Inspired by PerplexiconWelcome to a battle-torn continent ravaged by frequent attacks and conquests from the surrounding evil powers.
Humans have been pressed into a refuge far into the mountain. Here lies Scoria, the last remaining human nation, ruled by the dwindling Carolean dynasty. The rest of the world is filled with all manner of wretched monsters. Yet despite the worsening situation, the last archbishop of the Catholic Order gathered enough support for one last crusade against the dark menace. An army of paladins rose to the call with a zeal like none other.
This crusade has since branched out into a campaign to reclaim the entire continent, after an astounding victory in the Onyxian lands. In the meantime, however, an organization has been formed to aid in the reintegration of (formerly) demonic entities into society, known as the Scarlet Inquisition. In all honesty, nobody expected it.
Political MapOrange represents the last remaining human nation, the Duchy of Scoria. Arrhenius III, the current duke, lacks an air and has fallen ill. Rumor has it a rebellion is planning to tear down the throne and institute republican rule.
Light Green represents the lands of Onyx, conquered by the first of the Scorian crusades. The population here is 90% human, but the remaining 10% consists of shapeshifters that are rather hard to tell apart from the others. The Inquisition's grand priory is stationed here.
Red represents the Wolfram Confederacy. These lands were conquered through mass starvation and resettlement of coastal towns, replacing humans with Sylvans, creatures of the forest whose limbs are said to be made of wood.
Blue represents the frigid lands of Microcline. These are ruled by the Ghosts, ethereal monsters with the power to possess the bodies of both men and animals.
Teal represents the mountains of Galena. This land is ruled by vampire-kings who feed off the weak and infirm brought from the surrounding subjugated villages.
Pink represents the highlands of Feldspar, a land owned by clans of tentacled warrior-beings who drove the humans off the island centuries ago.
Dark Green represents the steppes and deserts of Jet, populated by insectmen. This land was never widely settled by humans, but any who wander in are quickly killed.
Purple represents the blightlands of Slade, the only dark nation inhabited fully by humans. The corrupted land in this region drives visitors insane, forcing them to act in service of some unseen force.
Terrain MapUpward arrows are mountains (gray fill), curved lines are hills.
Areas with a fragmented coastline tend to be marshes or jungles (turquoise fill).
Areas without rivers tend to be deserts (yellow).
Areas near rivers tend to be grasslands or shrublands (lightgreen).
Areas in the dashed lines tend to be forests (green for temperate forests, darkgreen for taiga).
Areas with a few rivers in the north tend to be steppe (brown)
This works a bit differently than a regular RtD. The main difference is that you can choose what you roll for an action. Every time you perform an action, you roll a d6 and gain Luck Points equal to the die value.
Additionally, you have what is called a Luck Cap. If you ever gain access to luck above this number, your extra luck will overflow into your next roll (but it won't increase past a 6). This is mainly supposed to force overshoots occasionally, because those are fun.
The outcomes are similar to a regular RtD:
[1] Failure with some negative effect
[2] Failure
[3] Partial success (with varying degree)
[4] Success
[5] Critical success (with some good effect)
[6] Overshoot
Hidden Powers...
In these lands there exists a power source just as mysterious as it is dangerous and unpredictable: the power of
Sparks. These are glowing motes of power that, among other things, are able to induce currents in a magnetic coil. As a free source of heat, these led to the construction of the
Spark Engine, which is basically a fuel-free steam engine powered by high-resistance coils. Sparks are mainly procured from the deepest mines in the mountains, trapped underground in ancient constructions of lore.
Not all sparks, however, exist in this form. Humans have an
Inner Spark of varying intensity, which is quiescent unless activated. Both external Sparks and Inner Sparks can be activated to cast what are known as spells. However, to activate a Spark, one must know a
Command Word, or just
Word. Different combinations of words can be combined into different spells, which will trigger all Sparks currently bound to the caster's will.
See the magic mechanics section below.
Combat Mechanics
Damage is chunky salsa, you get penalties for taking hits, and your attack will never do more damage than is physically possible for that attack (unless you roll an overshoot).
