inkylore Posted Thursday at 11:44 AM Posted Thursday at 11:44 AM (edited) Patches Spoiler no fancy introductions here just here to address expanded parts of the club to make it feel more like your working towards something... outsiders, commoners and or champions are allowed to be any race they want, ranging from your humanoids, furries or machines, all the way to monster, aliens and your entities that seem to have sapience but not much else. note that while outsiders can be any race they will have demonic or angelic traits and may even be called as such by the locals or even other outsiders to better differate between allies and foe's just because your a demon or angel does not mean you have to be exclusively good or evil, as such at times there will be exceptions to one's moral alighnemnt though it will still be in your nature to be chaotic (demon) or lawful(angel) though all other aspects of the alighnment are basically free game. magic is purely a outsider resource. as such everyone else will not have access to it. if you want it a outsider has to give it to you either as a boon or a blessing or less desirable a curse. A Outsiders Power-source Spoiler Outsiders possess powers in relation to there aspects these powers can affectively be anything however vague or concreate as long as you can connect/relate it to there aspect in some way. the only thing that sets one outsiders power from another is the scaling of there power source. and of couse as a outsider you get to choose what that power is being scaled to. most outsiders by default scale this by there followers ideally turning there followers devotion into power, regardless of how devoted they are the amount of devotion gained is the same amount. outsiders starting out can start anywhere from 10 followers or less all the way up t0 1000 follows as a capsized inital amount. to obtain more followers there will be special events hosted by the owner (me) which reward you more if you complete certain objectives or alternatively you can send in you champion. though doing so will gain you 1/4 as many followers should they be successful. in the same manor it should be noted that you can actually loose follows. why and how? the number of people on the planet or in this case map is not infinite. if a outsider were to keep gaining follows there's a threshold where they start converting the followers of other outsiders into there own. this will also drive home the fact that not everyone is going to be able to be a godly outsiders, which brings us to this conclusion, that being if you are a outsider and you have no followers, your no longer a godly outsider and are now downgraded to a demonic/angelic outsider, tthe effects of which means you power is no longer aspect related but strictly and stereotypically demon/angel related with one extra caviate, that being that to gain usage to this power you need to bring yourself under the servitude of a demonic or angelic outsider, as the new source of your power. you still have your aspect it just remains dorment till you can gain a independent power source. using the power of another outside does not circumvent this as your not taking their devotion but the byproduct of their demon/angelic essence. to fuel said power. the other means a outsider's power make scale is threw a passive scale, this is where there level/quality of one's power is reflected and anchored into a physical subject matter, it might be a certain type of person, the amont of a item, the quality of plant life, or dependent on the frequency of a action or though being maintained. is this method more stronger then gathering mere followers? well it varies, though perhaps the most risky part about this power source is that it may be hard to maintain. because its alot easier to create or destroy it then say converting follows. whatever this passive source is, do note it must relate to your aspect. below are a list of 3 types of passive scales, you can only choose one, and be careful once you choose it you can't change it. quantity - your subject matter of your power is based on quantity, the more of this particular thing that exist, the higher your power scales. unlike followers who are measured in exact numbers this passive scale is measured in points. typically you main gain 1 all the way to 10, 20 or even 30 points. a point is about the equevelent of 10 followers, to give you some perspective. though unlike those scaled by followers you don't get to choose where to start at your kinda just stuck with whatever depending on whats reflected in the way of the world so naturally ask the owner how many you start with. quality - your subject matter of your power is based on quality. as to if that quality has to be good or bad is on you, a outsider of nature might thrive from healthy plant life while a outsider of decay may thrive from dying plant like and decaying tree bark and fruit. quality is measured along a scale between -10 and +10 both scale with the most powerful outsider as well with the weakest outsider. hitting 0 is the half way mark which means half is good quality while the other half is bad. if you go below this into the negative, while you still will have your power you will become ill and sick slowly becoming less mobile and more bed ridden. reaching 10 on eather side means the quality of your power source is 100% good or bad, there is no inbetween. if you reach -10 you die, not litrally more like you enter a dorment or sealed state, your choice. if dorment you'll basically be a sickly individual who can walk about