Wednesday, June 16, 2010

Repo: The Forged Campaign



Game Terms:


Spirits: Wills without hosts, they can occasional latch onto Unbound spells and use them to influence the world.


Unbound (Magic): Arcane magic that is freely cast, coming right from the caster; the magic of warlocks and sorcerers. Thought to be anywhere from irresponsible to evil.


Bound (Magic): Arcane magic that is strictly controlled, bound to artifact or specific ritual; the magic of Artificers, Alchemy, Rituals, Splices and Swordmages.


Splices: Forge Co.'s main product. They replace people's limbs and organs for a large fee that the person may put on a “payment plan” for. The splices can be anything from cosmetic changes to making you dramatically more powerful. Failure to make payments may entitle Forge Co to claim a repossession and send their Mercenaries the Repo-men to collect their property from your body (which is legal.)


Zydrate: The act of getting Splices is painful. Zydrate is a powerful painkiller that is especially useful for nullifying the pain related to acquiring splices. It can also very addictive if overused.


Last War: “The war to end all wars” started 45 years ago and ended 17 years ago against the Sorcerer-Kings. This was a major turning point in the history which marked the start of the Warforged, the start of Forge Co, as well as the start of classifying magic as bound or unbound.


The Silver Flame: The world has no moon. Instead there is The Silver Flame, the closest thing the world has to a god. An ever brightly glowing silver flame high in the sky, it illuminates a bit more then a full moon would, casting every night in a silver twilight. It is still there during the day, but the sun does drown it out then. It is pure Divine energy and the source of all Divine power in the world.


Setting Summery:


The company of Forge Co. had its humble beginnings crafting artificial limbs for veterans of the Last War. It grew rapidly as it started to introducing limbs and organs (later called “Splices”) for nobles and adventurers to just replace their existing ones. Years later, under pressure from the growing influence of Forge Co. The allied Kingdoms have agreed to allow Forge Co to Reposes their property in case if someone does not pay their dues.


A note on Splices:


As an Adventurer having splices will be a very useful. They can grant you addition powers, action points, or even a bonus to your stats. The type you have and the amount you have will determine how much Zydrate you require to get through the pain (which will have an in game affect.) It will also determine how much you owe Forge Co. It IS going to be risky to take Splices, especially if you rack up a large debt. Playing without splices however, will mean your character will be a little less effective on the battle field.


Races/Classes


Divine: Divine magic is very strained. The gods have left the word, disgusted by the Sorcerer-Kings's attempt to take over the heavens. They retreated from the world, but in their wake left The Silver Flame. There is no code of conduct enforced by the Flame itself. Many religions still prey to the old gods, but just as many prey to the Silver Flame itself, seeing it notas a conduit to the divine, but the true divine itself.

Cleric - Paladin - Avenger – Invoker - Runepriest


Martial Classes: Nothing changed.

Fighter – Ranger – Rogue - Warlord


Unbound Magic:

Sorcerer: You draw your power the same way that the Sorcerer-Kings did, focusing on raw power and having a wide range of ability's, but little control over spirits who may influence them. Non-hybrid Sorcerer's gain an extra At Will power of their choice, but are vulnerable to spirits. All Spell Sources are legal, but Chaos is by far the most common, where Dragon is the most rare.

Warlock: You do not concern yourself with the idea of spirits overtaking your spells. You in fact invite them too. All Warlock spells call upon spirits into them, preventing other spirits from taking hold. Most of the pacts function as normal except where noted:

Fey: Warlocks with the Fey pact are very rare as the world's connection with the Fey is slipping further and further away. As a Fey Pact Warlock the entity that empowers you has you try to reconnect the two worlds.

Vestige: The most noteworthy Vestiges in this world are the remains of the Sorcerer-Kings. If you open yourself up to listen to the voices of the Vestiges, they will make sure you hear theirs over any other.


Bound Magic:

Artificers: Forge Co. is primarily made up of Artificers. An artificer adventurer may or may not have a connection to the company.


Swordmage: Trained as bodyguards for Forge Co. If you are a sword mage you either are or were a Forge Co Employee.


Wizard: Wizards go through rigorous training through a very early age to be able to properly control their spells. The close binding of their spells prevents maleficent spirits from claiming them for power.


Primal - still in debate:

Barbarian

Druid

Shaman

Warden

Seeker


Psionic – still in debate

Ardent

Monk

Psion




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