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For Queen And Age! [OOC] A roleplaying game in the Myst multiverse

#1 User is offline   Swampthing 

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Posted 15 November 2009 - 12:48 AM

Welcome to the OOC thread!
LostThyme has established a chatroom for us all. Plz2b goin thar moar, Capella.

* If you have never roleplayed before, or did, but never on a forum, or never without a hard system and dice - read the next post in this thread. It will explain how Roleplaying - forum-based and otherwise - works.

* If you're experienced in forum-based, freeform roleplaying - skip to this thread's third post. It will give instructions on creating your character.

"For Queen And Age" will be ran jointly by ZangieF Allatwan and Swampthing, because everything is better with linguisticsbrezhoneg mythology and disturbing implications.
Below is a list of the characters we have so far and their players. There's room for a more and it's quite possible to join even after the adventure has began, though some coordination with us GMs is required. Those who join are expected to pay attention, respect a basic rule or two and post at least once a week {we won't be too angry if you skip a week, though}, preferably MOAR.

  • Lunanne +, f Elf, wields racial powers, played by Luna
    Languages: D'ni, Dutch, English. Basic: Cerlângâr
  • Erkos, m Human {Amad}, genius, played by Gloa
    Languages: D'ni, Amad, English, Spanish
  • Sylvia Morris, f Human {american}, wields Fool's Luck, played by LostThyme
    Languages: English
  • Aalana Kaour d.o Luhaan, f Morzened, wields racial powers, played by Allatwan
    Languages: D'ni, Moreg, Goateg, Kantreer, Language of the Books. basic: Rivenese, English
  • Lyall Greystone +, m Human {Iyeran}, wields ?!?!?, played by Capella
    Languages: English, Iyeranse Common, Serrainian
  • Akhashverosh, m Human {hybrid: Serenian / Dyversider Nobler}, wields Relto, played by Yntu Bux
    Languages: English, Vriha, Serenari, Hebrew, Clath pidgin. basic: D'ni, Greek, Russian, Amharic, Nobler
  • Ameya Greystone, f Human {Iyeran}, wields ?!?!?, played by GermanShepherd
    Languages: Iyeranse Common, Serrainian
  • Ranath Xa'quin, m Human {Channelwoodsman}, wields the Art, played by Padfoot
    Languages: Channelwood, English, D'ni


For fun, here's the casting we'd have, if this was a Hollywood movie.

INFODUMP: things to know about the campaign

TIME: It starts now. That's January 2010 for Earth Surfacers.

* It's NOT gonna be about D'ni, the Restoration, or any branch of Atrus's family. Connections are possible, but the central plot goes elsewhere entirely.

THE BEGINNING: Your characters were each going about their business, whatever that may be, when something suddenly happens and you find yourself in an unfamiliar place.

* Your equipment is what you carried on yourself at the moment when that happened. Some of us were apparently on their way to found a new colony, so they're very well prepared. Others could just be skinny dipping at that moment - that would result in having nothing at all. But never fear: you'll have ample opportunities to get anything you need for any of the challanges you'll face. :=}

CANON: For our purposes, all the games are canon; all books are canon except where it conflicts with the games. {If your character's background puts them in a position to know something about MREDURE canon not covered by these statements - PM me or Zang and ye shall be answered.}

Requirements: NONE. One could play here without even being a Myst fan or knowing what Myst is. You're whatever creature you choose, doing whatever it is you're doing in your natural habitat, then -YANK!- and you're surrounded by weirdos in an even weirder place. I'm sure The Stranger didn't know what Ages were either, until s/he touched the panel on the Myst book. Of course, ignorance isn't a requirement either. You could just as well be anything from a DRC member, to the Bahro's liaison on Releeshan, to Yeesha's child from a father of your choosing.
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#2 User is offline   ZangieF 

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Posted 15 November 2009 - 01:21 AM

Folks, say hello to your second co-GM, yours truly. :P

Right now, you may be asking yourself what exactly forum-based roleplaying entails. So, let me explain.

The basic premise of a roleplaying game is that each of the players controls their own character in some alternate universe (or universes, as the case may be), within certain rules of course, which we'll get to later. The GM(s)—game master(s), or DMs (dungeon masters) as they're called in Dungeons & Dragons—exist to keep order in the game. That means that Swampthing and myself ultimately decide what you can and cannot do, what happens when you pull that lever, whether or not you get attacked by that quab in the corner, and so on. We communicate outside of this thread (and the game thread, which you'll see later) to make decisions between ourselves about the game.

And now, the rules.

These rules are by no means a catch-all. They will not cover every situation. Rather, they set some guidelines as for what you can and cannot do when you're roleplaying.

No god-moding. The act of "god-moding", or "using god mode", basically refers to taking actions as if you were some sort of all-powerful being that does not have any sort of restraints whatsoever. Here is an example, so you know exactly what I'm talking about.

GM: You throw the pebble at the quab, but it has little effect besides angering it. It looks in your directions and makes an angry sort of noise.
Player: I teleport behind the quab, pull out a spear, and stab it. It vanishes.


No self-confirmation. This rule stops you from taking matters of chance and matters beyond your control into your own hands. Here's another example.

GM: You can't reach the switch from here. You might be able to throw something at it.
Player: I take one of the stones from my sling pouch and toss it at the switch. It hits the switch straight on.


