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Author Topic: Lighthouse: The Age of Destiny, the Age of Ruin (OOC Thread. Game Started!)  (Read 20813 times)

Draignean

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(IC Thread)

Lighthouse
Without sun or star, the light remains.
Lychnaea is the name of the world of the ten races. There is no sun on Lychnaea, no moon in the heavens, and there are no stars above the horizon. Light, the essence of most all life, is given by the great Lighthouses and the Phari Lights they carry.
The domains of these Lighthouses are bastions of society, wherein life can flourish, but the great lights never move, and there are far too few to bring light to the great continent. The greater part of Lychnaea is covered in perpetual shadow, regions of cold and darkness, populated by ancient things that have never needed or wanted the light. Odder, there are cities within the cold darkness, immense necropoli that cannot have given home to any race for thousands of years- not since before the beginning of known history. They are enigmas, but only one among many. The Lighthouses provide life to the land, and they were clearly shaped by intelligent hands, but no race on Lychnaea is capable of emulating a thousandth of their power. The rivers of Lychnaea, the Stormlands, the great Faith Engine, the writing that shifts across the great towers, the Lampades that form patterns in the black sky; all of these point towards a purpose to Lychnaea, a great underlying reason that defines the land and the people within it.

Yet, if such a reason did exist, it was forgotten long ago. The Ten races, Bale, Fanai, Keelai, Humans, Mutei, Aoul, Drogue, Temani, and the Sal-leifnin, have grown up in a land of burning light and tainted darkness. They learned to harness the magic of the Phari and the Lampades, they learned the Operant language of the faith engine, they learned science and zealotry, reason and cruelty. The enslaved one another, and they spilled the blood of their brothers blood until death finally bought equality. They fought against the darkness that claimed so much of their world, and they have been infected by it. If there is a purpose behind the madness and valor and that both damns and redeems the ten races, no one has ever found it.

Less than a hundred years have passed since the War of the Feathers, the time the Fanai and the Keelai of the great continent brought their slave races to war, and shattered the foundation of both cultures in the process. The slave races won their freedom in the ruins of that war, making their own culture and forging their own nations from the broken lands of their masters. It is a golden age for the former slaves, and a dark age for the masters. It is an entrepreneurial age, with power to be gained by those willing to carve it out of the decaying ruins of the past.
But something darker looms. Things stir the deep shadow, and the ancient cold of the Darklands seems be more malevolent and tainted than before. The Lampaedus lights burn bright with cold mystery, writing patterns that have never before been seen, and the stories of attacks by Tainted and Soul Rippers grow more numerous and more vicious with each year. There are whispers of Phari lights dimming more and brightening less during the Temprae, and of… dangerous things being written and re-written in the prophecies of light. The end of the War of the Feathers brought peace and growth, but all things end with time. Peace ends. Life ends. Even the unknown purpose for which Lychnaea was made will end one day.

All things end.
-codex excerpt



Overview


Lighthouse is centered around a mercenary outfit. Every player is a mercy, a specialist for hire. They're natives to the land of Lychnaea, and, while they might occasionally cast a skyward glance, mumble a prayer, and entertain a brief moment of idle speculation as to the nature of their world, big existential problems aren't their job. The Lighthouses have always existed. They may not be natural, but no God has ever deigned to drop down from heaven and explain why he/she put them there. Even if one did, it probably wouldn't make much difference. Solving the riddle of existence isn't their problem, not unless someone is paying.

The game itself is a team based fantasy RPG, set on the supercontinent of Lychnaea. It's a big game, and most of the information provided here will be links to the Lighthouse wiki, which in turn contains detailed explanations of most mechanics as well as enough lore to prevent utter confusion upon starting play. Lighthouse is its own world, the rules there are different. There are humans, but there are no elves or dwarves. Instead there are nine other races trying to live on the same continent. There is magic, but there are several kinds of magic, all of which have been exploited and integrated into various forms of technology. Technology itself is a fusion of the things we know: black powder, clockwork, concrete, steam, fused with and improved by a system of magical science. An arrangement that can produce objects whose relation to modern technology oscillates between laughably primitive and science-fiction.

