Discord Link (required)In ages long past, gods and man walked as one. Their blessings allowed man to protect his kin and kind, but as always, they were abused. One of these blessings was used to strike at Suha, and thus the gods retreated from their children. Even among those Gifted enough to bear them, the powers they had given faded from mankind, a harsh punishment for a transgression that may never be forgiven.. . . That’s what the church says anyway. Why are you asking? I shoot lightning bolts out of my face and get paid to do it by the people that made it so I could while I wear the right kind of fancy outfit. What else matters? Not some old-ass story, that’s for sure.What’s this?The Wealth of Gears is a character-focused game where you play as a member of a magical race lucky enough to have a good job working for an enormous megacorporation. It’s basically me taking my frustration about the situation around me on whoever decides to play in a tale of the seeming futility of trying to move against immovable forces. It’s a story about the burden of expectations and attempts to meet them while maintaining one’s personhood. It challenges you to find an answer to the cold fact that the vast majority of people couldn’t care less about what happens to you as long as you do what you’re expected to. It will probably be frustrating at times, but the sweetest rewards come after the bitterest of labor.
Sometimes.
Who are you?A recently hired Gifted who has headed out to a town not quite on the frontier in search of quests to take for their employer.
SettingThe setting of the Wealth of Gears is, for the most part, a bog-standard fantasy setting. Magical artifacts dot the land, adventurers are in high demand for escorting, fetching, hunting, and everything else that one can think of. Swords and sorcery are the norm, but there is one key difference: time has continued to pass. Technology has advanced (with the assistance of magic) and archaic systems have been pushed out or modernized. Kingdoms and empires gave way to republics and, most importantly, corporations.
Adventuring is a heavily regulated industry divided up between a small number of enormous corporate entities that seem to literally have divine power (especially given one of them is the church.) A prospective adventurer is a highly educated and trained individual vying for selection by one of these companies, who will then further train and test them to find where their talents are best applied. More information on that later.
The world is possessed of four different sapient species: humans, dragons, fairies, and the Gifted. The latter, as one might have guessed from the incredibly unique and clever name, are the people around which this story revolves. Humans, dragons, and fairies all have their unique traits, but the Gifted sit in an area somewhere between the three.
Dragons, as one might expect, are few in number and effectively immortal. Several of the most ancient ones are suspected to be the roots of the Ten and other beliefs that have sprung up over the years - or to outright be gods, if one is of a more religious bent. One of them heads Razelow International, a leader in logistics and trade law, as the founder, owner, and CEO.
Fairies are a bit more odd. They exist on a plane of reality at a sort of odd angle to ours: there is an intersection, but that intersection is not always comprehensible. Fairies appear in the material world and disappear for seemingly no reason, sometimes flickering in for a few seconds and sometimes staying to amuse themselves for years at a time. They have a wide variety of appearances with no two appearing exactly the same, but they tend toward avian and specifically corvid forms for reasons unknown.
The Gifted are the divine people, those with the power of gods running through their veins. Or, so the stories say. They have draconian features such as patches of scales on their body and tails. Less commonly, they have avian features instead; said avian Gifted are the most likely to grow wings at some point during their lives (though said wings are almost never enough to get one properly aloft without magical assistance, and are rare regardless.) They also have greater variation in height than humans, but average to around the same size.
The Gifted are not particularly sexually dimorphic and this has shaped part of their society and how it interfaces with human cultures. They appear female or androgynous by human standards and tend to interpret gender more based on mannerisms, which often leads to mistakes and frustrations when (for example) a young Gifted travels to a large city for the first time and interprets his prospective female manager as male and refers to her as such.
Most notably, however, are that Gifted are the only ones capable of taking Oaths. Oaths and their resulting powers are the primary reason they are treated distinctly from humans in many social capacities.
Oaths and the TenOaths are what allow a Gifted individual to activate their full potential. They are a set of promises tied to a particular set of powers, each of which has been painstakingly cultivated by the organizations controlling who takes them and when. A proper Oath requires a fair amount of ceremony and ritual. As long as one keeps their Oath - which means, of course, doing your job as you’re told to - one can retain and advance one’s powers. Break the Oath, and one risks not only earning the ire of one’s manager, but a reduction or outright loss of the powers with which one makes one’s living.