In situations like these, one of the GMs will roll dice (physical or computerised) and take other factors such as the environment into account to determine whether your stone hits.

No controlling other characters. This seems fairly common-sense, but for those of you who think you can grant your characters powers such as telepathy, think again. You do not get to control Saavedro's mind to make him stop swinging his hammer, so don't try.

Any modifications to these rules will be noted whenever and wherever necessary, and will be added to this post.
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#3 User is offline   Swampthing 

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Posted 15 November 2009 - 05:17 AM

{As a sidenote and further example - it is feasible to have a telepathic character, but an attempt to influence Saavedro would work just like the attempt to hit that switch with your pebble: you can attempt it, as you can attempt anything. Whether you succeed, and what the results are, is up to the GM.}


Creating your character.
Your Character Sheet has two parts: public and private. You gotta post the public part here. The private is up to you: post it together with the first half, or PM it to Zang and myself, if you want to shroud yourself in MYSTery not just from characters, but also from players, and avoid spoilers. Altogether, your charsheet will look like this:

Name:
Species:
Gender:
Appearance:
Gift:
---------------
Strengths:
Weaknesses:
Equipment:
Languages:
Background:
Age Points:
Known Ages:

The top part is the public.

Your Species can essentially be anything that's both sentient and capable of communication. No hard limits here, but take something you'll be able to play believably! Obvious choices are Human, D'ni, Rivenese, Serenian, Human-D'ni hybrid, Bahro et c. For the purpose of your character's species and origin, you may make up an age of your own! There's even a chance your age of origin will be visited at some point in the game.

Note that some species may not have gender, some being naturally androgynous and others having only asexual reproduction. Infinite possibilities, ma linxtas! If that is the case for your character - write "n/a" under Gender. Heek, some species may have more than two genders. If THAT is the case for you - you definitely enough imagination to figure out what to put in this field.

Appearance includes everything about your character that is, well, apparent. How the character looks and sounds, obviously; but also the mannerisms, personality traits and other features that will be noticed quickly by anyone who meets the character. The character may well be, and likely is, much deeper than that - but that is for you to show {or not} as the game progresses, or possibly mention under Background, and for the other players' characters to gradually discover {or not}.

The bottom part is the private. See next post for the fields not explained in this one.

Strengths & weaknesses: Anything that provides a significant asset or drawback to the character, but isn't huge enough to be a Gift {see next post}. One can only have one Gift, but the number of strengths and weaknesses is limited only by good taste, common sense and character concept.
Being colorblind, obsessively competitive, or having a really bad memory can all be mild weaknesses; on the other end of the scale are being a quadriplegic in a wheelchair, an uncompromising, genocidal bigot, or a creature who communicates using colors and hues, whose culture has no concept of time.
Strengths similarly range from fluency in 3 languages, being a regional junior league fencing champion, or coming from a species that recovers from injuries twice faster than humans, to being a world-class researcher, having the racial ability to breath underwater as well as on land or having a good friend who owns a huge corporation and is in love with you... who is also a dragon.
Extreme examples are extreme on purpose. :=}

Equipment: It's best to list everything a character has on them, but minor things that make sense for the character are ok to pull out during the game, without having thought of them before. For example, if your character is an urban lady from Earth, it's acceptable for her to pull out a small file she uses for her nails {but now needs for something more important}, even if it wasn't listed among the equipment in her character sheet; whereas something like a collapsible spade has to be listed, even if your character is an avid survivalist.
Significant property your character has back home, but not carrying on her person, {real estate, vehicles, loyal minions}, can be listed under Strengths, for in case the team ends up in the age and/or location where these things become a factor.

Languages: What languages the character speaks, and how well.

Background: Anything the GM needs to know about the character. Most things that make the character who she/he is will go here. If the character's species and age of origin are your own invention - info on those should go here as well.
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#4 User is offline   Swampthing 

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Posted 15 November 2009 - 06:49 AM

You may be familiar with Character Classes, from various d20 systems, or with clans/castes/whatever from White Wolf games. But in our rule-light game, the closest thing we have to that are Gifts.

A Gift is a rare and powerful asset, something that makes your character irreplaceable to the team. Choose one from the list below and, if needed, elaborate on how it is expressed in your character or why she has it. No gift can be shared by more than two characters in a game; some cannot be shared at all. Here's the list:


* The Art: You have an understanding of Writing ages, probably some experience in it. You can spot obvious instability from scanning through a book, et c. How good your character is at Writing is up to the player. Just knowing the archaic D'ni used in Writing, does not in itself bestow this gift {but still a Strength that is very useful in getting insights into an age.} Up to two characters.

