Willing Inquisitorial Excruciator
	 
 
 
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									Kingmaker:
  
  A steam-punk magic RP:
  
  "Where is the future, my good men? In what shape or form or color does it come? Is it the black and cream of documents that our kings make? Or is it the eldritch purple of the Magi Cults? No my friends the future is neither of these. The future, my good people, is in golden Brass!"
  
  
  The year is 1899, and Earth is a different place than the one you and I know. In the year 1777, Magic was rediscovered in a cataclysmic event known as The Great Shining, an event where a solar flare awoke a temple in south Africa, releasing a huge wave of energy. This energy wrapped around the world, causing many individuals to change into new beings; fair Elves and crude Trolls, along with new creatures to the world; ingenious Dragons and monstrous undead. Many who were affected strongly enough become Magi; individuals who are in tune enough with the energies of the world to command them, performing epic feats from lifting a rock to constructing castles to lighting a match and to burning fleets. With magic, men created grand machines; creations of steam and enhanced Brass. Airships, boats, bridges, clocks, rifles. All of them now working with magic at their heart. New technologies and magics brought fertility to barren lands and peace to all the world. The new peoples had forced ideals such as racism and slavery to all but disappear. It was a time of unparallelled happiness.
  
  But no longer. For years, two groups have been waging a war, both silent and cold. The naturalist Magi; The Terrans, and the greedy machine business alliance; The Bronze Cog Corp. Since their founding, the two have always been at each others throats, but never had any serious fighting occurred. But now, terrible events have come to pass. In 1896, King David Earnhaust of England, head of The Grand King's Council of The European Alliance, was killed in his sleep, with the marks of The Terrans written in blood in his room. The reaction was swift, with The European Alliance destroying many Terran homes and buildings, before the Terrans were forced to retreat into the forests, swamps, and jungles. They began a terrorist war on both The European Alliance (TEA) and The Bronze Cog. Initially, TEA had the support of The Bronze Cog, who supplied advanced weapons and machines. But then, in 1897, The Bronze Cog Corp. based in Germany led a rebellion all across the nation, all but turning it into their private nation. Now TEA is facing Magi terrorists, war with a powerful business and nation, and dis-rest from the people. Worse still, with one their leader gone, a vacuum of power has formed, causing chaos and strife in the world's government, leading to corruption and deceit. Now TEA is calling to Magi and brave men, heroes who can help a desperate TEA to restore the world, at a cost perhaps too great.
  
  A task now awaits you. You must find a way to end it. Find a true heir, one who can fill the void in TEA. Stop the war between all the nations of Europe, and restore the world to it's proper place.
  
  You must become the Kingmaker.
  
  
  
  
  Hello, and welcome to KingMaker, A fantasy Steam-punk RP. This RP is based in a world totally different from ours, with problems that can only be fixed by great players. In this RP I will use the simple number system for action calculations. Now, onto the good bits:
  
  
  
  A Word on Technology: In 1794, a man by the name of Emile Rosevelt discovered a method in which stones or metals could be enchanted to create water. Such devices were known as Water Shells, and brought life to barren lands, such as Africa, and made drought disappear. Two years later, a woman known as Sandra created Fire Hearts, small devices made of Brass that could superheat without releasing it into the air or deforming. By combining a Water Shell and a Fire Heart, an apprenticed metallurgist Magi accidentally created the first Steam Core: A device that created powerful steam with little space. The technology rapidly spread, allowing for massive gears and pistons to be moved with a simple Steam Core. A jump in technology occurred, automatic steam rifles, massive flying ships, massive land trains, and even magical steam powered body suits. Steam cannot make computers or light, but electricity is not needed in such a world. In such Victorian Era styles, most devices are made of enhanced Brass and use cogs and gears to operate. Weapons include Steam Pistols Rifles, rifles that fire using a small steam core to launch a slug or buck shot, their larger cousin the Steam Cannon, and various sub categories. Some unique arms include Storm Rifles and Flamethrowers, which launch bolts of lightning and fire, respectively.
  
