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Post by frankthetriviaman on Aug 10, 2019 22:35:59 GMT -5
Proposed VEC descriptions:
Rodney the Intern Not truly evil; joined VEC due to mix up in paperwork from his college sending him to intern for the Vile Evil Confederacy instead of the Valterion Electronics Corporation. Doesn't seem to mind or care about the mix up; does odd jobs that help out the membership
Catherine the Intern Joined for same reason and circumstances as Rodney. Of the two, is the one more likely to point out a flaw in a higher ranking member's plan
Derrick the Janitor Helps keep the base clean; treated as the "bottom of the totem poll" by most. A nice guy even to those who treat him like a jerk
Tyler the Janitor Helps keep the base clean,, also treated as "bottom of the totem poll" by most. Sarcastic humor keeps higher ranked members on their toes; not fired because "too damn good at job"
Sebastian the Chef Turns out food conjured by magic doesn't taste that good; in charge of cooking for and feed the VEC membership
Heather the Sous Chef Sebastian's right hand woman
Short Fuse A mage who uses explosion magic; but the best he can pull off is explosions that result in a large bang, and the target getting covered in soot (a la Looney Tunes)
Stormtrooper A competent, tough soldier in high tech armor with a powerful plasma rifle, but due to his cross eyes, 20/50 vision, astigmatism and small eye holes on helmet is not the best shot
The Fist Has a massively over-sized right fist and packs one hell of a punch... but his normal sized left hand throws him off balance making recovery times long
Doctor Laser Can shoot lazer beams from his fingertips... but for pointing only. However, can temporarily blind opponents if directly shot at eye
Captain Hypoglycemia a competent fighter, can only last 30 seconds - 1 minute before fainting due to low blood sugar
Mark
Ocean Man Can breathe underwater and talk to fish... like Spongebob
The General A competent commander few take seriously due to his high, squeaky voice. Those who get past his voice find him to be quite capable as a battlefield commander
Sticky Hands Hands secrete sticky liquid allowing him to stick to anything and everything. Sometimes it helps him, other times it creates problems
Owl Man Can turn his head nearly 360 degrees, like an owl. Also knows karate
Lightning Man A lightning mage who, for reasons no one knows, can't really aim where his lightning hits. Like normal lightning, can never know where it will strike
Thunderclap When he claps his hands, it causes a powerful seismic shock that can affect just about everything within 100 yards of himself.
Digitoid
Phazer
Murd Megastone
The Duplicator Capable of cloning himself. Clones aren't the brightest, but are good at following orders and can be trained when given enough time to do so
The Salamander Throws fireballs; a specialized fire mage
Cracker Jack and Cracker Jill To be honest, no one knows what they do; they're "around" but no one sees them do anything
General Colossomo Another battlefield commander, and one of the members who takes The General seriously. Often works with him to ensure The General's orders do get across.
Captain Dynamo Electric mage who is capable of storing already-cast electric magic within himself, as opposed to just the "raw magic" needed to cast said spell
The Cushion Can fall from great heights without being harmed. Can tank pretty much any damage. Vulnerable to attacks based on light and sound
Eddie Denim
Lock-On John
Sonic Boom Uses sound-based attacks; possible sub-class of air mage
Kraka Toa Can conjure and manipulate magma; mage with fire and earth affinity
Waka Tuka By pointing at someone, makes them speak complete gibberish
The Hurler Attacks by throwing things
Silent Night Female master of stealth
Kniitwiit He knits shrouds that can protect wearers from fire, ice, electricity, poison and mustard stains, but never more than one at a time. He can also knit shrouds that enable flight.
June
Roxana
The Vixen Female, skilled master of deception
The Lioness Can "hunt any beast" which is of limited use to VEC
The Huntress Apprentice to The Lioness
8135A
Vengeance Bringer
Silicia Skilled swordswoman; also a mother to 7 year old daughter, Brenda
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Post by frankthetriviaman on Aug 14, 2019 20:10:25 GMT -5
Majika Supremus current description:
Founded in Constantinople over 1000 years ago, Majika Supremus believes they have the sworn duty to keep magical knowledge secret from non-mages. They often come into conflict with other factions due to their controversial methods of enforcing said "laws".
......