Alongside the powers generally associated with one’s Oath directly, each Gifted gains their own innate power that is more or less unique to them known as a Genius. The Oath must still be obeyed when using this power; someone in a healing class might find their abilities fizzling when trying to use them to smite evildoers. Each Genius is said to relate to two of the Ten; whichever god in the Extrinsic and Intrinsic one finds oneself closest to in the depths of their soul.
Extrinsic GodsThe Extrinsic Gods represent how people influence the world around them, and how it influences them. They are associated with the elemental aspect one’s Genius manifests as.
Gaia
Element: Earth (Metal, Wood, Gravity)
The guardian deity Gaia is commonly invoked in tales of romance and chivalry, granting the hero the strength to serve their liege proudly in the face of opposition. Gaia’s traditional depiction as a large armored figure is favored by the Church in its advertising, a strategy mostly centered on their control of the rights to the well-known Paladin class.
Era
Element: Wind (Lightning, Cold, Storms)
The name Era invokes plots, schemes, and betrayal. A god of deception and sin, Era is not often openly invoked for anything but praying that the god’s attention turns elsewhere. Sigils of Era are occasionally found on classified documents and the like, and the god is invoked at the beginning and end of important court proceedings for both keeping information private and to ensure the truth is uncovered.
Galia
Element: Water (Ice, Mist, Blood)
Galia is sometimes seen as a more personal counterpart to Gaia. The god is associated with family and nurturing, and is a favorite of mothers and fathers everywhere. Alongside nurturing, Galia is associated with the fierce protectiveness one feels toward family or close friends. Unsurprisingly, Galia’s iconography is often found in family homes and maternity wards.
Arevik
Element: Fire (Explosion, Heat, Smoke)
The other god often invoked in legal proceedings is Arevik, deity of law and justice. Arevik is also a favorite of less legitimate pursuits of justice, as the god of vengeance. Arevik is invoked often in contracts as well (including Oaths,) being associated with restrictions on one’s actions.
Lucina
Element: Light (Shadow, Warmth, Prism)
Lucina is a favorite among adventurers, as the guardian of wanderers and an avatar of kindness to strangers. Lucina’s iconography often appears on roadside inns and the like as a result, advertising a safe place for solitary travelers to rest before continuing their quests.
Intrinsic GodsThe Intrinsic Gods represent the forces that occur within a person. Rather than how an individual affects others and is affected by them, they govern how an individual affects themselves with their attitudes, drives, and beliefs. They are associated with the underlying effects of a Genius.
Allegria
Powers: Healing, Barrier, Emotion
Allegria is an innocuous god associated with children and purity. The Innocent is considered to be a counterpart to Galia due to this and reigning over healing. Allegria’s icons often appear in hospitals as well, and the god’s symbol represents medics on the battlefield.
Miyu
Powers: Stealth, Adaptation, Manipulation
Miyu teaches people that self-improvement is always possible. Although Miyu represents criticism, the god also represents awareness and overcoming of one’s own flaws. Miyu is a favorite of managers and mothers the world over.
Suha
Powers: Sacrifice, Emptiness, Resistance
Suha is a favorite of adventurers everywhere due to the deity’s associations with exploration, bravery, and perseverance in the face of adversity. Suha is often invoked by them and those found in the same areas as them; the wild frontiers are full of the need for all three of these. Wealdhere Entertainment has adopted Suha as a sort of mascot and makes frequent references to the god.
Aite
Powers: Psychic, Teleportation, Debilitation
Aite is a deity governing excess and psychosis. Someone who indulges in drink (or other substances) to excess is often said to be touched by Aite. The deity’s icons occasionally appear to advertise things wishing to present themselves as intense or exotic, but this is a hazardous strategy, especially given they are also used to label some poisons.
Faolan
Powers: Expansive, Rally, Fortification
Faolan guards the individual from the world around them. Representing security, success, and individuality, the deity is invoked by the rich and famous to protect their assets, or more commonly by individuals who find themselves on their way up in life and are feeling insecure about their odds of holding onto it.