In essence, forget what you know about the world. You have left it entirely. The rules have all changed. This is the link to the Lighhouse hub page, you'll need it.

Have fun.


The Game So Far

Prologue: Echoes


Getting Into the Game


Lighthouse will accept six characters. The character sheets and the explanation of how characters are selected are both given here. The short version is that Lighthouse is not first come, first served. First, players will submit character sheets for the position of captain. Once a certain amount of time has passed, or I see one that I really like, or the stars just align, I will pick the captain from among those sheets. After that, the captain decides what kind of crew they're going to be running, and then they hire on five more players as mercenaries to their outfit.

After that happens, the game begins in earnest. There are a few details I've glossed over, namely everything specific, but it's all explained in detail within the wiki. If you have any questions, feel free to bring them up in the OOC thread.


The Codex


The Codex is the way I'm going to refer to the wiki. It is both my brain and my method of cheating the character limit. The codex, I think, contains everything you need to know (and more) about the mechanics of the game. It also contains a chunk of the lore to go along with it. I wish I could do more show and less tell, but, since you're all natives and presumably don't have crippling cases of amnesia or stupid, there's a lot of background information that I want you to have access to should you need it.

Within the hub of the codex there are two major sections, the mechanics and the lore. I highly recommend reading through the entirety of the mechanics section (you can skip the magic sections if you're not playing a magic user, but it's important to note that lumomancy is so ubiquitous that literally anyone can use the T0 spells).  Most of the mechanics are covered in character creation, but a few important details, like how rolls are done, are not.

As for which lore pages you choose to read, that's at your discretion. The more you read, the better you're going to be prepared. Considering how short the life of an unprepared mercy can be... Well, you do the math.


Current Players

Joan Hawkwood, Soldier of Discovery | Combat Sheet
Murdren Gude, Munchhausen Sniper | Combat Sheet
Rollun Kol Nodelega, Intellectual Bruiser | Combat Sheet
Svurrl, Pragmatic Spaghettimonster | Combat Sheet
Avercco, Charismatic Aspirant | Combat Sheet
Lora Kal Gara, Relentless Demagogue Combat Sheet


Waiting List
The set of all mercenaries that haven't been hired on as yet. Quite useful for replacing dead team members if the captain can get back to a civilized region. Characters on the waiting list are also eligible to be used as story elements as the situation warrants.
Nimvedih, Chaotic Artificer
Hans Godreiche, Mad Doctor
Taki Fe' Reuh, Wistful Fighter
Jannary Wolder, Arbitomancer and Avernomancer
Jov, Psycho Warrior-Assassin

« Last Edit: June 12, 2015, 11:16:19 am by Draignean »
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flabort

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Sounds very interesting. Consider my interest piqued.

Probably going to submit a sheet, too.

Edit:
Spoiler (click to show/hide)
« Last Edit: June 03, 2015, 01:18:12 am by flabort »
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Digital Hellhound

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That's a bloody big wiki, but this world doth intrigue... I'll see if I can come up with something later.

EDIT: Considering a Drogue, an Aoul renegade, a Mutei warrior-mystic (that they're obsessed with scientific control and knowledge, yet have a Mystery theology is innnteresting), a Temani (that is one rad breeding system) or a human 'tall tale-telling grizzled old captain' concept. Hmmmm.

What happens to Aoul orphans, if they didn't know their parents (okay, presumably someone would, but what if)? Could someone of an other race be 'adopted' into Aoul society and gain their symbols? Not necessarily my concept, just interested.
« Last Edit: May 24, 2015, 06:13:44 am by Digital Hellhound »
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Harry Baldman

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Gonna fill this space with a sheet soon enough.