Majika Supremus is firm, but ethical in the enforcement of the law in the Magic World; I would propose this description:
Founded in Constantinople over 1000 years ago, Majika Supremus was given the sworn duty of enforcing the Law of the Magic World. Whether it is keeping the magic population safe, holding mages who commit crimes accountable, or enforcing the law of the Magic World, Majika Supremus is seen as controversial by some, but approach their work in a firm yet ethical manner.
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Post by frankthetriviaman on Aug 14, 2019 20:39:55 GMT -5
Majika Supremus important information: (NOTE: Most of it doesn't play into gameplay; primarily is for lore-building)
Composed of five divisions:
The Paladin Division is the paladins out in the field who are essentially the magic world's police officers
The Court Division is where most criminal mages are prosecuted under magic law. Interestingly, while the right to trial by jury is present, most mages forego a jury trial in favor of a bench trial, preferring the impartiality of a Majika Sumpremus judge over a potentially biased jury.
The Corrections Division is the paladins and other mages who run the four prisons of the magic world (see below)
The House of Debate is the body were magic factions from all over the world come together and propose laws for the magic world to follow. Decline in faction membership and the rise of independent mages leave many concerned about the future of this branch
The High Council is the body that acts as unofficial rulers of the magic world. Reasoning that no one mage should ever rule the magic world alone, the High Council was created to serve the following purposes:
Give final approval to laws proposed by the house of debate
Act as judges in trials involving mages that committed the most heinous magic world crimes (war crimes, crimes against humanity, etc). Direct violations of the Constantinople Accords are the only crimes tried before the High Council.
In times of crisis, disaster or strife, they are the voice of condolence and assurance.
Magic world prisons:
Detention Facility 1: Based in a facility located outside Allegheny National Forest in the United States, the "low danger" criminals are housed here. Non-violent offenses of the magic world committed by remorseful criminals are given the necessary rehabilitation and help needed to thrive in the outside world. Modeled after the prison system used in Norway
Detention Facility 2: Based in a facility in Northern Sweden, these are the mages who by "normal" people would be considered "mentally ill." Criminals who acted due to psychological problems are housed here; again following the principles of restorative justice, the environment is more akin to a hospital than a prison.
Detention Facility 3: Based in the "middle of nowhere" in a vast stretch of the Sahara Desert, the violent criminals who showed no remorse are housed here. Although there are life imprisonment residents here, no one who is given a death penalty is sent here. No mage has ever attempted to escape due to... obvious reasons. Although opportunities for rehabilitation are provided, few of the residents take these opportunities
Detention Facility 5: Based in the remote wilderness of Siberia in Russia, the "Death row" of the facilities. Majika Supremus rarely issues the death penalty; and the facility's population has never gone above 50. Reserved only for those who committed the most heinous of crimes, and those who commit war crimes, crimes against humanity, etc. Prisoners sent here are given one year to "make peace" before their time comes. Because Majika Supremus refrains from the cruel and unusual, executions are done "quickly and painlessly" versus "slow and painful."
There used to be a Detention Facility 4, also based in Russia. Essentially the twin to Facility 3, it also housed violent criminals who did not get the death penalty. After it was destroyed in the Tunguska event of 1908, Majika Supremus decided not to bother rebuilding on the grounds that the "current prison population did not justify its need any longer."
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Post by frankthetriviaman on Aug 14, 2019 22:37:29 GMT -5
WHO ARE THE COLORFOLK?
Formed in 1095 AD on the island of Ordos, the Colorfolk are the sworn defenders of Ordos and its inhabitants. While they can use the magic that naturally exists around them, they have a substantial power boost and more efficient means of harnessing magic thanks to their power source, The Prism. A mysterious object that fell from space, The Prism is home to The Spirit of The Prism, who acts as its guardian, and a sage to those who wield its power... the Colorfolk. Selecting "good men of humble origin with a desire to protect their homeland" The Spirit's first chosen one was Matthew Erdagovern, the first Man In Blue. The Prism first created The Colormen, with the Colorwomen coming along a while later for reasons... not event the Colorfolk entirely understand. Whatever the reason, the Colorfolk would go on to become one of the most important magic factions in history.
While they never became as huge or powerful as other factions, their contribution to the magic world was their substantial body of knowledge that proved to be game changing. As the story goes, the Prism granted the Colorfolk with knowledge of new and original ways to utilize magic, not previously seen. Among the many contributions the Colorfolk made to the Magic World were:
Scientific study and analysis of the monster species; Their research, the first of its kind, helped shed valuable insight into the creatures humans otherwise rarely interacted with.
