arya126
Squad Leader
You are one of several mages on the planet Earth. You don't know your past. One night in 1775, all of you awoke in different places across North America and Europe to a full moon above you. You have no memory of how you got there, or how you gained your powers. Only 2 things are certain for you: You are not of this planet, and you are growing more powerful than you can imagine.
Time has passed. Some of you were only mere children when you awoke on this planet. Others were already 'wise' elders. But now, in 1803, you have found your way into the halls of power, into the walls of the great countries of this Age. Some of you have joined Napoleon in his quest for an enlightened Europe. Others among you have grouped together in Great Britain to aid the coalition defend against Napoleon's new weapons. Both groups are extremely powerful, and grow their power by the day. Both groups are organized into the Order of Nelson (Coalition) and the Order of Napoleon (France). Led by a mysterious master mage, these groups have prepared to aid their respective factions in any way they can.
Either way, in wake of the destruction about to be dealt and the devastation created, some have begun to hope that this is merely a Dark Dream. A Nightmare. But thats all it is: A hope.
Just one other thing: Dragons have recently come out of hiding. They have apparently been hibernating and resting in mountain ranges such as the Rockies, Alps, and Himalayas for thousands of years, and the wide use of magic by mages have awakened them. They are typically intelligent and have also chose sides in this great conflict.
ACTION CHATROOM: http://darkdreamsANAC.chatango.com/
CHARACTER CREATION NOTE: Male only chars. 1803 Europe after all.
Name:
Age:
Physical Description:
Background:
Order:
Combat
You can carry 4 weapons at any time, 1 set of armor if you wish, 1 magical item separate from the other slots, and an unlimited number of Misc in your inventory.
Weapons available:
Blunderbuss
Carbine
Musket
Rifle
Pistol
Officer Rapier
Cavalry Sabre
Bayonet
Knife
Grenade
Transportation
All mages can take their pick of the following, but be aware that certain missions will not allow you to take certain creatures with you. An example is that on an infiltration mission, you won't be able to take a greater dragon, but you may be able to ride a horse or a raven. Also, dragons are intellectually smart, and have their own morals. Normal animals aren't and don't.
Horse- A normal horse, normally faster than a warhorse, but performs better on roads.
Armored Warhorse- A horse bred for the blood and gore of a battle.
Enlarged Raven- A Raven enlarged by the magic of a mage.
Lesser Dragon- Smaller, slimmer, can't breathe fire, but can turn itself and its rider invisible and is more comfortable in and around water.
Greater Dragon- Larger, powerful, breathes fire, and virtually indestructible by any non magical means short of an artillery barrage.
Blood Dragon- An evil, intellectually cunning, and very vicious dragon, although smaller than a greater dragon a blood dragon can use Psionic abilities in great need and can breathe both fire and magical energy. Can also use magic at will.
Magic
Magic is divided into 8 elements. Each mage is allowed to choose a mastery of 1, and the ability to use 2 more. A Mastery is what it says on the tin. You can do just about anything within reason in regards to that element. Use Ice to freeze the channel over, allowing the French Army to invade Southern England. Use water to sink enemy ships of the line. To have 'ability' over an element means you can use that element to do your bidding and accomplish your objective, but there are limits to your control over it. For example, having the Earth Element ability will not allow you to create an earthquake, but you can throw moderately sized pieces of earth at enemies. If you have no ability or Mastery of an element, you can still use it, but only in minor tasks such as using water to breathe underwater or to create a cup of water form the moisture in the air. So it goes:
Limited (Minor Tasks) All begin at this.
-
Ability (Moderate Control) Allowed to start with 2
-
Mastery (Complete control) Allowed to start with 1
-
Imperium (Godly Control, but is exhausting and its use can possibly kill you) Has to be taught by somebody or something that already has knowledge of it (Leader of your Order, Leader of the Dragons, artifact from your home planet, etc)
After every mission, you may or may not be given magic points. Each magic point will allow you to upgrade an element from Limited to ability or ability to mastery. Once you have 3 mastered elements, it will cost 3 for the next mastered element, and 5 for the next after that, then 7, etc. Magic points can also be found in the mission from a magical artifact discovered.
ELEMENTS:
Water
Earth
Air
Ice
Light
Darkness
Fire
Psionic
And now, let the fun begin!