* Genius: Being very intelligent, or a brilliant expert in a specific field, would go under "Strengths"; this gift mean the character is well beyond being "very intelligent". This would roughly indicate an IQ of 160+, uncannily sharp perception of details, huge wealth of knowledge in virtually every known field, seemingly unlimited attention span and so forth. To an average person, your speed of thought, ability to reason and make logical connections et c may well appear supernatural. {OOC, this will often involve getting PMs from the GMs and abusing Wikipedia} No more than one character.
{Comparable to, in D&D, having Int at 25+ and a high Wis}

* Martial Master: This gift is to combat ability what the Genius gift i to mental ability. You have an exceptional affinity for martial skills of all kinds and very extensive experience in applying at least some such skills. Elite training is very likely, but not necessary. Whether you are a futuristic super-soldier from an ancient and depleted Age, a legendary tribal hunter or a special agent trained for infiltration and assassination - tactical and strategic thinking are completely intuitive to you and you can expect to become proficient with a completely unfamiliar form or tool of combat in a matter of days, if not hours, of being introduced to it. Note that simply being an elite soldier, a kung-fu master or the world's best sniper is still just a Strength; this Gift is much more universal than that. No more than one character.
{if you ever played Amber Diceless - that's like having Amber rank in Warfare, in a world where almost nobody has even Chaos rank in anything}

* Bahro Anyone whose species is Bahro automatically has that as their gift: the racial powers of the Bahro are enough to make a Master in the Guild of Writers seek therapy. Like The Art, however, how good your Bahro character is with that stuff is up to you and - also like The Art - it can be honed and improved during the game. A half-Bahro hybrid may possess this gift, but doesn't have to. A completely non-bahro character cannot have it, but may have some understanding of it, and of the Bahro language and culture, under "Strengths". Up to two characters.

* Other Racial Power, aka ORP: Anything your custom-made {or custom-adapted-from-other sources} species possesses, that is too powerful and useful to be merely a Strength. For example, being naturally insubstantial {energy being, hivemind of microorganisms et c} is a Gift; being a giant with resistance to extreme temperatures and a penchant for ventriloquism is still a series of Strengths. Number unlimited, but no more than two characters with the same specific ORP.

* Empath: People are open books to this character. Most animals are slightly wet open books under bad lighting. A moderately long conversation with, or several hours of observing a completely alien species should be enough for an Empath to figure out how that species' body language works - and usually much more, beside. Learning enough of a new language for basic communication will take a week at most, for the strangest languages ones. The feelings of another are as clear as arithmetics to such a character. The norms and nuance of any society system seem so intuitive to an Empath, that social engineering comes naturally, even in a strange land. Often, such a character will be extremely charming and everybody's favored person; some, however, either don't care for such things or have some overpowering flaw in their personality, resulting in an Empath who is distant and strikes people as eerie, rather than pleasant or charming. No more than one character.
{Comparable to, in D&D, having you Wis and/or Cha at 25+ and a high Wis}

* ?!?: We live {ugh, play} in a world of logic, governed by laws of nature. Surely, these laws are much more complex than we can imagine, some of them seeming universal but in fact changing over great enough distance... however, in the end - even the most unusual phenomena can be explained scientifically, given enough concrete information. Our perception of them as "supernatural" is merely a product of unfamiliarity and lack of relevant knowledge... right?
WRONG. And to express this "Wrong" is the ?!? gift. This is for crap that really smells like magic, no matter how you look at it. True shapeshifting, talking with things that shouldn't be sentient at all, Amber-style shadow-walking, creating something out of nothing, controlling the whether et c. If they did not exist in canon, both Bahro powers and The Art would go under this category, as would the Serenian practices with their ancestors' spirits. Up to two characters, but two cannot share the same specific ?!?.

* Relto: Either you were extremely close to Yeesha, or perhaps you just found the damn book laying around somewhere; possibly on a corpse; which may have even been a corpse prior to you finding it. One way or the other - you got yourself a Relto book - an age of your own, whose book stays with you upon linking through it. No other character linking through this book will cause the book itself to go with them. Pages that figure into the Relto book may be found inexplicably in odd places or the possessions of unexpected persons during the game. Anyone who can Write Ages may attempt to also write pages fro the Relto, but simply having the book does not bestow any understanding of The Art {and since a character can only have one Gift, there's no way for someone to write their own Relto pages}. The book can be stolen or lost, but the ownership {and thus, the ability to keep it when you link into it} cannot be transferred while the character is alive; furthermore, the book is virtually indestructible. Anyone beside the Relto's master who attempts to take a Linking Book out of Relto, faces a chance of the book simply falling to the ground as they link out. This chance is entirely up to GM discretion, not a percentile value to be affected by game mechanics.

* Fool's Luck: You are maddeningly fortunate. Chance favors you more often than not, frequently doing so in completely unlikely ways. Disasters tend to spare you, even when surviving them would seem impossible. Good things happen to you unexpectedly, through no effort of your own. Expect to have an asthma attack just in time, as you are sprayed with a poisonous gas, then recover from it as soon as the gas disperses; you're likely to miss the target you were aiming a crossbow at and hit a friend instead, only to discover that the friend was a traitor and the enemy came to offer peace terms; i won't be surprised if you inherit a fortune just a day before the team desperately needs money and, once this need is sated, discover the relative bequeathing it to you is not, in fact, dead. Note that surviving things that kill everybody else around you may result in a very bad reputation; furthermore, this luck may come through in very convoluted ways, making this blessing reek strongly of a curse. No more than one character.
{Comparable to having a Luck score of 15 in Fallout 1 or 2. Yes, i said 15.}

If you really want a Gift that doesn't conform to any of these - let us know, maybe we can work something out.