EDIT: current thoughts on characters are either a highly social, affable Drogue or a highly peculiar Bale. Both would aspire to captaincy, naturally.

EDI2: Link to primary sheet.
« Last Edit: May 25, 2015, 04:50:53 pm by Harry Baldman »
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FallacyofUrist

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Good luck. I would play this... but it's beyond my grasp of complexity.
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IronyOwl

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Okay, so this isn't even remotely done yet, but I wanted to get it up here to have some progress and more importantly to ask Draignean for halp.

First: How's the fluff? I know it's rough, but I hope it gets the idea across.

Second: What should I do about combat? I have no idea what I want his final stats to look like other than obviously high Str. I was gonna have him wield a giant hammer, but looking at the mechanics it seems like even with training he wouldn't be very good with it. And of course as a Keelai he's going to be made of tissue paper once his RP's gone, and as the only proper flying race it'd be a bit of a shame if he wasn't smiting wild beasts with the powers of light itself... but I seem to be failing to get a good grasp on how combat works and stats affect it, what kind of build would work, etc. What would you recommend?

Third: How does Lumomancy work again? I was thinking Lora here was way too much of a dogmatic racist not to get a tier of it, but the magic description seemed vague and the combat description was talking about how rigid and narrow it was. Which provided an interesting potential conflict if he felt that the other two were more mechanically useful but had to rationalize it as light magic having some other advantages, but which didn't help me figure out what I could actually do with it.


Good luck. I would play this... but it's beyond my grasp of complexity.
You could always do a lesser form of what I'm doing, wherein you come up with a good character concept, scream a lot, and then ask Draignean for help.
« Last Edit: June 02, 2015, 05:59:34 am by IronyOwl »
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FallacyofUrist

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Hah, no. I don't come up with good character concepts, I show what character I'm trying to play in the game rather than explaining him/her using the character sheet. Which pretty much makes games like this impossible for me. Not to mention the mechanics are beyond me.
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Hooohoho, I am most definitely putting up a sheet for this-- I had way too much fun in D22 not to.
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Haspen

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Imma watch this :3
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Draignean

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Good luck. I would play this... but it's beyond my grasp of complexity.

Well, the mechanical complexity isn't that bad, there's just a lot of world to rummage through.

Sounds very interesting. Consider my interest piqued.

Probably going to submit a sheet, too.

Edit:
Spoiler (click to show/hide)

Nice, but a few points.
Your attributes sum to 90, is that because you've accommodated for your armor already?

The cost of your current armor should be 10, not 20. Point cost only doubles if you're purchasing the soak type that is already a multiple of three.

I'd normally charge something around 35 for a greater lockpicking set, but, if yours is a little bit incomplete, I'll let it go for 25. The rest of your misc. items... I'll charge thirty for the lot. So you'll have 25 C that will potentially get converted into coinage, 35 if you don't modify your armor.

What happens to Aoul orphans, if they didn't know their parents (okay, presumably someone would, but what if)? Could someone of an other race be 'adopted' into Aoul society and gain their symbols? Not necessarily my concept, just interested.

The first layer of Aoul tattoos are given at birth, so, as long as someone was there to apply the ink, you can't not know who your family is or was. If a young Aoul becomes the last of his family, then he may get partially adopted into another family. This essentially means that they get bonding ink to senior member of the adopting family, with a few glyphs added to explain that this bond is one of protection and friendship, of familial love.

If an Aoul is born and does not get tattooed, it depends. There are few instances where it would happen, as, even on the run, a pregnant Aoul would probably have made every effort to secure (or make) a tattooing set. Her bonded, or herself if  he was not present, would then apply the tattoos even if it had to be done in the back of a wagon, while walking, or on the back of chattel. Messy tattoos are better than no tattoos.