  A Word on Magic: Magic is an ethereal energy which Magi can draw upon to perform actions, known as spells. Spells are broken into two categories: Cantrips, and Envocations. Cantrips are simple charms, such as lighting a candle or lifting an object with the mind. An Envocation is much more complex, involving techniques such as creating an ice-storm, or creating a special enchantment. A sub-group of Envocations is called Free-casting, in which a Magi ignores a proper path to perform an act quickly, though it can mean a spell is weaker, shorter, slower, etc.
  
  An enchantment is a Cantrip or simple Envocation on an object that acts as a sustained spell. The most important example is the Steam Core and it's components. Enchantments are picky, and only work on a few materials, such as rare metals and fabrics, however, Brass is very common, and is a good magical conductor, and thus has formed the basis of magical tech.A measure of a Magi's magical skill is measure by how "In-tune" he is with the natural energy of the world. Tune varies between the types of Magi and the person, and is affected by race as well.
  
  
  Races: In the world of Kingmaker, many simple ethnicity have become much different from others, and sometimes not even human:
  
  HUMAN:
  
  Caucasian: Often called White, European, or pale-men, The peach-skinned Europeans, Caucasians are adept in every manner, but excel in nothing. They are the most common Human Race, with being well received and generally feel superior to others. 
  
  African: Often called Negro, Black, or some other unfavorable terms, the dark-skinned Africans are stronger and more magically Tuned than other humans, but are generally less agile than either of the other human races. They are the least common Human race, and make excellent Magi due to natural strength and in-tuned nature.
  
  Oriental: Often called Asian, China-men, or the other white, the pale-skinned Orientals are the smallest of the humans, which is reflected by an incredible natural speed and dexterity. They are the least common Human race, and make for excellent thieves and sharpshooters. 
  
  
  SUB-HUMAN: 
  
  Elf: The fair and pale peoples of myth, Elves are tall and wiry, with pale skin and dark hair of brown or black. Elves are both small and incredibly in-tuned. The second rarest race, and make for good Magi or Thieves, thought they falter in advanced machinery. Special 
  
  Troll: The massive Troll is much different from the Elf, bot in tale and reality. Trolls are massive, usually eight foot to ten, and at least half as wide. Trolls are very intelligent and sympathetic, and as a result make excellent scientists and doctors. Trolls are also the only creature completely Out of Tune, allowing them to resist magic to a degree.
  
  Vampire: A vampire is unique in the fact that they can be of any species, save Troll, and require magic to live. A vampire requires a dose of magic weekly, which may come in the form of enchanted items or blood. Vampires are strong, quick, and In-Tune, more-so than a Caucasian, but less than more special races. They are very rare and are usually considered monsters.
  
  CLASSES: In this world, it helps to have a special role, and it's never a bad idea to make a career out of it.
  
  Magi:
  
  Wizard: Men and women who train themselves to become in tune, a Wizard has extensive knowledge of Magic, and know more than other Magi. A Wizard is haughty due to his years of training, but are very popular. A Wizard also requires a Tome, an enchanted book that allows one to turn physical and mental action into words, and vice-versa. A Wizard uses spells by reading lines of this special text, and performs the feat and the enchantment tells.
  
  Tunement: 5
  Spells: A Wizard can learn a near infinite amount of Cantrips and Envocations, provided he has Tomes enough to fit them.
  
  Sorcerer: A Sorcerer is born naturally In-Tune with the energy of the world, allowing them to cast spells on a whim without the extensive training of Wizards. As a result, a Sorcerer can cast spells quicker and more powerfully, but know fewer Envocations, usually having to Free-cast consistently.
  
  Tunement: 8
  Spells: A Sorceror has little need for dedicated Envocations, and can learn only a hand-full.
  