Age Points is the closest thing to a hard game mechanic in this makeshift system.
Anyone whose background includes linking to other ages {almost certain for anyone with The Art, Relto, or Bahro Gift, but possible for anyone at all} starts with 20 Age Points. When submitting your charsheet, list which Ages of those appearing in the published games and books your character has been to. Each such age costs one Age point and is added to your Known Ages. There is no guarantee any of these ages will be visited during the game, but there is a chance they will.
Whenever an age is visited {or mentioned, or its book found} that is NOT from the canon, each player who has any Age Points left may PM the GM to try adding this age to their list. The GM rolls a 20-sided die. If the result equals to, or is lower, than the character's remaining Age Points - one point is taken away and this Age is added to the character's Known Ages: that means the character has been here before and the GM will send some info about the age to that player; what sort of background the character has with that age can then be figured out between the two of them. If the roll fails {result is higher than the character's remaining Age Points}, it means the age is unknown to this character and no points are taken.
If you have Fool's Luck - you chance of ending up in a familiar age is twice as high as anyone else's! If your first roll for a given Age fails - the GM will re-roll it {only once per Age}.
If you reeeeeally want your character to have had a history with that specific age you just arrived at, but the roll failed - you may spend an Age Point for a second {or, if you have Fool's Luck, third} attempt. In theory, a player may spend as many points as they have, on rerolling for the same age, but that is generally a bad idea:, there will probably be many more Ages, so don't be too eager to waste your point.
For the real die-hards, you may spend three points to get an Age on your list automatically, without needing to roll.
Age points cannot be used to expand one's knowledge of an Age one already knows: as soon as an Age is added to the Known list - the player {through consulting the GM} must decide on the extent of their character's familiarity with that age.

Known Ages: See above. However, non-canon ages the character knows at the start of the adventure can also be listed, for convenience {they do not cost points}.

Below is a sample character sheet and example of Age Points at work, to clarify things:

Click to reveal hidden content

Note that this is a character i pulled out of my... anyway, it's just to show you how the sheet shuld look. You're encouraged to do better than that. The Background and Appearance fields, especially, should have much more flesh and detail.

Name: Sudra
Species: Alatienne
Gender: Male
Appearance:
Looks like a human with longer legs, shorter torso and bat-like wings stretching from wrist to ankle. Hairless, light gray skin. A small eye on each cheek. Two tool belts go from his shoulders to his waste, across his torso. Seemingly never argues, speaks very quietly and shyly. Avoids drawing attention, always prefers to be next to something or someone larger than himself.

Gift: Relto. It fell on Sudra's head one day, seemingly out of nowhere.
----------------------------
Strengths:
* Wings. Sudra can glide from heights. In favorable conditions - he can fly with some effort.
* Skilled carpenter.
* Broader range of sight. Due to the extra pair of eyes, Sudra's only blind area is a narrow sector behind his back.
* Genetic memory. Sudra can recall any thing that any direct ancestor of his knew. Though he usually won't mention anything unless you ask him.
Weaknesses:
* Hollow bones. Sudra is very fragile and not surefooted at all.
* Slave mentality. Sudra is cowardly, will always avoid being in the center or head of anything, will not question or disagree with someone he perceives as authority, does not speak unless spoken to and has trouble seeing himself as equal to those born free.
* Can't swim. Sudra's anatomy makes it all but impossible to keep afloat and his lungs are built for low barometric pressure, making holding his breath underwater very hard.

Equipment:
Sudra's tool belts contain lots of carpentry stuff, including a notebook and pencil for planning and recording measurements. There's also food for a day, his moiety blowgun and a few ytram-poisoned darts for it. You cought him on his way to work.

Languages:
Rivenese: fluent, native
Allatienne: really native, but it's a dormant memory
D'ni: very basic, illiterate

Background:
Sudra belongs to a race of hollow-boned, winged mountain-dwellers who possess genetic memory. He hatched on Riven from an egg Gehn originally brought there. He served Gehn, developing quite a slave mentality and was trained by Rivenese hut-builders to be a decent carpenter. During that time, his only contact was with Gehn and his mentors. One day Sudra was captured by the Moiety and eventually converted to their cause. After the fall of Riven, he had made some linking excursions out of Tay, in hopes of finding his ancestral home.

Age Points: 18
Known Ages
Riven {native},
233th {where he helped Gehn build his study}
Tay {where he hid with the Moiety}
____________________________________________________

Suppose, one day the team arrives at an age called Iratir; Sudra's player wants this age to be one of those Sudra has visited during his travels, so he requests a roll. The GM rolls a 12: Iratir is added to Sudra's Known Ages, his remaining Age Points are now 17.
Later, the team gets to an age called Xsi. Sudra's player wants his character to know this age as well, so another roll is made. The result is 20 this time, so no luck. Points are still 17.
Finally, the team ends up in an unnamed age and Sudra's player requests to roll for that one as well. The result is 18 {fail}, but that age's landscapes would fit right in with the history Sudra's player had in mind for his race's Age, so he spends another point {so now 16 remain} to get a reroll. This time the result is 9, so the nameless age is added to Sudra's list {his Age Points are now 15}, the relevant part of his background agreed upon and added: Sudra's people populate a mountain range on that Age, though it is far away from where the team now linked, so he knows quite a bit about this age due to his genetic memory, despite never seeing it before, but remains mostly a stranger to this distant region.