If an Aoul is, for any reason, born but without a family there to apply the tattoos of his or her family, things get difficult. If they can prove, beyond a shadow of a doubt, that their parents were certain Aoul, then they may be able to rejoin their family at a later date. Otherwise they must start their own house as if they'd married. This essentially means that they have no ancestors except for the great forerunners, which sets the bar pretty high on what they need to achieve in order to be recognized as great. They will have no place set aside for them in a worship grove, and because they are completely unknown, with no accomplishments, no family, and nothing written or carved of their history and ancestry, it may be difficult to get any weight added to their opinion. They can be partially adopted, as an Aoul who becomes the last of their family might be, but this does not provide them with the aegis of that family's ancestors. The bonding will confer whatever protection the bonded family member chooses to extend, nothing more.

Another race cannot be fully adopted into an Aoul family, not by tattoos. A family tattoo is tantamount to saying that this person is a blood family member to everyone else who ever has, or ever will, bear this tattoo. If you're not the same race, that assertion is insane. A non-Aoul can bond to an Aoul just fine, however, and you can even get the same partially adoptive relationship described above.

As an aside, Aoul, because bonding does not have anything to do with purity of family or inclusion into what it actually means to be an Aoul (bonding tattoos are basically "I love you as much as I love my family"), are some of the most forward thinking when it comes to inter-species relationships.

First: How's the fluff? I know it's rough, but I hope it gets the idea across.

Second: What should I do about combat? I have no idea what I want his final stats to look like other than obviously high Str. I was gonna have him wield a giant hammer, but looking at the mechanics it seems like even with training he wouldn't be very good with it. And of course as a Keelai he's going to be made of tissue paper once his RP's gone, and as the only proper flying race it'd be a bit of a shame if he wasn't smiting wild beasts with the powers of light itself... but I seem to be failing to get a good grasp on how combat works and stats affect it, what kind of build would work, etc. What would you recommend?

Third: How does Lumomancy work again? I was thinking Lora here was way too much of a dogmatic racist not to get a tier of it, but the magic description seemed vague and the combat description was talking about how rigid and narrow it was. Which provided an interesting potential conflict if he felt that the other two were more mechanically useful but had to rationalize it as light magic having some other advantages, but which didn't help me figure out what I could actually do with it.

To the first, I love it. Most people would have gone for the Fanai as their rabid racists, but Keelai have as much reason as any, particularly if they believe the broken histories they've written.

Second: Hammers innately have terrible accuracy but great damage. With the massive hammer, you'd hit less than half the time (if the target was perfectly still), but you'd deal 11 damage on a basic swing, enough to OHKO most basic mooks and severely injure anyone else. I think you should shift ten points away from brilliance and into grace. Brilliance is not necessarily about being smart, it's about adapting quickly to a new situation, and Lora seems to have trouble with that. Grace will improve your accuracy, dodge chance, and your RP, which will be nice for you. I also think that, in addition to picking up some hammertime training, it might be beneficial to pick up a level of arbitomancy. See below for why.

Third: As far as magic goes, think of Lumomancy like math. Pretty much everyone can add, subtract, multiply, and divide. That's utilizing basic powers like making your hand glow to provide a light in darkness. You're taking in energy from a Lighthouse, storing it briefly in dermal crystallization or internal cysts, and then releasing and refining it at a later date. Most people can do the basics instinctively because they've lived their entire lives under a Lighthouse. Advanced lumomancy is like calculus and differential equations, most people can't do (or even comprehend) the advanced stuff, but they can usually grasp the basics if you explain it. (By this example, Avernomancy is like CY Geometry, where most people go glassy eyed and begin drooling to preserve their minds)

Lumomancy lets you manipulate Light, and that is all it does. You get an interesting spectrum of radiation to play with, but the actual process is scientific, with rules, formulas, and the whole shebang.