The Eight Laws of Magic. Discovered by Blake Erdagovern, the Fourth Man In Blue, the Eight Laws outlined the fundamental limits of magic's potential. While it does sound counter intuitive, by determining magic's limitations Blake provided a great service to the magic world, because for the first time someone was able to give insight and understanding to a force that was, until now, abstract and mysterious.
Advancement in Medicine: While they certainly weren't miracle workers, The Colorfolk were able to shed important insight into human physiology... on Ordos, at least. So long before the rest of the world did so, Doctors abandoned the usage of mercury and lead as medicine, and even developed a rudimentary idea that disease was caused the the spread of "something" from one person to another.
The knowledge also lead to the Colorfolk obtaining much unique knowledge that shocked the rest of the world; magic had never been utilized in such ways before. Colorfolk exclusive technology included:
The Colormen alloys. Before the alloys, magic items were merely "conduits" through which to channel magic; the object themselves had no properties. The Colormen alloys were game-changers. Such examples were radmiium; if trapped in a room with radmiium walls it is impossible to teleport out or in. Viktrium; an alloy that vibrates on the subatomic level, allowing it to cut through anything except other Viktrium weapons and another Colorman alloy (spoiler). And the most feared Colorman alloy of all... Vallerium. When in contact with skin, all magic built up within a person dissipates, and magic does not build up in the person again until the vallerium is removed from the person.
Insta-Spells: Egg-shaped rocks that, when thrown, instantly cast a spell. Saves the trouble of hand gestures and spoken words, but not as powerful. Also, if one is not clear of mind, the effects can be very random
Perception filter: items and locations protected by a perception filter cause the outsider to "lose interest" in the object or place, and turn and walk away. The perception filter that protected the Great Hall is the primary reason nobody was able to successfully attack the Great Hall during the first era from 1095-1657; whether it was the Masteri, the Necromatic factions, or even the barbaric giants, no one was ever able to launch an attack against the Great Hall... because they literally could not find it.
There is a man and a woman for each color, and each wielder has an artifact that can be used to great effectiveness. Colorfolk spells are classified by Level; from Level 1 to Level 4. Level 1 is not intended to be lethal, but beware, for it is a rare sight for anyone to survive the Level 4 spell of a Colorman or Colorwoman.
There are hundreds of Colorfolk, and there is no true leader of the faction, but given that they were the lines that started it all, the Colormen, at least, are lead by a core group known as the Council of 12:
The Men In Blue, Red, Yellow, Green, Orange, Purple, Silver, Gold, Black, White, Brown and Gray, as the Progenitor lines, act as the de facto Colormen leaders.
Traditionally, When a Colorman steps down the power is passed down to one of his sons which he feels is most fit to take up the power, likewise the same is true for a retiring Colorwoman and her daughter. While the retired Colorperson retains their power levels and strength, the new Colorperson becomes the new holder of title, and the new owner of the artifact.
Despite the faction disbanding in 1657 following the shattering of the Prism, fortunately only a small handful turned outright evil, many stayed good, while others simply became ambivalent towards their duties and disappeared.
Regardless of what era you play in, you're in for a real adventure when you step into the world of the Colorfolk
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Post by frankthetriviaman on Sept 17, 2019 15:57:29 GMT -5
More potential spells:
Levitation flames:
Propelling flames ignite under the feet, allowing for hovering and limited flight
Pure Water shield:
A physical barrier of pure water between you and target; extinguishes fire and cancels out lightning (pure water doesn’t conduct electricity), freezes solid in contact with ice
Rock armor:
Manipulate stone to form an improvised chest plate; strong, but crude and heavy
Cool breeze:
Blast of cool air; helps cool down one who is overheated
(not to be confused with supercooled air, which is meant for combat. This one is meant for aid)
Exploding balls of light (yes, I know, bad name):
Shoot balls of light that explode like fireworks; mean as distractions rather than battle damaging
Dark shroud:
Manipulate “the darkness” to surround and cover target; rendering them blind and disoriented
Field freeze:
Form sheet of ice on ground, making it harder for target to stand
Tesla strike:
Fire a ball of electricity/lightning at enemy; bolts of lightning shoot out from said ball as it travels. Capable of multi-target attack
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Post by frankthetriviaman on Oct 8, 2019 14:47:31 GMT -5
Colorfolk history with vampires:
Even long before the Colormen formed, vampires were known to exist in Ordos. Humans and other species grew to fear the “blood thieves” due to their “malicious, parasitic nature”
After the Colormen came to be, they were the first to take the initiative and try to observe and research the vampires to figure out “how they tick” among other things.