When you are in combat, you should specify how much luck you are willing to put into defense, whether that takes priority over attack, and so on. The default is that anything you specify (such as attack) takes priority over anything you don't specify (if you don't specify defense allowance), and defense will be rolled randomly if unspecified (that is, you haven't specified your approach earlier).
For any attack, there is an [attack roll] from the attacker and a [defense roll] from the defender. If the attacker rolls higher, the difference is the attack power (ranging from 1 to 5). If the defender rolls higher, he gets the difference in bonus Luck for the next turn only. That means he can attack multiple times during that turn.
[1] Scratch damage
[2] Minor damage (bruise, pain, etc)
[3] Moderate damage (applies status effect such as stun, bleeding, etc)
[4] Heavy damage (applies a much worse status effect like breaking bones)
[5] Critical Strike (can remove limbs and cause other forms of major damage)
Magic Mechanics
Spells are cast using
Spell Chains, which are a series of
Words, each of which have a unique form of grammar.
Verbs are words that specify what is being done. For example,
Implode causes a drop in pressure at a targeted location.
Burn causes the effects of burning to take place (with no fire, however).
Ignite starts a fire, etc.
A verb does not cast a spell right away. It requires a Location and a Magnitude.Adjectives are words that modify a Verb. You can attach a string of Adjectives after a Verb before the Location to change its effects. For example, if you say
Petrify/until sunrise, you will turn something to stone but only until sunrise.
Locations are words that assign a target for previous words. Remember that you cannot target specific people because their names are not in the Ancient language. Instead a Location specifies a means of targeting. For example, the Location
Looking specifies whatever target you are looking at, which is reliable until you lose line-of-sight to your target. There are other Locations, such as
Seek Metal and
Omnidirectional.Magnitudes are words that specify the power of the spell. This ranges from "capable of being felt" to "knocking down houses" and everything in between.
Each word must come from your characters Dictionary (which is written in a spoiler below your status sheet). Non-Magnitude words have a Luck cost associated with them subtracted whenever you say the word, while Magnitudes generate Entropy, a mana-like value specific to each Spark (including your Inner Spark). Different magnitudes have different Entropy costs associated with them.
Every time a Spark is used for a spell, it generates Entropy equal to the attack roll of your spell times the Magnitude's own multiplier (specified like a Word cost). For each 6 Entropy on a Spark, you must spend 1 Luck to cast another spell. The only way to reduce Entropy is to engage in a non-magic action (reducing Entropy by 1 per luck spent), which unfortunately affects only your Inner Spark. External Sparks are thus limited in their number of uses barring a method to reduce their Entropy. However, high-Entropy (past 3 Entropy) Sparks start to emit heat, which makes them useful in
Spark Engines.
Words must be said aloud to trigger a Spark, even internal ones. Since they're spoken in the Ancient language, they are only rendered in English for convenience. Words should be italicized in dialogue.
Whenever a magic user casts a spell, his
Inner Spark fires it in addition to all [/b]Bound Sparks[/b] attached to his will. To bind a spark, one must use a special
Binding Word which has its own specified duration, as well as a second word to specify targeting. Some Binding Words can steal Sparks from other mages, while others are limited in both number and uses per Spark.
Technology Scale
Technology has no rough correlate to reality since Sparks tend to screw with the natural progression of tech, but for the most part it can be considered steampunk with pikes and tanks, muskets and rifles, flying machines and mounted units.
---Armies---
The Scorian anti-monster military consists of three four divisions: The Paladins, the Commandos, the Champions, and the Mages.
Paladins: The bulk of the anti-monster combat force, seven thousand men strong. They are each outfitted with plate armor and trained in the use of pike and shot. They are well-armed and resupplied by Flying Machine, so they are able to operate deep inside enemy lines. Pikes and long guns are easy to manufacture, although there is only a single gunpowder mill in the country thus making cartridges scarce. Some Paladins know their Inner Sparks, and so they are able to use magic in battle. Iron however, (and therefore steel) is dangerous to wear when using magic. A human's Inner Spark will induce wild currents in the armor when it gains Entropy, causing heat to build up and cook the user alive.