CorporationsThe world is dominated by corporate interest, whose influence has crept into virtually every aspect of daily life. In particular, six companies have accumulated a majority of influence, in large part due to their monopoly on Oaths. Virtually every Gifted not living in an isolated village is employed by one of them, and most humans are as well (though these are more often via holdings and subsidiaries rather than directly.)
The Church of the TenThe Church is an ancient organization that has been accumulating wealth and influence since long before the concept of a corporation properly existed. Working for them means working for an employer that has centuries of experience in managing their employees, and knowing that you’ll be doing the right thing. The Church of the Ten is a premier supplier of escorts, supplies, and other necessities to those in need; good hearts are always welcome.
Errant(promotes to Crusader, which promotes to Paladin or Dark Knight)
As an Errant, you are expected to stand at the front line of battle during your adventures. The ideal candidate is expected to have 2-5 years of melee combat training and demonstrated ability to work independently to maintain a battle situation. Certifications in armed combat or field healing are preferred, but not necessary, if a candidate can achieve success in inhouse testing. This is a physically demanding position where you will be required to regularly carry around 30+ kg weights. You are permitted to wield one-handed melee weapons and a shield, and must wear armor with 50% or more coverage when on duty or traveling. You must display at least three holy symbols, one of which must be on your shield.
Priest (promotes to Cleric, which promotes to Bishop)
A Priest is expected to provide full direct support to any and all adventuring endeavors while also being able to accomplish tasks on your own. Candidates with prior religious experience or relevant education are preferred. You must have a 4 year degree in Applied Healing or a related field to be considered for this position. You are required to use Church-approved foci in the form of tomes and holy books. Priestly robes are required as part of the uniform and will be provided. All customization will need approval from a higher-ranked member.
Herald (promotes to Angel, which promotes to Archangel)
Heralds are responsible for providing medium range support fire to an adventuring team. Equipped with both magic and archery, a Herald is provided with the tools to succeed in every situation. Candidates who are open to new experiences and good at adapting while still staying true to company policy are ideal choices. Certification in either archery or the use of offensive spell foci is required for consideration for this position. The Church will provide combination bows/foci to successful applicants. Armor up to 25% coverage may be worn, but at least one piece must prominently display a holy symbol.
Razelow InternationalA specialist in logistics both physical and legal, Razelow International welcomes any and all employees aboard. With holdings across the globe and an unmatched network, Razelow promises success to anyone willing to put in the effort. They do not discriminate against those with different lifestyles and beliefs; everyone will be treated equally.
Bouncer (promotes to Bodyguard, which promotes to Bailiff)
A good Bouncer is an individual who isn’t afraid to be proactive during their adventuring career. Bouncers are responsible for locking down opponents during combat and ensuring that their teammates and coworkers aren’t in the line of harm in the first place. Good candidates will have excellent physicality and tactical thinking. Prior training with batons and other nonlethal melee weapons is preferred, but not necessary, as is an imposing physique.*
*Candidates will not be rejected based on physical appearance.
Initiate (promotes to Mage, which promotes to Wizard or Necromancer)
Initiates are adaptable and capable of applying a diverse skillset to equally diverse situations. They are responsible for enabling their teammates to defeat foes via curses, hexes, and similar forms of magic, while contributing to output themselves. A degree in Arcane Engineering and/or 4 years of experience in the artificing field is required for consideration for this position. Good teambuilding skills are a necessity. Initiates are to use staff-based foci, basic versions of which will be provided at minimal cost to the employee. Flowing clothing with high coverage is required while performing job duties.
Thief (promotes to Rogue, which promotes to Assassin)
Thieves are responsible for providing utility that other classes in their party cannot. Their responsibilities include indoor navigation, trapfinding, safe cracking, and similar duties for the purposes of adventuring. They are held to a strict code of ethics, which is taught via a required course after a candidate is selected. Candidates should be problem solvers that are light on their feet and good under pressure. A four year degree in Dungeoneering is recommended, or a two-year degree in a related field with 2+ years of experience. Gear should be light and have less than 20% armor coverage, as well as serving some utility for blending into natural or dungeon backgrounds.
Gearing IndustriesThe leading supplier of heavy equipment in the world. Gearing Industries offers the same thing to its employees as it offers its customers: tools to put in the work. They have a reputation as an excellent employer, with numerous anonymous testimonials from management mentioning their upward mobility and rewarding benefits.