Years of research lead to the observation that there were, in fact, more than one kind of vampire; they were classified as such:
Class A: the “traditional” vampire. Human intelligence, undead, weakness to sunlight, garlic and religious objects, cannot cross thresholds uninvited, cannot cross moving water without help, and other traditional aspects. When biting, their canines elongate and become sharper. Repeated biting over period of time turns human to vampire (note: refer to Dracula by Bram Stoker)
Class B: the “predator” vampire. Lost weakness to garlic and religious artifacts, but still weak to sunlight. Rows of sharp teeth, very aggressive. See humans and other species as little more than prey. Unlike class A, bite does not guarantee conversion to vampire; human usually dead after feeding anyway (note: refer to 30 Days of Night by Steve Niles)
Class C: never observed on Ordos; only referenced in secondhand accounts of visitors from the mainland. Said to lack most traditional weaknesses, but still feed on blood. Rumors talked about being more “benevolent” than other classes, and more reasonable. Further research was deemed necessary (refer to toz’s description from The Story game)
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Post by frankthetriviaman on Jan 19, 2020 9:25:31 GMT -5
Since slimes appear to be something of a cliche in these kinds of things, here’s a draft for potential inclusion in the game:
......
Using magic similar to that which animated golems, the Colorfolk did research to see if there were other mediums which magic could give the illusion of life to. The exact circumstances of creation are a closely guarded Colorfolk secret, but research eventually yielded a “sentient, albeit low-intelligence goo that can move of its own accord, or be manipulated by an outside force to do so”
Because these slimes only act in response to stimuli, I.e. consume or react when in contact with the target, or move away when exposed to a threat, the consensus is that while they can react to stimuli, their lack of movement of their own accord, I.e. independent of stimuli, means they lack of consciousness, and therefore are not “alive.” The functionality of a slime from a biological perspective has been described as being similar to a Venus fly trap, for the above reason.
The known slimes to exist are:
Blue slime: harmless, but annoying. It cannot fully consume living beings, clothes, etc. when one is “consumed” by a blue slime, they remain covered in it with restricted movement until it is removed
Yellow slime: magic-draining slime. Some mages have a problem where they accumulate too much magic on their body, and often times magic trinkets that could suck out the excess magic were not available to most mages. The yellow slime was developed to help mages deal with this conditions as too much magic in the body was known to be quite deadly
Red slime: consumes soft tissue; initially developed as a more humane alternative to execution practices of the day, but it proved too dangerous and red slimes were banned
Green slime: healing slime; given that healing mages and potions aren’t always available, a so called “third alternative” was developed. While it cannot heal third degree burns, amputations, and other really severe injuries, when exposed to a green slime non-life threatening injuries can be healed over time
Orange slime: the infamous “clothes-consuming” slime. The Colorfolk aren’t even sure why it exists; all that is known is that they were trying to develop a slime that would clean up and consume dead plant matter, and “something went wrong when it was exposed to samples of wool and cotton”. Naturally, the colorfolk never made any beyond the first “prototype,” seeing no practical use for them
Purple slime: “poison cleansing” slime, exposure allows poison to be cleaned from one’s body.
Brown slime: the aforementioned “dead plant consumer,” meant to help farmers clear away dead plant matter as needed so their fields can be prepared for new crops
Gray slime: CLASSIFIED
White slime: Necrosis slime; given the crudeness of surgery for the time period, these slimes were developed as a way to more easily clean up dead, infected tissue on a person. Often nicknamed “maggot slimes” the Colorfolk despise that name, but do not deny its accuracy of description
Black slime: “evil slime,” any living non-animal life (plants, fungi) that come in contact with it dies, and any animal life that come in contact with it get sick and weak. Another banned slime given its lack of use.
Silver slime: metal restoration slime: developed to aid blacksmiths, these slimes can remove rust, polish metal, and in some cases restore worn-out materials
Gold-slimes: CLASSIFIED
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