Commandos: Five hundred strong, the commandos make up the mobile segment of the army. The division owns eleven armored cars powered by Spark Engines, and the rest ride horses into battle. They are equipped with semi-automatic rifles chambered at 7.6x60mm, although the division only owns approximately 150 rifles compared to thousands of muskets. The division also owns twenty pieces of light artillery, which can be mounted on one of the armoured cars if a mobile firing platform is needed.
Champions: One hundred of the finest Paladins form the Champions. Each is outfitted with a Spark Engine-driven suit of armor that can swing a sword as tall as a man. They inspire great morale in their troops and often lead from the frontlines.
Mages: The twelve Grand Inquisitors form the final line of defense. Armed with nothing but Words, the Inquisitors can carve swaths of destruction alone through enemy lines, although they run out of steam very quickly in a fight due to the nature of Spark Entropy. They usually lead from the front if present, and are otherwise usually caught up in administrative duties.
In addition, the Skyforce operates five Flying Machines powered by two Spark Engines each. These are essentially helicopter/airship hybrids that can carry a platoon of soldiers, several tonnes of supplies, or a mix between the two.
---Manufacturing and Transportation---
Scoria is the most industrialized human region on the planet, owning ten factories capable of putting out a new vehicle every week working in tandem. Slowly, but surely, Spark Engine-powered cars are starting to pop up among the horse-carts and wheelbarrows on the streets. Plans are in the works to revive the ancient railroad network and set transport cars running along the tracks to deliver supplies.
The weapons and arms of the military are produced by one of the hundreds of smiths in the country, rather than in a factory. Bullets and gunpowder are cast at the Jesselton Gunpowder Mill.
---Fortifications---
The Scorian peace corps are a squadron of roughly ten thousand engineers dedicated to repairing damaged infrastructure and buildings in conquered provinces. They themselves are motorized with fifty trucks that they use to carry building materials and tools. They are also drafted at times to construct field fortifications, such as artificial bridges and trenches. They own a single excavation machine powered by a triple Spark Engine, which can dig a mile-long trench per day.
Trenches are of great use against ranged and melee foes alike. Against ranged Monsters they provide cover for the commandos, who are able to move strategically and set up their gun nests to support advancing pike formations. Against melee foes they can be used to funnel enemy troops into desired killzones, causing major casualties.
---Other Tech---
Electricity is well-known and documented, but not batteries. Electrical appliances require a generator powered by a Spark Engine or coal. Scorians have access to the telegraph, electrical lamps and searchlights, and basic radios that can transmit morse code.
Characters
Characters can be from any archetype you choose. They could also be a reformed Monster (you can make your own or consult me for info on the existing races), although remember that only humans have Inner Sparks. Reformed Monsters do not have access to a ready source of magical power, and are thus dependent on their own abilities to make up for the loss.
Characters don't need to be part of the Inquisition or anything, although I expect the Scarlet Inquisition to be the main driver of the plot. I will set up a starting scenario to make sure all players start in close proximity (though not necessarily as allies).
A bio isn't really necessary although you can write one if you want.
[b]Name: [/b](can be from any nationality as many refugees have fled to Scoria)
[b]Appearance/Preferred Dress: [/b](generally Victorian fashion)
[b]Interests: [/b](what does your character do/study?)
[b]Focuses: [/b](On a scale of 1 to 5, rate how focused your character is in each of the categories. Your points aren't limited or anything--it's only a relative scale)
>Diplomacy: Persuasion and impressions
>Martial: Warfare and combat
>Stewardship: Administration and finance
>Intrigue: Plotting and deception
>Learning: Scholarship and magic
I will pick 5 players after some time to start the game. I'm leaning toward a mission-focused game and so I may swap players around between missions, but things are subject to change based on time constraints and whatnot.
Current Players:H4zardZ1
Wunderkatze
HighEndNoob
Cheesecake
Spiderking50
Waitlist:The Moonlit Shadow