Intro Wrote:You. You whose vein flow with blood immortal, either blessed with fame, or tainted with infamy.
The world calls upon you, its calls for your aid. It calls to you to wield the weapons of your forefathers, to bear the armaments of your ancestors.
They are coming. Both of them. On one side, a bright light, driven to burn the world. On the other, a deep shadow that threatens to consume it.
With your ancestor's tools, will you forge your own fate, or will you be doomed to shoulder your ancestor's sins and die?
So, 11 months ago, I ran this urban fantasy rp (and if you need a better premise, just check the next spoiler), and unfortunately, I lost the notes in a small fire and spent the next 11 months redoing my notes.
Also, it's still a bit under construction. Hey, but it's progress.
Spoiler (click to show/hide):
This rp is sort of an urban fantasy. Your character's origin is linked to a renowned name of the past that once wielded an armament of some sort. (e.g. Author's Excalibur, Al Capone's Tommy Gun, Leonidas' Shield)
Wielding it, you are forced to fight the Armies of Heavens, or the Legions of Hells.
Why you have to fight them is a mystery unto itself, but there's only one thing for certain: The World, and by extension, Humanity will not survive it, should it come to pass.
Character Creation
The CS sheet is a modified Shadowrun 3rd Ed. The rolls are also in Shadowrun's. Mechanics are below the CS Sheet.
Character Sheet
Spoiler (click to show/hide):
Name:
Age:
Gender:
Origin: (Determines Armament. Either put in specific location (a name would be useful for identification), general country, or Unknown)
Appearance:
Bio:
Stats: There are a total of 9 stats in 3 defining categories: Physical, Mental, and Special. you will have all stats default at 1 with 20 usable points to allocate for a total of 29.
For reference, here's the breakdown of what the points mean:
Rating - Description
1 - Weak
2 - Underdeveloped
3 - Typical
4 - Improved
5 - Superior
6 - Max unmodified human.
And Here are the stats:
•Strength: Your basic bodily strength.
•Vitality: How healthy, or rather, how far away from death your character is.
•Coordination: Your body's dexterity.
•Charisma: How charismatic you are.
•Intelligence: Exactly what it says on the tin.
•Will: Your mental fortitude.
•Luck: Your luck. Each point will be used as an additional dice for saving rolls.
•Sync: Your ability to spiritually link to you armament and draw out its power.
•Handling: Your ability to physically handle the armament without awkwardness.
Mechanics
Spoiler (click to show/hide):
When performing an action roll, the stat associated with said action will dictate how many d6 will be rolled. The point of the rolls is to score a pass against the threshold of success of said action. In order to get a pass, a 5 or above for each dice must be rolled. Below are the difficulties of a challenge.
Difficulty- Threshold
Easy- 1
Average- 2
Hard- 3
Extreme- 5+
Upon failure, there is saving rolls. Your saves will be dictated by the roll of a d6 and the result must be the number of your luck or below in order to get a saving roll.
Setting
Spoiler (click to show/hide):
The story takes place in a city that is simply referred to "The City", for the sake of simplicity. With a hundred square miles, and a population of over 2.2 million. It is a fairly large and populated city. However, things are not what they seem around here, especially at night. There are huge amount of urban legends regarding almost anywhere and everywhere in the city itself. There is usually some headline or another regarding mysterious lights or disappeared persons from the redlight district. Despite the urban legends, there seems to be no evidence that anything out of the ordinary is going on, except that the Police are not quite as involved as they should be.
The most blatant of these police's lack of involvement was a slaughtering of over 30 some people that took place in a bar a decade ago. Charges were dropped almost immediately, due to lack of evidence of whatever was going on at the time, although rumors persist that some of the corpses were found as piles of ash, or stitched together in a way that was much beyond the medical practices of the time.
Locations [WIP]
Spoiler (click to show/hide):
Locations within The City
Residential District - This sector of the city is dedicated primarily on housing the massive population of The City. It covers almost a quarter of The City's total area with houses, apartments, condos, parks, and playgrounds.
Business District - This is where business HQs and soul-crushing number crunchings make their home.
Defense Industries Headquarters - The home of the Largest Arms suppliers in The City, and if rumors are to be true, they are linked to the Society in some way...
The City Police Headquarters - Law enforcement have also made their central command here.
Entertainment District - This district is out in the middle of the estuary, covering an entire island. If you find it entertaining, you can probably find it here.
The Redlight District - Prostitution and Brothels are legal here, so Adult Entertainment is never too far away from this place.
The Fantasmia- A Famous Brothel in The City for its astonishingly life- like cosplay and fetish clientele.
Docks & Airport - Where transportation and consumer goods are imported and exported. A few of the docks are operational, but many have been abandoned and claimed by various people and gangs.
Religious District - A place where one can find God, or Gods and Goddesses, depending on one's orientation. Not is it home only for the major religions of Christianity, Hinduism and Buddhism, but Pagan religions and even religious cults have made this part of the City their niche.
The Beach - Where would one find entertainment of the non- sexual nature? Nature itself, as The City hosts an incredibly long beach that easily takes up a quarter of the City's coastline. Be wary during times when the sun is not about, for there are urban legends of people vanishing at the beach and merpeople.
The Sewers- Oh, where to start with this one. Urban Legends are off the chart with this one. From Lizard People to giant alligators, to zombies and catacombs and mole people, the sewers are rumored to have them all.
Lore Keepers
Spoiler (click to show/hide):
A Lore Keeper, or a Keeper for short, is a person who inherits a Weapon of Lore. How they inherit it is quite literally by fate. Only a direct descendant of an original wielder of the Weapon of Lore can wield it without any side effects. A keeper can never let go of their Weapon of Lore, as it is bound to them by fate. Any attempts at separating the Keeper from its weapon will fail. Any Keeper's attempts at getting rid of the weapon, from dropping it into an inaccessible location, to physically attempting to destroy it, will fail.
Categories of Weapons of Lore
Spoiler (click to show/hide):
Weapons of Lore are divided in many ways, but most commonly are divided into 2 main groups: Bloodline Lores and Freelance Lores. In history, a Bloodline lore was identified by having a name. a specific wielder and a story that connected to it. Arthur's Excalibur is considered one such Lore. A freelance lore, by nature never had a specific wielder, and is better known as a "generic magical weapon". Make no mistake however, as some of these weapons can outclass well known bloodline lores.
Another way to categorize a Weapon of Lore is to name its traits, particularly what sort of entity is affected by the weapon. If it is effective against a single target, it is an Anti-Unit. If it is effective against Demons, its Anti-Demon, and so on.
The "top class" traits are Anti-Army, Anti-Darkness, and Anti-Divinity.
The Society
Spoiler (click to show/hide):
The Society is Shadow Organization of unknown origins, unknown numbers, unknown agenda. What little is known is but a single fact: The majority of the members of The Society, if not all of them, are Lore Keepers. The members that join The Society seem to have joined, more often than not, against their will. How they force their members to join against their will is a matter of speculation. The most common theory is that they "tailor" a situation that leaves a newfound Keeper with little choice in the matter.
The Society is an organization with a rather shady reputation within The City, often claiming they were responsible for the growing number of missing persons, often prostitutes, drug lords, and the occasional missing civilian. Many urban legends often depict The Society having a role in many of the unusual sighting around the city, such as the appearances of UFOs, UMAs, and other so-called supernatural phenomena within The City.
The typical garb of the Society are Hooded black trench coats.
Resonance
Spoiler (click to show/hide):
Resonace is what The Society calls the "awakening" of a Weapon of Lore. There are a total of two states of Resonance, and to achieve Resonance, one must pass a certain Sync threshold.