Honestly, I think Arbitomancy might be a better fit for this character. Arbitomancy completely freeform, and is about believing something until reality capitulates and gives it to you. Importantly, even at rank one, it could enhance your existing combat style. Hammers favor big damage at the cost of hitting rarely, but, with Arbitomancy, you can use words like 'bind', 'slow', 'fatigue', 'halt', 'stop', on your enemies to set them up for big hits, and use words like 'energize', 'renew', 'bless', 'improve', 'strengthen' on yourself to keep from being torn apart. Of course, one word commands are imprecise and can go awry pretty easily, but you have to start somewhere. The fact that arbitomancy gradually drives you insane is hardly a penalty here, hell, you probably won't even be able to notice the change for a good long while.

Imma watch this :3

Cool. I admit to being profoundly inspired in terms of basic mechanics by FEF games.
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Haspen

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Cool. I admit to being profoundly inspired in terms of basic mechanics by FEF games.

* Haspen swoons.
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Powder Miner

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Right! I'm going to make a human character, driven by the "Art of the Blade" (something less stupid-sounding, probably): her family's attempt to prove that humanity is more than just an amalgam of the customs of other races by creating their own style of battle and being superior at it.
...man, i dunno. This seems very stereotypically anime to me, I think I'm going to revamp it in some way. Maybe it'll look a little less so when I actually put it into the character. I'd appreciate input on whether or not this is a character concept that I should pursue, actually.
« Last Edit: May 24, 2015, 12:29:54 pm by Powder Miner »
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Harry Baldman

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Wait, am I getting this right:

Arbitomancy is driven by the Faith Engine.

The Faith Engine was located in the capital of the Fanai.

The capital of the Fanai was wiped off the map, the Faith Engine still in it.

Arbitomancy, and thus the Faith Engine still works despite being located in the capital of the Fanai that got wiped off the map?
« Last Edit: May 24, 2015, 10:57:24 am by Harry Baldman »
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Haspen

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I call magical dimensional shenanigans at work :v
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Draignean

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Wait, am I getting this right:

Arbitomancy is driven by the Faith Engine.

The Faith Engine was located in the capital of the Fanai.

The capital of the Fanai was wiped off the map, the Faith Engine still in it.

Arbitomancy, and thus the Faith Engine still works despite being located in the capital of the Fanai that got wiped off the map?

Yes, as mentioned in the history section, the Faith Engine was one of the only things that survived the unmaking of the City of Living Gods. The Faith Engine cannot be changed or manipulated by its own energy. There are two hard (as far as is known) laws of arbitomancy. You cannot change a Lighthouse, and you cannot change the Faith Engine.

The Faith Engine existed in the middle of field since before recorded history. After discovering how to use it, the Fanai built their capital city around it. Now it exists in the middle of a field again, a protected (not that it needs protecting) landmark and a monument to the fallen. The Faith engine is essentially a research and pilgrimage site at this point.

Right! I'm going to make a human character, driven by the "Art of the Blade" (something less stupid-sounding, probably): her family's attempt to prove that humanity is more than just an amalgam of the customs of other races by creating their own style of battle and being superior at it.
...man, i dunno. This seems very stereotypically anime to me, I think I'm going to revamp it in some way. Maybe it'll look a little less so when I actually put it into the character. I'd appreciate input on whether or not this is a character concept that I should pursue, actually.

The concept sounds good, but proving your species is superior by being a really great bladesmaster seems a little odd. It depends on what the captain needs, but I think there are a lot of better ways to prove the worth of a people than being the best cheese slicer. It is known that humans were not always slaves, and being a scholar who delves into the deep and all but forgotten past to find what humanity was before the binding era could be interesting. As could a human determined to gain a mastery of a Avernomancy and unlock new and hidden secrets within the craft. (Avernomancy being the most difficult class of magic the one that nobody but the Keelai and Fanai were supposed to be able to use, and the Fanai weren't suppose to be even remotely good with it) An artificer could also be interesting, from the same proof-by-science perspective as Avernomancy.
« Last Edit: May 24, 2015, 11:46:00 am by Draignean »
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