University and become a natural scientist herself.

Such dreams were shot down at age fourteen when her parents and brother were shot by forces loyal to the usurpers.  With no other surviving members of the family (at least, close ones) she was forced to take command of her forces, a duty long expected to fall to her brother.  She did what she could, but with no formal training in strategy or command, all she really had was a pretty face and an understanding of natural sciences.  So she did what any intelligent leader would do - she delegated.  Making up for her deficiencies, she gathered a close council of advisors and generals who could bind together the loyalist movement in a way she could never be able.

The last two years have been a mess of politics and insurrection.  Although not permitted to fight at the front lines (some would have preferred her not to fight at all), Erika did insist on ceaseless firearms training.  By now she has acquired more than a fair proficiency with the pistol, and in battles she will for preference snipe from a concealed position with her hunting rifle.  She only hopes that the days she has to do this will soon be coming to an end.

Personality: Erika is inquisitive and energetic, but unhappy with rule.  She never wanted to take on this position, and the responsibility weighs heavily on her.  She continues in part because of a deep-seated sense of loyalty, to her people and to her family.  She despises politics and intrigue, but accepts them as a necessity.  Ideally, she would forge a kingdom with the ethics and honour of the past, but the technology and understanding of today.

As with the rest of her family, she was raised Cyclicist rather than Suulian Orthodox (to say nothing of Mounish Heterodox, or whatever the dominant religions of the day may be).
« Last Edit: March 10, 2015, 02:49:45 am by Iituem »
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hector13

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #7 on: March 10, 2015, 03:56:37 am »

Spoiler: Assassin! (click to show/hide)

If there are issues, let me know, and I'll amend as necessary.

Edited for clarity and a silly mistake.

Further Edit for accidentally using the Yak II code thing as my basis for the character. Whoops!
« Last Edit: March 10, 2015, 06:21:17 am by hector13 »
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Look, we need to raise a psychopath who will murder God, we have no time to be spending on cooking.

the way your fingertips plant meaningless soliloquies makes me think you are the true evil among us.

Andres

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #8 on: March 10, 2015, 05:04:51 am »

Of all the settings available why did it have to be steampunk? *sigh* I guess I'll just watch.
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Deny

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #9 on: March 10, 2015, 05:36:45 am »

So wait, can we be Hatcuri? I wasn't clear on that

(Will make my sheet now anyway, tell me if something's wrong with it)

Name: Ssyrith Hassir
Age: 30

Description: Ssyrith is a tall male Hatcuri, with olive green scales and fierce yellow eyes, and a deformed forked tongue, often insultingly called a snake in his youth. Constant harassment and beatings in his youth led to him being extremely paranoid, which shows in his steps, he walks always on edge, tense and always ready to strike. He wears thick robes to deal with the colder temperatures of the north, leaving little more than his head, hands, feet and tail exposed. (Hatcuri have tails right?)

Background: A former apprentice under the legendary Alchemist Yverr Nazik, Ssyrith was very poorly liked in his youth, left in an orphanage and subject to beating's and teasing, Ssyrith had grown incredibly hateful towards the world, however he showed great skill in basic alchemy, often finding and/or stealing many plants to create nasty concoctions for his fellow orphans (unfortunately non-lethal). This skill caught the eye of Yverr when he stopped by and after a few small tests he took Ssyrith in as his apprentice at the age of 18. Never forgetting his orphanage years, Ssyrith has taken a preference to the more lethal aspects of alchemy in his teaching, poison's and the like. Though he was skilled in the more practical arts of alchemy, he never scored well in his masters test of his magical abilities, getting the basics down only with great struggle, as such Ssyrith turned instead to technology. Over the next seven years relations between master and pupil continued to grow tense, with Ssyrith's cold personality, his preference for poisons and his growing disdain for the magical side of alchemy clashing with his teacher. However Yverr kept him due to his skills, often calling him a natural alchemist who looks in the wrong direction.

Eventually Ssyrith left his master and began selling his wares, primarily in the underground selling off his poisons for rather hefty prices whilst maintaining a stock of regular mixes for a more stable supply of wealth, using the funds to fuel increasingly elaborate fusions of alchemy and technology, it being rumored that his goal was to create airborne poisons, though these were never confirmed. When Yverr died mysteriously of an illness two years later Ssyrith took the blame, though he had kept his underground dealings rather secret he hadn't made his proficiency for poisons a secret, and it was well known that after leaving his master relations between them had grown increasingly sour. So Ssyrith was forced to flee, taking what research he could and destroying what he could not, eventually coming to the human lands to sell off his wares to them. However he has found that humans are far less accepting of poison making as a professional career, and this combined with his being a Hatcuri saw him repeatedly driven out of his labs and bases for the next three years.

He has joined this kings rebellion in the hopes of finally securing a safe and stable base from which to continue his experiments, giving his services to them primarily as a healer, though his poisons have found their way into the bloodstreams of more than a few occupation leaders. On the side of science over magic, he has a few simple spells up his sleeve (though none suited for combat), and presses more for the merging of the two arts rather than the eradication of one, though in this merging he refers mostly to his own alchemist skills and modern technology rather than the more commonly seen forms of magic.
« Last Edit: March 12, 2015, 11:47:15 am by Deny »
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In denial of sanity...

and insanity

micelus

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #10 on: March 10, 2015, 05:41:59 am »

It'd be a pleasant change to see someone besides myself go Hatcuri every time this game comes around.

« Last Edit: March 10, 2015, 06:15:42 am by micelus »
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

Ghazkull

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #11 on: March 10, 2015, 05:51:30 am »

side information: While we start in a Steampunk/Industrialized Setting we are at the very beginning, some countries still haven't modernized at all and still field knight batallions. Others like the Storm Coast Confederacy are highly industrialized nations with Regiments of Riflemen and Cannons. Rumours of even big hulking giants being integrated into the Confederacy military are so far only that...rumours.

Rifling so far is rather scarce and only the Confederacy possesses that Technology, while Steam Engines are well known and many countries have already built one or two railroad lines.
Magic while stilll scarce has thanks to the population explosion associated with Industrialization become more prevalent although only two COuntries are known to field Battle-Mages: the Dalannur Alliance and the dudes which name i forgot again across the nothern mountain range.

Just so you guys get a bit of a feel. Most Nations are about 18th to early 19th century tech. So still Musketeers and Line Infantry but no rifling, railroads are there but seldomly mroe than one railroad line per country and some countries (like Eastern Brighthall) still occasionally rely on Medieval Knights.

Im ambivalent on Hatcuri, personally i wouldn't mind having ONE around but i defer on that decision to Ardas.
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micelus

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #12 on: March 10, 2015, 05:56:23 am »

Edited my background a bit since giant death robots are apparently not common.
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

Ghazkull

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #13 on: March 10, 2015, 06:04:49 am »

giant death robots do not yet exist...YET.
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Deny

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Re: You Are King! - The Steam Age [OOC Thread and Signup]
« Reply #14 on: March 10, 2015, 06:16:02 am »

Is what I have created acceptable? Also you guys decide on our starting resources based on our background right?
« Last Edit: March 10, 2015, 08:51:51 am by Deny »
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In denial of sanity...

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