Fighter (promotes to Swordsman, which promotes to Champion or Blademaster)
An ideal Fighter is a solid, dependable teammate who can be relied upon to accomplish their assigned tasks efficiently. A blend of athleticism, tactical thinking, consistency, and flexibility is ideal for this role. Candidates must be certified in General Swordsmanship and preferably possess one or more specialized certifications as well. If a candidate does not provide their own sword, they will be given a standard issue arming sword until such a time as they can. Armor coverage should be between 40 and 70%, and shield usage is not permitted.
Healer (promotes to Enchanter, which promotes to Magician)
A Healer’s job duties include tending wounds, removing curses, interpreting basic and intermediate magical texts, and working in a team to accomplish quest objectives. Candidates will ideally have a blend of physiological and magical knowledge and experience in applying them in unison. Some self-defense training is recommended, but not required. A wand with healing-oriented foci is required and will be provided if necessary. Armor coverage is not permitted to exceed 20%.
Hunter (promotes to Archer, which promotes to Ranger)
Hunters are responsible for providing the tools to their team to accomplish a job quickly and thoroughly. They are expected to apply forethought and knowledge of terrain to support coworkers in all combat and exploration quests. Ideal Hunters are experienced trackers with demonstrable proficiency in ranged combat. Certifications in wilderness navigation are heavily recommended. A bow of any size is required to perform this job. Armor coverage up to 40% is permitted, and clothing should include a cloak or hood of some kind.
Wealdere EntertainmentWealdere is a name beloved in every household, being responsible for many of the cherished childhood characters that today’s adults have grown up with. They continue to produce enchanting tales for children and adults alike to this day, never giving up on their mission to bring the spirit of adventure into the family home. Only the best of the best work at Wealdere, as anything less would be failing their many adoring fans.
Duelist (promotes to Spellsword, which promotes to Sorcerer)
A Duelist’s main responsibility is being a shining example to their teammates, never afraid to challenge the villains personally. With a dashing flair, Duelists make quick work of their foes with daring assaults and a touch of the magic that Wealdere brings into the lives of everyone it touches. A Duelist should be light on their feet, skilled with both sword and sorcery, and above all wanting to live up to Wealdere’s standards. No Duelist is ever spotted without their rapier, which also serves as their magical focus, and their flowing clothes allow them maximum agility without the weight or hazard of heavy, pinching armor.
Extra (promotes to Dancer, which promotes to Idol or Diva)
Extras are the heroes just behind the front, keeping their team encouraged and protected with their inspiring flourishes. Extras are always there to lend a hand where they’re needed most. They always know in advance what they need to do for success and are capable of getting it accomplished just in time. Extras are among the best-trained athletes around, with a strong knowledge of enhancing and protective magic. Their anklets and wristlets channel their careful, yet flashy steps into help for their allies, and their clothing only adds to their mystique and wow factor.
Spearman (promotes to Lancer, which promotes to Dragoon)
Spearmen are always there to keep teammates and foes alike on their feet, launching sudden assaults from unexpected angles to save the day. They always know how to get to where they need to be and are fully capable of using this ability to succeed in their endeavors. Though their armor protects them from wayward blows, Spearmen rarely need it, as their unmatched mobility means they’ll never be where an opponent expects them to be when the blow lands. As their name suggests, Spearmen are never spotted without their signature polearms, each of which is lovingly handcrafted by Wealdere’s employees.
Unity Security AgencyUnity is not subtle or evasive about their products. They offer security and stability, and will go to great lengths to ensure they both exist. Of the megacorporations, Unity is the one most often acting as a vendor to the others; it’s hard to visit a building of any importance and not catch a few Unity personnel out of the corner of your eye. Work at Unity means high standards and reliable coworkers, no more and no less.
Trainer(promotes to Tamer, which promotes to Tracker)
Trainers are responsible for the care, training, and management of assistant animals for the purposes of security and combat missions. They are expected to take punishment for their teammates, preferably with their animals, but personally if necessary. Trainers should have a demonstrable ability to manage resources under duress and certification in animal handling is highly recommended. Trainers should be wearing standard-issue projectile-resistant vests or equivalent protection, as well as limb protection to assist with animal management. Whips are issued for the purpose of animal control and fending off enemies.
