Wednesday, June 16, 2010

Repo: The Forged Campaign (Updated 6-16-10)



Game Terms:


Spirits: Wills of an unknown orgin 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.

Bard: Bards are the most controlled of the Unbound magics, gaining some acceptance even by people who otherwise loath and fear unbound magic. They intertwine their spells with rhythm and harmony, which works as a light binding against the spirits. They are still considered unbound however because they do not NEED to do this to their spells in order for them to work. If a Bard is distracted and makes a mistake while casting a spell, there is a chance a spirit can slip in. Alternatively, some bards can even use their music to call spirits towards their spells.


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: Cut off from the usual primal power that they tap into, the primal classes do what they do best: adapt. They instead have an amazing control over the Spirits that try to turn arcane magic it it's whim. They would have been thrown out and cast aside as unbound magic users, if not for their ability to subdue the spirits was key in eliminating the Sorcerer-Kings.

In game effect: It is hard to manifest the greater primal powers: It costs a healing surge in order to use a daily attack (not utility) Primal Attacks are however especially effective against Spirts


Barbarian – Druid -Shaman -Warden -Seeker


Psionic: Psionic powers have just started showing up in the world, some attribute it to an odd side effect of Zydrate. While it is true that most people who have these talents either use Zydrate or are decedents of the first people who had some. Nothing conclusive has been proven.

Ardent – Monk -Psion


Races


Dragonborn

On the front lines of the last war and suffered the greatest losses. Many are bitter that no one acknowledges their sacrifices enough to satisfy them. They tend to be the outspoken against Unbound Magic


Dwarf

The Dwarfs have a rich and powerful empire: trading in the Metal and ore used for Forge Co's inventions.

Eladrin - Gnome

Connection to the Fey has all but disappeared, the few Fey on this side struggle in the strange world. Many of them either try to find a way home, or fall into depression.


Elf

Herders and farmers, They live in the little bit of agriculture to be found. Because there is little traditional food sources they have expanded both their vegetation and livestock.


Half Elf - Half Orc - Shifter

They fit right at home either amoung humans or amoung elfs. Humans often mistake them for other humans with Forge Co enhanced parts (which are very popular.)


Halfling

Halflings don't have a land of their own, but they run a postal service and thus are treated fairly well where ever they go.


Human

Humans are still the most numerous race, with the same amount of flaws and virtues as before.


Tiefling

A new race, formed by the Sorcerer-Kings as servants, using magic on Humans to warp their minds and flesh. Ultimately they turned against their masters, but they are still still looked upon with suspicion. They and the Kalashtar concider themselves cousins.


Kalashtar

A new race, formed by the Sorcerer-Kings, by binding a spirit to a human as a form of punishment. Unlike the Tieflings they are often seen with pity, as two souls intertwined without means to seperate them. In truth: the human and Spirit side of the Kalashtar fall in love with one and other and form a bond that they see as beautyful. They pity humans do not experience this for themselves. They have since discovered a way to reproduce, binding a willing spirit and a human together. When A Kalashtar speaks telepathically, it is it's spirit side talking.


Deva

No Deva have been reincarnated since The Silver Flame was formed, leading the few surviving members of the race extremely concerned.


Goliath

This race is filled with proud traditionalists, they speak out and reject Forge Co





Minotaur

Bred as livestock for slaughter by the elves. Most give into the maddness of the beast; few care if they are intelligent or not as long as they feed the masses.


Wilden

Bred as vegetation by the elves. Their bodies are almost like very large potatoes. Few care if they are intelligent or not as long as they feed the masses. Can not benefit from Splices.


War Forged

Originally manufactured by Forge Co. during the war, they now act as living advertisements, they themselves can not benefit from Splices as they are concidered to be made up entirely by Splice Techology. They start off with 10 more points to buy stats, each one is literally own Forge Co. despite having free will.


Genasi - Shard Mind

Occasionally Spirits bind themselves to enough spells and arcane power to gain a humaniod form, this results in either a Genasi, or a Shard Mind, depending if the spells it mostly collected were elemental in nature or not. They both have the “Spirit” Trait


Drow – Githzerai

Are not races that fit the theme of this campaign, if you really want to play one, talk to your DM about making a special exception.

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