PS: I am looking for an assistant GM if anybody is interested. You will essentially run missions when I am unavailable, allowing for a regular flow of missions. Contact me if you are interested!
Time has passed. Some of you were only mere children when you awoke on this planet. Others were already 'wise' elders. But now, in 1803, you have found your way into the halls of power, into the walls of the great countries of this Age. Some of you have joined Napoleon in his quest for an enlightened Europe. Others among you have grouped together in Great Britain to aid the coalition defend against Napoleon's new weapons. Both groups are extremely powerful, and grow their power by the day. Both groups are organized into the Order of Nelson (Coalition) and the Order of Napoleon (France). Led by a mysterious master mage, these groups have prepared to aid their respective factions in any way they can.
Either way, in wake of the destruction about to be dealt and the devastation created, some have begun to hope that this is merely a Dark Dream. A Nightmare. But thats all it is: A hope.
Just one other thing: Dragons have recently come out of hiding. They have apparently been hibernating and resting in mountain ranges such as the Rockies, Alps, and Himalayas for thousands of years, and the wide use of magic by mages have awakened them. They are typically intelligent and have also chose sides in this great conflict.
ACTION CHATROOM: http://darkdreamsANAC.chatango.com/
CHARACTER CREATION NOTE: Male only chars. 1803 Europe after all.
Name:
Age:
Physical Description:
Background:
Order:
Combat
You can carry 4 weapons at any time, 1 set of armor if you wish, 1 magical item separate from the other slots, and an unlimited number of Misc in your inventory.
Weapons available:
Blunderbuss
Carbine
Musket
Rifle
Pistol
Officer Rapier
Cavalry Sabre
Bayonet
Knife
Grenade
Transportation
All mages can take their pick of the following, but be aware that certain missions will not allow you to take certain creatures with you. An example is that on an infiltration mission, you won't be able to take a greater dragon, but you may be able to ride a horse or a raven. Also, dragons are intellectually smart, and have their own morals. Normal animals aren't and don't.
Horse- A normal horse, normally faster than a warhorse, but performs better on roads.
Armored Warhorse- A horse bred for the blood and gore of a battle.
Enlarged Raven- A Raven enlarged by the magic of a mage.
Lesser Dragon- Smaller, slimmer, can't breathe fire, but can turn itself and its rider invisible and is more comfortable in and around water.
Greater Dragon- Larger, powerful, breathes fire, and virtually indestructible by any non magical means short of an artillery barrage.
Blood Dragon- An evil, intellectually cunning, and very vicious dragon, although smaller than a greater dragon a blood dragon can use Psionic abilities in great need and can breathe both fire and magical energy. Can also use magic at will.
Magic
Magic is divided into 8 elements. Each mage is allowed to choose a mastery of 1, and the ability to use 2 more. A Mastery is what it says on the tin. You can do just about anything within reason in regards to that element. Use Ice to freeze the channel over, allowing the French Army to invade Southern England. Use water to sink enemy ships of the line. To have 'ability' over an element means you can use that element to do your bidding and accomplish your objective, but there are limits to your control over it. For example, having the Earth Element ability will not allow you to create an earthquake, but you can throw moderately sized pieces of earth at enemies. If you have no ability or Mastery of an element, you can still use it, but only in minor tasks such as using water to breathe underwater or to create a cup of water form the moisture in the air. So it goes:
Limited (Minor Tasks) All begin at this.
-
Ability (Moderate Control) Allowed to start with 2
-
Mastery (Complete control) Allowed to start with 1
-
Imperium (Godly Control, but is exhausting and its use can possibly kill you) Has to be taught by somebody or something that already has knowledge of it (Leader of your Order, Leader of the Dragons, artifact from your home planet, etc)
After every mission, you may or may not be given magic points. Each magic point will allow you to upgrade an element from Limited to ability or ability to mastery. Once you have 3 mastered elements, it will cost 3 for the next mastered element, and 5 for the next after that, then 7, etc. Magic points can also be found in the mission from a magical artifact discovered.
ELEMENTS:
Water
Earth
Air
Ice
Light
Darkness
Fire
Psionic
And now, let the fun begin!
PS: I am looking for an assistant GM if anybody is interested. You will essentially run missions when I am unavailable, allowing for a regular flow of missions. Contact me if you are interested!