  Druid: Druids are Magi who draw upon the energy in nature rather than in the eather. A Druid knows no Envocations nor are they well tuned, and as a result, use a method where they tap into the natural energy network of plants and animals, casting spells with the help of forest friends. As a side effect, a Druid tends to sympathize with nature, but in extreme cases begins to "think" as a plant, secluding themselves from civilization all together.
  
  Tunement: Enviorment Dependent: 1 in a factory or similar, 4 in a city, and 8 in the wild.
  Spells: A Druid knows a few Cantrips he can cast on his own, but otherwise Free-casts with the help of nature.
  
  Magitech: Any Magi with an interest in machines may call himself a Magitech. A Magitech is a weak Magi who is aided by his interest in engineering, being able to create gizmos and gadgets with the aid of cantrips and tools. Magitech are the only Magi who carry weapons, due to their weak Tunement.
  
  Tunement: 2
  Spells: A Magictech can only cast cantrips, but carries tools, and between these make the devices that aid them.
  
  
  MORTAL:
  
  Sharpshooter: The fighting man, a sharpshooter is a master of small-arms, wielding his guns as an extension of himself. As a result, Sharpshooters are the primary fighting role, carrying light arms and medium armor.
  
  Special: Sniper; A Sharpshooter is the most accurate with a gun, and can make amazing shoots with devastating results on a good roll.
  Gear: Any Small-Arm (pistols, Rifles, Shotguns, etc.), light or medium armor. 
  
  Knight: A heavy trooper, Knights wield heavy guns and big swords as easy as eating utensils. A Knight fills the secondary role of fighting, carrying in the heavy firepower and heavy arms.
  
  Special: Tank; A Knight can dish out massive damage, but has adapted to take as much as well, with the help of tough armor.
  Gear: Heavy Arms (Steam Cannons, Storm Guns, etc.), Heavy armor
  
  Thief: The quick and stealthy, Thieves make their living taking what isn't theirs, and selling it off. A thief has little to no armor and uses small weapons.
  
  Special: Stealth; Where most would be seen, a thief can go almost anywhere without being seen, using stealthily eliminating opposition.
  Gear: Small weapons (Knives, suppressed pistols, etc.) No or light armor
  
  Engineer: An Engineer is the heart of technology in KingMaker. Engineers are the mortal men who spend their days creating the gizmos and gadgets of the world, as well as forge the weapons and armor of the world.
  
  Special: Handyman: An Engineer has a head for all things technological, and has extensive knowledge, allowing him to pick up spare parts and make almost anything.
  Gear: Light armor, small-arms, professional tool kit
  
  SPECIAL: A special class can be achieved after a certain story related requirement is fufilled and is settled. A special class character does not loose prior skills. For example, a Knight who becomes a guardian will still excel in heavy armor and arms, but can now dual wield and becomes adept at the other skills.
  
  Guardian: The Elite of the Military, a Guardian is proficient in all manner of weaponry, but master of none. A Guardian can dual-wield small-arms such as rifles and swords, and can wear heavy armor
  
  Special: Dual-Wield; A Guardian can dual-wield any small-arm or melee, doubling combat ability at the expense of finesse.
  Gear: Any arm or armor, though less proficient
  
  Shaman: A long spiritual tradition in many nations have led to the creation of a Shaman Clan, a line of a family who are so In-Tuned, they can receive glimpses of the future and go out of body at will. A shaman requires no Tome and can learn many simple Envocations.
  
  Tunement: 10
  Spells: Casts as previous class; Special: Sight; A Shaman can glimpse the future, sometimes at will with a ritual, and sometimes randomly. These visions can range from a prediction to seeing the absolute truth of a year.
  
  Ninja: Originally a Chinese elite group, Ninjas now come from any walk of life. A Ninja calls upon the absolute of Oriental stealth and combat, along with the learning of a special sect of Cantrips, known as Moshu. Ninja forgo fire-arms in favor of absolute stealth and melee, along with their Moshu.
  