Gunner (promotes to Officer, which promotes to Sergeant or Sniper)
Gunners are the frontline marksmen primarily responsible for threat elimination. Candidates should be accurate sharpshooters with demonstrable proficiency with a standard array of long guns. 800 or more hours of range time and a third-level firearms certification are highly recommended for consideration. Gunners will be issued projectile-resistant vests but should not be wearing any other protective gear. Clothing should be unobtrusive.
Cowboy (promotes to Deputy, which promotes to Sheriff)
Cowboys are the mounted infantry force of Unity. Their duties include rapid response to threats and scouting unknown locations and situations. Their primary responsibility within the team is to enable a quick and efficient disposal of enemies and obstacles via controlling position and mobility. Opportunities to be certified on mounts other than horses may be presented once an employee has demonstrated general competence. Clothing should be suitable for riding.
Ascension Ltd.Ascension offers a different spiritual path to the Church of the Ten. It values each of its employees deeply and offers them great amounts of freedom in their paths. They focus on letting their workers build their own careers, and sharing further knowledge with them when they have proven themselves to be sturdy enough to handle it. Ascension’s turnover is almost unheard-of; virtually nobody has ever left the corporation’s employment once they began.
Nurse(promotes to Doctor, which promotes to Surgeon)
Nurses are responsible for keeping others happy and healthy on their spiritual paths. Rather than relying solely on magical knowledge, Nurses are furnished with a breadth of knowledge on physiology and medicine. They help their team recover from injury and weather further assaults with their combination of modern medical techniques and their strength in Ascension’s path. Candidates are recommended to have first aid certification, but not required. The Nurse uniform is unarmored with a predominantly white color scheme, and prominently displays Ascension’s logo on the back or a hat.
Student (promotes to Adept, which promotes to Master or Pugilist)
Students pursue mastery of their own bodies under Ascension’s expert guidance, seeking spiritual perfection through physical training. They apply their training to general adventuring situations, navigating terrain and combat alike while unencumbered by burdens of any variety. Careful study of Ascension’s publicly accessible texts is required for consideration. Some self-defense training is helpful, but not necessary, for prospective candidates Students dress lightly for maximal freedom of motion.
Horseman (promotes to Cavalier, which promotes to Knight)
In Ascension’s core of dutiful adherents, the Horsemen are responsible for safeguarding the bodies and minds of those around them, whether they are Ascension personnel or otherwise. A good Horseman spreads the ideals of Ascension while they work tirelessly to protect others. They use their advantage in mobility to ensure they are always in place when needed. Prior experience with horseback riding is highly recommended, and a minimum standard of fitness is required. A minimum of a cuirass, greaves, and boots are required for armor, with total coverage (except helm) recommended, to help safeguard the Horseman themselves. If a candidate cannot provide their own saber, one will be given to them at no cost.
Character CreationThere are two steps to creating a character for this game. The first is filling out the character sheet below:
Name: [Culture is mixed enough that most names would make sense here.]
Employer/Class: [The megacorporation employing your character. Do not note a class initially.]
Age: [Gifted mature similarly to humans.]
Sex: [What’s in your pants/loincloth/censorship beam.]
Appearance: [What your character looks like. Recall that Gifted are humanoid with draconic (or more rarely, avian) traits that appear outwardly female to the typical human eye. There is more variation in their appearance and size than humans, but they generally aren’t too outlandish.]
Personality: [Should give some idea of your character’s motivations and general approach to life. It doesn’t matter if the character develops away from this later, but you should have a decent starting point.]
Extrinsic Element: [The Extrinsic force that your character pursues the most. Determines how your Genius manifests.]
Intrinsic Source: [Which Intrinsic force motivates your character. Leave this blank initially, as it will be discussed with the GM. Determines, broadly, what effect your Genius has.]
Genius: [Leave this blank to start. This will be assigned after discussion with the GM. This power is unique to your character.]
The second step is creating a resume for your character. It should have all the standard parts of a resume, giving a summary of their educational and work backgrounds and cleanly presenting why their employer might have hired them. No template will be provided, but the GM will provide assistance. This is intended to help become more familiar with the world and establish backstory at the same time.