WARORK93 wrote:I've started a trend! People are now spontaneously posting
RPs in the discussion thread!

Ayep. Sorry there Ineptus.
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 catalystic 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 stongly 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 brough fertility to barren lands and peace to all the world. The new peoples had
forced ideals such as racism and slavery to all but dissapear. It was a time of
un-paralelled 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 buisness alliance; The Bronze Cog Corp.
Since their founding, the two have always been at eachothers throats, but never had any
serious fighting occured. 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
terroristic 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
buisness and nation, and disrest from the people. Worse still, with one their leader gone, a
vacuumm of power has formed, causing chaos and strife in the world's governement, 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 the droughting dissapear.
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 appreticed metalurgist Magi accidently 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 occured, 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.
A Word on Magic: Magic is an ethereal energy which Magi can draw upon to perfrom 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 ferform 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 ethnicities 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 recieved 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 intuned 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 theives 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 Theives, 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.
Sorceror: A Sorceror 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 Sorceror
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: 2
Spells: A Druid knows a few Cantrips he can cast on his own, but otherwise Free-casts with
the help of nature.
MORTAL:
Sharpshooter: The fighting man, a sharpshooter is a master of small-arms, weilding his guns
as an extesnsion of himself. As a result, Sharpshooters are the primary fighting role,
carrying light arms and medium armor
Special: Sniper; A Sharpshoother is the most accurate with a gun, and can make amazing
shoots with devestating results on a good roll.
Gear: Any Small-Arm (pistols, Rifles, Shotguns, etc.), light or medium armor.
Knight: A heavy trooper, Knights weild 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 theif 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
SPECIAL: A special class can be acheived after a certain while provided one is of the
appropriate race. One does not lose previous skill when advancing. For example, a Knight who
becomes a guardian will still excel in heavy armor and arms, but can now dual weild and
becomes adept at 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 finess.
Gear: Any arm or armor, though less proficient
Shaman: A long spiritual tradition in many nations have led to the creation of a Shamanry, 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 glimps 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.
Witch/Warlock: A Magi that has acheived 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 reattatching a limb safelt 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 devestating
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 worshipping
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 enviorment or people who suffer. They believe magi
can acheive nothing in a new era, and seek to have them forgotten or working to make
machines by the next millenium. 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, the UEN
seeks a balance of philosophies, and works towards justice and order in the world. The ideas
of TEA is to ensure a better life for humanity, without destroying everything. 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