You may now start posting your characters!
If you need any help with character generation - feel free to ask here!
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#5 User is offline   luna 

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Posted 15 November 2009 - 09:47 AM

I think I succeeded in making a Character (maybe with some spelling/grammar mistakes) Please tell me if it is incomplete ( or too complete) or so. And yes this is all public knowledge and all the knowledge there is at this point.


I have done some revising so it fits in the story, background plots are healed and the gift is a LOT more to my liking :P
(16-11) 17-11

name: Lunanne lUnannu
species: elf/human mutant (see background)
gender: female
appearance:
visual : long, braided white hair, pale, not tanning ,skin, pointed ears, blue-grey eyes, small ridges between the eyes on the nose bridge(?), no thumbs. There’s visual difference between male/female although not very obvious. Clothing: simple cotton leggings and long-sleeved tunic, simple leather shoes.

behavior/character : distrustful. She understands that not all other species are enemies but finds it hard to acknowledge this, especially by humans. She is intelligent. She does no talk about the past and does not cry or show strong emotions so she appears to be insensitive. She suffers from nightmares due to her traumatic past , but does not talk about this. In fact, she doesn’t talk that much at all. She'll stand to the side and alone if possible against a wall.

gift: ORP, telepathy and teleempathy(according to Swampthing) She can influence and read someone else thoughts and emotions. There are restrictions on this which will be mentioned by weakness and background:gift. ( yeah I know I tell everything in too much detail)

strength : good fighter, heals faster than humans and is used to pain, uuh how do you say, pain-resistant?. She's good at hiding herself with her gift mostly because she is very good at standing still. Lives longer then humans. Or this is inborn by her species, caused by the experiments or result of her healing gift is unknown

weakness: no real concept of time less than a day(see home age description), not used to taking prisoners since “good enemies are death enemies”. Distrust of other species, especially human, thinks humans “dumb”. Stubborn in this behaviour. She can be influenced by other's emotions and she becomes (emotionally) tired if she walks around in a crowd, because to her all these people seem to be yelling their thoughts and emotions at her and it 's hard, unnatural and tiring for her to shut them out : 'shielding'. I don't know or this is a weakness but she only eats meat when necessary.

Equipment:
backpack containing:
rope (5 mtr)
flask ( 1 ltr)
some dry crackers that stay good ( 5 pcs)
some (cooking)herbs (thyme and such)
light blanket
some soap (also for washing clothes)
some small bowls ( 3 pcs)

carrying on her (not in backpack)
long knife
linking book to Tertesev

background
home age description : tertEsev -Tertesev “forest age/trees age” A large forest with big trees. The elven life in the trees , their houses look like the buildings in Channelwood. They live from hunting/gathering mixed with some agriculture. They have horses and sheep as live stock and also a good band with the wolf like predators that life in the forest. They are not used to visitors and it is unwise to go there without being accompanied by an elf and/or announcement. This is not their native age that was Earth. They talk and write a D’ni dialect, they have a slightly different pronunciation, use other words and don’t use future tense. Most people can understand them however. They don’t use any clocks and their use of the d’ni time period “gahrtahvo” is erratic and imprecise. They don’t use shorter time periods (a gahrtahvo is about 6 hours and 3 minutes ).
Climate : seasons resemble those from nothern Scandanavia. In high summer there is no night and in the middle of the winter there is no day. It does not get very hot in the summer and in the winter there is lots of snow. There is average rainfall.

past/species: Once they lived on earth looked similar to humans and was the only thing that singled them out was their gift, in fact with the absence of objective scientific research it is unknown or they are/were a different species then humans . Most elven didn't even know they were different and their gift was yet undeveloped. Their gifts developed and grew stronger until they couldn't be hidden anymore. Some humans felt endangered by them and decided that because they were “different” from humans, they were not sentient. These humans used them as laboratory animals under very bad conditions and they were mentally and physical abused. To set them more apart from human were their thumbs cut off and ridges placed in their face. This and the experiments were done without using anesthetics. Somehow after an unknown time period they were freed/escaped. Since most humans were prejudiced against them they were only allowed to live in uninhabitable areas.[Artistic freedom] They ended up in a desert in New Mexico were they met the D'ni by a cleft and volcano [/Artistic Freedom]. The D’ni wrote their home age ,according to rumor, to have power over them , but this failed, because the Elven stole the descriptive book and hadn't allowed the making of a lot of Linking books. They have a Linking book to K’veer and have already used this to destroy a Linking book to their age to show that ‘they will not be fooled again’. There are around fifty of them and have few children due to fertility problems. Lunanne is their, chosen, leader and was chosen by her people to enter the Linking book they found.

gift: Some points about her gift. All this has been recorded by scribes before Tertesev was written. The elven supplied this information to make clear to the D'ni that they wouldn't help them to prevent rebellion.
- people naturally send out their thoughts but cannot 'read' those from others. Telepathy means you can.
- it is seen as amoralistic to read someone else thoughts without his/her/other permission except for learning languages(because it isn't really about the (private) content of the thoughts), in emergencies and by (bad) criminals. Which is why they have to 'shield' themselves
-Influencing someone else thoughts and emotions is done by sending out the wished emotion/thought really hard to that person. Or this succeeds depends on the 'victim' and the GM. It is seen as amoralistic to use this when it is unneseccary. Expetion :
- influencing others so they don't see you or see you different is allowed.
The elven are highly influenced by their emotions and talk about them as 'real' things and also a bit like weather. A comment like "this is a sad place, I don't like it" or " it is happy today" is very normal for an elf. Because of their gift they have a close relationship with their livestock and don't eat a lot of meat.