  Special: Moshu; A ninja can cast cantrips regardless of Tunement, and an expert can cast simple Envocations. This is done by "weaving" energy with the hands, the hand gestures one sees.
  Gear: Light or medium Armor, any Melee.
  
  Machinist: When an Engineer becomes so intimate with his work and begins to Tune, he becomes a Machinist: An Engineer who has been touched by the strange energies in machines. Machinists are elite Engineers in their own right, but now they hold unnatural skill with machines, and are capable of creating machines without tools, using Envocations they can now cast.
  
  Spell: Casts as previous class; Special: Spell Forge; A Machinist can cast Envocations to create devices without any tool whatsoever.
  Tunement: Enviorment Dependent: 1 in a machine-less place, 5 in a city, 10 in a factory or similar building.
  
  Witch/Warlock: A Magi that has achieved maximum Tunement begins to connect with "the beyond", allowing them to pull things from "the beyond". A Witch/Warlock can pull strange creatures from "the beyond" and sic them upon their foes. 
  
  Spells: Casts as previous class; Special: Summon; A witch/Warlock will pull a "Weirdling" creature through a dimensional hole, and can use them against their enemies. A Weirdling can vary wildly, from giant blobs of fire to giant fleshy insects. In theory, the better performed, the better creature. Weirdlings are completely foreign, and hold no loyalty. They must be banished soon after or the will do as they please.
  Tunement: 10
  
  Medic: A warrior who has taken a love of medicine to the field is a blessing. These Mortals perform as a Sharpshooter, but take their skills of medicine, performing feats beyond the ordinary doctor, such as reattaching a limb safely or restoring a broken neck.
  
  Special: Medicine; A medic has extensive knowledge of medicine and healing techniques, and performs as a professional even under-fire.
  Gear: Small-arms, light or medium armor.
  
  Blood Magi: A dark sect of magic, a Blood Magi is one who draws upon the magic in blood as a vampire does, but instead of using it as fuel, they use it as a catalyst for devastating magic rituals, either to kill their enemies or enhance themselves.
  
  Tunement: 8
  Spells: Casts as previous class; Special: Blood Magic; A Blood Magi casts spells with blood, be it human or otherwise, to enhance or harm.
  
  
  
  Factions;
  
  Terrans: Naturalist Magi who oppose the advance of technology, seeing it as a cancer, and believing that magic, with it's little to no pollution, is the only way humanity should live. Highly hostile individuals, varying from tree-huggers to animal worshiping barbarians. Centered in America, with bases in the UK, France, and minor clubs all over the world.
  
  Pros: Wants to protect nature
  Cons: Violent and adamant
  
  Bronze Cog: A secretive group of industrialists, the Bronze Cog is working towards the advance of technology regardless of the environment or people who suffer. They believe magi can achieve nothing in a new era, and seek to have them forgotten or working to make machines by the next millennium. Low hostility, Varying from nobles to cyborg zealots. Centered in Germany, with bases in Asia and Africa.
  
  Pros: Wants to advance science and technology.
  Cons: Greedy and selfish
  
  The European Alliance Empire (TEA Empire): A collaboration of governments of Europe,TEA consists of: Great Britain and her Colonies, Netherlands, Spain, Portugal, France, Belgium, Switzerland, Sweden, Norway, Denmark, Austria-Hungary, and Greece. TEA has no philosophical standing, wanting only to advance mankind, working towards justice and order in the world. The ideas of TEA is to ensure a better life for humanity, without destroying everything. However, lately TEA has been faltering to poor leadership, corruption, and war between several members. Low hostility, varying from a local sheriff to The Grand King's Court.
  
  Pros: The Law, keeping peace and order
  Cons: The Law, preventing certain actions and is somewhat vulnerable to corruption
  
  
  CHARACTER SHEET:
  
  Name: (Name of your character)
  Race: (Race you play)
  Class: (Your class)
  Bio: (Story of your life)
  Gear/Spells: (Basic, please)
  
  
							 
							
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