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Overview And Intro

Welcome To The Realm!

Setting!

Intro And Background

Around 100 years ago, a great cataclysm shook the land, as an old god from the dawn of time began to return, its waking sending waves of the monsterous and the undead into the world, collapsing the previous nations that sprawled across the land  as they fought against the threat. The gods and the champions of the land rose against this threat, and while they were successful in returning the old god to its slumber, the act cost them all thier lives, leaving the realm with a void of power.

In the century since then, once powerful nations have shattered into fragmented nation states, the remnants of the monsterous dark have been pushed back, but still lurk in the countryside, and new gods have risen and fallen. Those with power or influence desperately fight for thier chance to make a name for themselves, at being a king, or even at divinity, while the rest just fight to survive in a world still roiling from change, clinging to the pockets of seeming stability where they are.

Your characters are members of  the wayfarer's guild, one of the few organizations that spans across the many nation states, a loosely held together collection of people with both motivation and ability. The guild is a good place to put heroic deeds under your belt as well as gathering gold and allies. You find yourselves in the city of Vrada, situated on the triple border between the hereditary magogracy of Flore, the oligarchy of Vane , and the Hobgolbin ruled dictatorship of Khekir. Although distant, Vrada holds everything a growing city could need, it's a connection on the burgeoning steam-powered rail line, and one of 12 cities that holds one of the teleportation gates installed by Mariza, archmage of the north. As a hub, the warfayers guild in Vrada often sees postings from all across the lands, and there are a handful of intreresting ones up for grabs...

Mission 1
Mission 1
Mission 1

Concepts And Power Level

General Character Guidelines

Power Level

You are PL 6, with 105 character points to start with.

Races [WIP]:

To keep with the fantasy setting, your characters can choose a race, the points granted from this choice do not count against your 105 power point starting total.

Human:

Humans get a total of 12 skill points to spend of thier choosing, 2 advantages, and 1 point to add to any attribute.

Elf:

Elves get senses (lowlight vision), senses (), feature (long lived)

Dwarf:

Dwarves get

Other:

If you want a custom race, you have 10 points to spend on thier abilities. If you dont want to bother, tell me what you want to play and ill spend the 10 points for you.

Power Guidelines

Some powers as written don't work as well in a closer to the ground fantasy setting and have some modifications or guidelines

Movement Powers

Movement powers that increase your speed typically shouldn't be taken past rank 3 or 4 (60 or 120ft)

Flight has the restrainiable modifier by default (typically wings), while still costing 2 points per rank, this can be removed by paying 1 extra points per rank.

Leaping typically shouldn't be taken past rank 2, unless your character is using some form of magic to do so

Teleportation is a Complex action, instead of a simple action.

Regeneration

Regeneration should generally have the Source, or Not Against descriptors, and this does not reduce the cost of the power.

In some cases, such as a Lich, Vampire, or other concept that involves returning from the dead, regeneration (Only When Dead) does not need (but can still have) the source or not against flaws, however, the default time to return from the dead starts at 1 month, with each rank reducing it by half, to a minimum of 24 hours.

Arrays

Arrays should be used sparsely and only for highly thematically linked powers, and I'm outright banning dynamic arrays for ease of running the game reasons.

Concepts

While we are playing mutants and masterminds instead of DnD or it's ilk, I still suggest thinking of your character more as a DnD or high fantasy character than a super hero. You are the ranger that can track nearly anything, and pin their foes to the ground with your near inhuman accuracy, you are the mage who has studied the magicks of flame and can harness it's destructive and helpful powers, the barbarian who has arm wrestled a troll and come out victorious.

Your characters are above mere mortals, but not in an entirely different league, a strong hero may be capable of lifting a horse or carriage, not an entire house, A hero known for speed may run at double the average man, not the speed of sound. And while you hold much strength, there are still many creatures in the untamed wilds that are threats even to you, brutish trolls, terrifyingly majestic dragons, etc.

But don't think this is a realistic game either, odd concepts are still encouraged, these are mostly power level restrictions, as even DnD fantasy itself has a nearly endless range of things with all the races and classes!

As always, run your concepts by me, and I'll have a final review of your characters.

Who are you?

List a handful of things about your character, such as 3 one or two word traits to guide your RP, what do they value, what are thier fears? What can cause you complications in RP (somewhat xenophobic? a pacifist? and other things that might cause complications) Keep them basic and easy to remember as an RP guide, and expect your values, thoughts, and complications to change over the course of the game!

Who do you know?

No one is truly an island, everyone has connections, no matter how weak, how frayed, or hostile.

Who out there likes you? Who do you like?

Parents? Friends? Try to think of who your character has relied on in the past, or could in the future, who do you want to share successes with? who would you help if they were in need? Ideally, "the other party members" will be included in that list over time, but this is for your per-existing connections to the world.

Who out there has it out for you? Who are you out for?

Parents? Rivals? Have you pissed anybody off? Who may have pissed you off? This could be an unknown figure who stole your families ancestral sword, it could be your childhood rival who found success at your cost, Maybe its the local Lord who used backhanded tactics to claim your family home, or are you hunted by a strange cult as a child of some prophecy?

What, if any Organizations are your part of, interested in, or are interested in you?

While individual connections are important, also think about what larger groups you may be connected to? A church, a town, a guild? You can see the Introduction section for preexisting guilds and organizations, but its encouraged to work with me to make something!

Why are you here?

Adventuring is hard, it's dangerous, it takes you away from home. So, why are you doing it? Fortune? Fame? Thrill seeking, sent on a mission? this doesn't need to be complex, just what has driven you out of a "normal" life to this?