known Ages
tertEsev (home age)
k’veer ( meeting d’ni , destroying Linking books)
earth (age of origin)

[b] Age points

As I read it, she has 19 points because she used Linking books


I hope I got everything now.
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#6 User is offline   Gehn, lord of ages 

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Posted 15 November 2009 - 12:35 PM

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Name: Erkos
Species: Human, Amad.
Gender: Male
Appearance: Physical - Humanoid (duh). Light skin and short brown hair, including a goatee. Brown eyes, delicate features. Skinny and moderately tall. I don't have great artistic skills, so I'll just use the age old tactic of finding someone he looks like (but with paler skin, longer, less spiky looking hair, and a goatee). Clothing - Wears a fairly shapeless hooded robe (pale cream color), much like the scribe in Riven, and high leather boots. Wears a dark red ribbon around his left wrist. This has large pockets where he carries his belongings. have a brilliant artist like Lostthyme draw him (thank you, Lostthyme). :P Personality - Quiet, stubborn, and generally impassive. Very frugal, perhaps even miserly, but generous to people he feels are "on his team". Very orderly and lawful, but Machiavellian when he feels like it (which is quite often, especially if it isn't against anyone he considers his friend). He is very calm in the face of danger, and does not often reveal his emotional state. He is rarely angry, but often very frustrated with people. He likes music, science, and order.

Age (Relative to Normal Humans): late 20's, early 30's
Actual Earth Years: Depends on when the events are set - I'll adjust the backstory to fit that. Most likely, the Amad live longer than most humans (technological skill, and some D'ni blood).
Height: Unless a character is specified as tall, Erkos is probably taller than them. If they are tall, they are probably slightly taller than Erkos.
Alignment: Lawful Neutral, at least in theory. Depending on how much he cares about things, can move into Lawful Evil and Lawful Good at times.

-

Gift: Genius. Erkos is very creative and alert. His contact with Gehn (he was a young child when Gehn lived among the Amad, and was often taught by him) gave him a lot of knowledge about science and the D'ni, which he furthered by several independent journeys to the D'ni city. Unlike Gehn, he didn't care about Age writing and building the D'ni empire again - he focused solely on learning about physics, engineering, and tactical strategy.

Strengths: Along with his intelligence, Erkos is skilled in predicting the outcome of events - both human actions and natural happenings. This helps him stay one step ahead of his enemies. He is not prone to doubt or irrational thought (eh, this is a weakness too). He is trained in constructing things of wood and metal. He heals quickly. He speaks D'ni as well as several Earth languages.

Weaknesses: Erkos has poor reflexes. He is unused to cold temperatures or wet climates. His aim is poor, and he fidgets a lot. He is a horrible singer, but does not realize this. He has poor night vision, and poor depth perception. He is introverted and shy.

The rest of the private description has been sent to the GM's.
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#7 User is offline   ZangieF 

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Posted 15 November 2009 - 02:09 PM

Ignore this post. I got aander'd.
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#8 User is offline   Swampthing 

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Posted 15 November 2009 - 02:38 PM

It's ok to post the "private" part publicly - it's up to each player. The dash-line separates things that won't be obvious to other characters from a superficial glance, but it doesn't mean the players can't be allowed to read them, if the character's player is ok with that. Player will just need to keep in mind that not everything they know, their character knows too {same principle as your character not knowing what the Internet is, if they lived all their life on Ko'ah or something}.

Great job, both of you!
One correction, though: the game won't be a quest that was announced sothat people could volunteer or be chosen to join it. Instead, in the best traditions of Myst games, you're all gonna unexpectedly find yourselves on an unfamiliar age, disoriented and with practically no clue on how you got there. *EG*

From Luna, we'll just need a bit of clarifications. Lemme know if i understood the background correctly {and correct me where i didn't}:
Her age of birth, Tertesev, was originally populated by humans only. At some point, a small population of Elves arrived at this Age, their origin and way of travel unknown. These were soon enslaved by the local xenophobic humans. During that enslavement, i assume, Lunanne was conceived. Eventually, the elves successfully rebelled and migrated away from human lands. At that time they made contact with the D'ni, who were not encountered on Tertesev before. The D'ni intended to sort of colonize Tertesev {or was it the age which these elves originally came to Tertesev from? That's the part i was most unsure if i understood}, but the elves pushed them off by stealing or destroying D'ni Books that led to their Age.

Oh, wait a minute. You wrote "Earth (age of origin)" :=S so the Elves originally came to Tertesev from Earth? That'd mean Earth had a native population of Elves at some point, which kinda stretches the realism, but i suppose it can be done. We'll just need to figure out the where and when.

If i understand everything correctly, Lunanne's Age Points are 19: K'veer and Earth are in the same Age, so they only take one point, whereas Tertesev is her native Age.
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#9 User is offline   luna 

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Posted 15 November 2009 - 02:38 PM

okaay , I'll edit but I don't understand how anyone can keep track of the chosen gifts if no one knows them. It is a bit stupid if you think up a whole chracter with a gift that is already taken,. And some parts, like the race's past are public knowledge * mock , mock * :P

:edit: I stopped editing the other post when I saw I was aandered :P whoh I'm double aandered now Am I the first one ? :D what if you're triple aandered?

