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Shattered Lands - Mage School

pyrak Feb '16  /  edited Feb '16
A 1 - Back Story
A 2 - Character Creation
B 1 - Known Beings
C 1 - XP & Leveling
C 2 - Crafting

A long time ago, but a longer time after the creation of the world of Urreth, the world was assaulted by Shadow. Before then it had been one solid element, the element of Light, but Shadow's assault broke the world. The world was Shattered into four pieces, each bearing one part of Light. These four parts were Earth, Water, Air and Fire, while these pieces couldn't be reunited completely, several powerful mages held onto one small part of Light, keeping the four parts bound together. Eventually Shadow, weakened by its own assault upon Light retreated to the outer rims of the lands and awaited its opportunity to crush the remains of Light.

In the four outer lands, people and creatures started changing due to the high intensity of the amount the individual elemental power, turning into the denizens of the four lands that they are now. However that is not all, for Shadow also corrupted and changed the people and land where it could, creating evil creatures who only wish harm and death to others. Soon enough the four lands became a battleground between the Shadow, and everyone else, however opposing elements discovered quickly they had a absolute hate for each other.

The Archmages (as they are now called) decided that the future generations would have to battle Shadow, and the only effective way of doing it was through magic. With that in mind they decided to create a learning institute for anybody capable of wielding magic. No matter what their background, whether it be street urchin or one of the royal family's heir, there they shall learn magic and fight for the survival of the world.

===Character Creation===
There are four Elements which mages can control Earth, Water, Air and Fire. And around these elements is the the fifth Element Shadow, the dark energy which seeks to destroy all. Often enough Mages will take up two elements, but one cannot wield more than two Elements, for Fire and Water do not mix, nor does Air and Earth. Different combinations of element use result in different styles of magic use, most notable following these base ones:

Air & Fire: Lightning
Air & Water: Storm
Earth & Fire: Lava
Earth & Water: Life

One of your traits must be one of these, and you may add one or two parts to your trait so long as they're reasonable and make sense (Ex: Earth: 1 - Earth magic, strength, plant lore. or Air: 1 - Air magic, reflexes, stealth).
Air: 1 - Air magic
Earth: 1 - Earth magic
Fire: 1 - Fire magic
Water: 1 - Water magic

Your other trait is from your previous life and should be something like Merchant, Urchin, Blacksmith or Servant, and have appropriate aspects. Also NO MAGIC, you don't get magic as part of your background.

Additionally you need to make 1 Skill (related to past life) and 2 Spells for yourself, I review them and approve or disprove (I also may later decide that it should be knocked down a notch or raised some).

Skills: These are non magic things, and don't necessarily need to have a PP (or life) cost, using Agi for attacking with light melee weapons is an example (a static skill), or crafting a particular type of item (ex: Armor or Potions) given you have the materials and time.

Spells: These always will have a PP cost, and your first ones should feel inefficient, because as time goes by they'll improve. Naturally they have to be based on your Element, and may lean towards one of the other elements as long as it's not their opposite element.

Fire: fire, attacks and energy/PP
Earth: blocking/tanking, earth, might/heavy attacks
Water: water/ice, healing, evasion & counter attacks
Air: speed, fast attacks, energy, misdirection

Beyond that it's up to your judgment based on your background as to what you start with in terms of equipment and the likes, though nothing that'll add bonuses to anything.
pyrak Feb '16
[b]Fire Elementals[b/]
- Fire Primordial (Tier 1)
- Phoenix (Tier 2)
- Efreeti (Tier 3)
- Salamander (Tier 4)
Water Elementals
- Marid (Tier 3)
- Undine (Minor Elemental) (Tier 4)
Air Elementals
- Air Primordial
- Thunderbird (Major Elemental) (Tier 2)
- Djinn (Genie) (Tier 3)
- Slyph (Minor Elemental) (Tier 4)
- Fairies (Minor Elemental) (Tier 5)
Earth Elementals
- Dao (genie) (Tier 3)
- Dwarf (Minor Elemental) (Tier 4)
- Gnome (Minor Elemental) (Tier 5)
[b/]Heavenly Beings[b/]
- Deity (Tier 1)
- Seraph (Tier 2)
- Archangel (Tier 3)
- Angel (Tier 4)
- Alve (Tier 5)
[b]Abyssal Beings[b/]
- Hobgoblin (twisted Dwarf) (Tier 4)
- Imp (twisted Fairy) (Tier 5)
- Goblin (twisted Gnome) (Tier 5)
- Kobald (twisted Salamander) (Tier 5)
- Siren (twisted Undine) (Tier 5)
pyrak Feb '16  /  edited Jan '17
==XP==
Alright, things work a little differently here, you spend xp to gain whatever so long as you have the xp for it.

20 xp: +1 Life or Power
30 xp: Learn a new spell or skill, or upgrade an old one
50 xp: +1 custom trait (added to already existing trait or make a new one)
100 xp: +1 Level

(Spell and skill number maxs yet to be set)

Levels:
Level One:
- Custom Trait caps at 4 custom traits and at +2
- Live and PP total cap at 20
- Spell & Skill level cap at 1

Level 2
- Custom Trait caps at max (6 & +3)
- Gain 1 base trait
- Live and PP total cap at max (20 life, 10 PP)
- Spell & Skill level cap at 2

Level 3
- Gain 1 base trait
- Spell & Skill level cap at 3 (maxed)

==Crafting==
You need to have the appropriate skills and materials (typically total 3*item level) for crafting whatever you're crafting, as well as a work space and time (basically while we're not in the middle of a session).

To successfully craft the item, you need to roll (whatever base trait is necessary and any appropriate bonus traits) stars equal to or greater than the item's level (needs to be stated beforehand and can't be greater than the crafting skill). If you succeed you get the item, if not the materials are all wasted.

For creating magical items, or enhancing them, it's the same process, but you need to have a spell that's similar to what you want, the spell and item level have to be the same. In addition to the item's cost, it'll cost the spell's level *15 in xp.

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