I'm sorry if I was not completley clear. I was a bit confused myself I think, I'll try to close some plot holes since it is leaking a bit :blink: it still is going to be a bit improbably.
The elves lived on earth and after being abused by humans ended in the desert in New Mexico by a volcano and a cleft ( yeah a real surprise there :stare: )and met there the d'ni somehow. ( maybe the bahro when to the surface sometimes or so and since they were the least, was this not recorded). I call on Artistic Freedom here. The D'ni wrote an age for them , because empaths can be realy usefu (as slaves of course)l. But being empaths the Elves noticed this and the rest is already mentioned in the background story. They don't allow a lot people to visit them but there have been scientists researching them and the elves have delivered information as requested. Most of the background story is hearsay and that is also why there is not a lot of information about the gift. (i'll PM you about that).

The where and when
They lived a mostly normal human life until their gify was discovered. When some were discovered a hunt on the rest started. Most of them didn't even know they were different from humans unrtil they were singled out.
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#10 User is offline   Swampthing 

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Posted 15 November 2009 - 02:50 PM

As i said,

Swampthing said:

The private is up to you: post it together with the first half, or PM it to Zang and myself,

Swampthing said:

It's ok to post the "private" part publicly


We may have aandered each other, as i was editing while you were posting, so you might wanna check my last post again.

Actually, you make a good point! The Gift field should be public, so that players don't cross their wires. I'll edit that now. :=}
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#11 User is offline   ZangieF 

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Posted 15 November 2009 - 02:56 PM

I edited mine in a somewhat humorous manner. :P

And yes, it makes sense to make the Gift field public.
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#12 User is offline   luna 

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Posted 15 November 2009 - 03:14 PM

I edited one of mine by the way , don't know or you noticed :P
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#13 User is offline   Gehn, lord of ages 

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Posted 15 November 2009 - 03:46 PM

View PostSwampthing, on Nov 15 2009, 12:38 PM, said:

One correction, though: the game won't be a quest that was announced so that people could volunteer or be chosen to join it. Instead, in the best traditions of Myst games, you're all gonna unexpectedly find yourselves on an unfamiliar age, disoriented and with practically no clue on how you got there. *EG*

Ooh, interesting. One question. Is it more of a "wohbah, we all were just wandering around and then got linked here with a bahro scream" kind of "unexpected", or just everyone happens to stumble across linking books or other transportation methods that get them to the Age?

View Postluna, on Nov 15 2009, 12:38 PM, said:

okaay , I'll edit but I don't understand how anyone can keep track of the chosen gifts if no one knows them. It is a bit stupid if you think up a whole chracter with a gift that is already taken,. And some parts, like the race's past are public knowledge * mock , mock * :P

:edit: I stopped editing the other post when I saw I was aandered :D whoh I'm double aandered now Am I the first one ? :blink: what if you're triple aandered?

I've seen triple aandered before, I think.

Quote

I'm sorry if I was not completley clear. I was a bit confused myself I think, I'll try to close some plot holes since it is leaking a bit :stare: it still is going to be a bit improbably.
The elves lived on earth and after being abused by humans ended in the desert in New Mexico by a volcano and a cleft (yeah a real surprise there :stare: ) and met there the d'ni somehow.

Hmm, I wonder if that would explain Erkos' disease (in the background, which I didn't post, but the GM's know what I'm talking about)? That would make a really strange connection.

Anyway, post more descriptions, people. :P
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#14 User is offline   Swampthing 

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Posted 15 November 2009 - 04:11 PM

View PostGehn, lord of ages, on Nov 15 2009, 11:46 PM, said:

Ooh, interesting. One question. Is it more of a "wohbah, we all were just wandering around and then got linked here with a bahro scream" kind of "unexpected", or just everyone happens to stumble across linking books or other transportation methods that get them to the Age?

The former. Only without bahro. And without actual linking. You were going about whatever it is you'd be going about at this time; then you suddenly... fell.

View PostGehn, lord of ages, on Nov 15 2009, 11:46 PM, said:

Quote

The elves lived on earth and, after being abused by humans, ended up in the desert in New Mexico, by a volcano and a cleft (yeah, a real surprise there :P ) and there somehow met the d'ni.

Hmm, I wonder if that would explain Erkos' disease (in the background, which I didn't post, but the GM's know what I'm talking about)? That would make a really strange connection.

How would any of that explain the disease? I'm intrigues, so feel free to PM me with what you had in mind.

View PostGehn, lord of ages, on Nov 15 2009, 11:46 PM, said:

Anyway, post more descriptions, people. :P

Strongly seconded!
These is delishes charakt0rz. Moarplz!
Incidentally, our first two characters are, to some extent, linking-savvy. It'll be interesting to have at least character on the team who was completely clueless up until the game's beginning. But link-savvy characters are still very welcome as well!
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#15 User is offline   Lostthyme 

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Posted 15 November 2009 - 04:19 PM

[Edit] I'm creating a new character but I'll keep the old one here in spoilers so the topic still makes sense. :P

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Name: Tsasdhna (pronounced Sasdna)
Species: D'ni, human
Gender: Female
Appearance: Classic D'ni looks: pale eyes, pale skin, tall, thin. The only thing that gives her away as a part human is her fiery red hair.
Gift: The Art.

The rest was sent to the amazing GMs. :P

Here is my picture of her

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#16 User is offline   Gehn, lord of ages 

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Posted 15 November 2009 - 04:42 PM

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View PostGehn, lord of ages, on Nov 15 2009, 11:46 PM, said:

Quote

The elves lived on earth and, after being abused by humans, ended up in the desert in New Mexico, by a volcano and a cleft (yeah, a real surprise there :blink: ) and there somehow met the d'ni.

Hmm, I wonder if that would explain Erkos' disease (in the background, which I didn't post, but the GM's know what I'm talking about)? That would make a really strange connection.

How would any of that explain the disease? I'm intrigues, so feel free to PM me with what you had in mind.

Other people groups around the same area as the Amad + fantasy/sci-fi simplified biology = strange deadly diseases (even if they weren't around anywhere near the same time)

Quote

View PostGehn, lord of ages, on Nov 15 2009, 11:46 PM, said:

Anyway, post more descriptions, people. :P

Strongly seconded!
These is delishes charakt0rz. Moarplz!
Incidentally, our first two characters are, to some extent, linking-savvy. It'll be interesting to have at least character on the team who was completely clueless up until the game's beginning. But link-savvy characters are still very welcome as well!

Also, some forgiving, emotional, social characters. Currently we have two stubborn stoics, which is just a recipe for disaster. :P Also, maybe a Kresh (the Laki'ahn natives). Kresh are awesome (but not as awesome as Amad). :D
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#17 User is offline   Lostthyme 

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Posted 15 November 2009 - 04:48 PM

View PostGehn, lord of ages, on Nov 15 2009, 04:42 PM, said:

Also, some forgiving, emotional, social characters. Currently we have two stubborn stoics, which is just a recipe for disaster. :P Also, maybe a Kresh (the Laki'ahn natives). Kresh are awesome (but not as awesome as Amad). :P


My character is quite emotional and forgiving. Don't worry.
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#18 User is offline   Swampthing 

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Posted 16 November 2009 - 11:08 AM

Yay, we have three characters. NEEDS MOAR!
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#19 User is offline   Allatwan 

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Posted 16 November 2009 - 11:26 AM

Haha... I second LostThyme! Mine very understanding and generous, but darn, when she gets angry.... lol! I bet ZangieF will tease me on that one :P No, not the fact she's angry or nice.... you'll see! XD Hint hint.... her name's Aalana... that's it so far, won't say more until I've finished typping up that character sheet and drawing her for deviant! :P
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#20 User is offline   ZangieF 

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Posted 16 November 2009 - 11:43 AM

View PostAllatwan, on Nov 16 2009, 09:26 AM, said:

Haha... I second LostThyme! Mine very understanding and generous, but darn, when she gets angry.... lol! I bet ZangieF will tease me on that one :P No, not the fact she's angry or nice.... you'll see! XD Hint hint.... her name's Aalana... that's it so far, won't say more until I've finished typping up that character sheet and drawing her for deviant! :P


What, does she speak only Breton? =P
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#21 User is offline   Swampthing 

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Posted 16 November 2009 - 11:55 AM

Can't wait to see her, mo mhuirnin!
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#22 User is offline   Allatwan 

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Posted 16 November 2009 - 11:55 AM

:P hahahaahahah!!!!! No, no, don't worry, Zangy! XD I can call you Zangy, right? LMAO, no, worst than that... you'll see...
Have you ever read a minimum of, I don't know... whatever, have you ever read SOME Celtic legends? Now, I can't hope you'd have read any BRETON ones, but if you AT LEAST read some Irish ones, then all hope is not lost... XD
[edit]Besides, it would kind of be a handicap if she ONLY spoke Breton! lol...[/edit]
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#23 User is offline   Swampthing 

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Posted 16 November 2009 - 11:57 AM

I know a bit about Cu Chulain, but not enough to remember how it's spelled...
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#24 User is offline   ZangieF 

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Posted 16 November 2009 - 12:02 PM

View PostAllatwan, on Nov 16 2009, 09:55 AM, said:

:P hahahaahahah!!!!! No, no, don't worry, Zangy! XD I can call you Zangy, right? LMAO, no, worst than that... you'll see...
Have you ever read a minimum of, I don't know... whatever, have you ever read SOME Celtic legends? Now, I can't hope you'd have read any BRETON ones, but if you AT LEAST read some Irish ones, then all hope is not lost... XD
[edit]Besides, it would kind of be a handicap if she ONLY spoke Breton! lol...[/edit]


Yes, I know a few. I guess I should start reading more as soon as possible. XD
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#25 User is offline   Allatwan 

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Posted 16 November 2009 - 12:03 PM

Hahaha!!! GOOD! Have you read about our wonderful Ker Is? Probably not... google it, it's good. Or google "Morzened", but I can't promise you what you'll find will be understandable to you- or me hehe...
It's a translated word. I could say it in English, or even French, but it doesn't sound as cool. Crazy, unpronouncable and illogical languages like Breton are awesome to use... besides, I'm not fluent, which explains why I think it's that cool too! ^^
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