but not very far or often. if sealed you'll basically be confined to a limited space instently falling sick/ill and weaked if you move beyond that space often times to a point were you can't walk or even crawl. with this type of scaling the only way you can loose your power as formentioned is if your source of your power is destroyed or stops exsisting entirely. frequency - the subject matter of your power is based on the frequency of a action being done or the frequency of the state of it exsisting. a simple example might be a number of people who kill monsters. as long as the people who do this is frequent your power will stay growing. unlike the other passive scales this one is more abstract and contextual, changing depending on the events that are going on at the time as such your power is only either low, medium or high, scaling with the strongest to weakest outsider. as such there is no inbetween. but there is a null state which is what happens who there is no one performing the task or state at all. Creating a Pantheon Spoiler create/become a pantheon, a pantheon in this context is a heiarchy of godly outsiders and is often a last ditch effort for lesser gods to maintain what little power they have. sometimes when a outsiders power is fleeting they'll alighn themselves under the servitude of a much stronger outsider, though rather then offering up devotion they offer up a massive chunk of there aspect. as a result the outsiders share the total sum of both there followers and power sources. the down side however being that while the main outsider, the one at the top of the hiarchy is now able to use the power and aspects of all the outsiders under them, and even better then they can. it does not circle back meaning there underlings, though they get to keep a weaker portion of there aspect they do not gain the ability to use any of the other aspects in circulation. unless of course its shared with them. if a pantheon is formed with all other outsiders under a single outsider the main outsider becomes "the all mighty" a true god. if its not already obvious other pantheons can link up with each other, slight different from creating a pantheon as the relationship is closer to that between a warlock and there patreon with the main pantheon able to share devotion and aspects in exchange for favors or other forms of payment in accordance to what they want. it is possible for outsiders to split from the pantheon, though upon doing so it takes a while before there aspect grows back to full power and as a result the main outsider will slowly loose the ability to use that aspect though any thing they've created or changed with it will still remain permanent. the time of recovery take's a full month (in real time) before they fully get it back. depending on the reason and terms in which you decide to do so you might find yourself leaving with few, more or not followers ( ask the owner to find out which) The Turf Holy war Spoiler The Territorial war between outsiders/gods. growing your power is only part of the battle. Turf wars different from standard rp are roleplay events hosted currently by the owner. parting in this grant one the ability to grow there power as well as territory. a outsiders territory is an extension of there own body allowing them to inact changes and actions without them having to be there physically... commoners and champions can join too. while the main goal is to somehow bend the situation in a outsiders favor it should be noted that its possible to bend it in the favor of outsiders who had no intention or participating. maybe you serve a outsider of justice and have killed a raid of bandits, in doing so you may have also empowered a outsider of death, a outsider of decay and later down the line a outsider of life. the events maybe be either a direct conflict with a outsider or be comepletely unrelated. some may even be neutral where there's absolutely nothing going on at the moment but might come up later. in these events outsiders may participate as themselves or as a certain number of followers under there worship. normal followers are useful for performing normal task. though if you need something that requires a more violent approach, you'll need "Paladins" a paladin is a follower who actually has alot of fighting experience and maybe magic. in the club there is this circle of individuals called Adventures. adventures have classes and even subclasses, [more on that later] the main difference between paladins and champions is that champions are granted power directly from there outsiders that reflect the outsiders aspect also known as a boon. while paladins may have magic and abilities related to there class, though they still need to alighn themselves with a outsider to use this magic, if they have any. to create paladins, follows must be converted into paladins, in doing so some of there power is lost because paladins do not give as much devotion as a common follower, with paladins giving prays usually before or after a battle as oppose to followers who may pray whenever they hit a minor inconvience. a rule stands that outsiders can not convert more them 1/10 of the total followers into paladins. normal followers are capable of performing act of violence the issue is that most times when its needed the target of aggression is strong as yet more often then not, stronger then normal followers as a result followers end up killed which dwindles a outsiders power or influence. the last aspect of this turf war is well taking turf doing this extends a outsiders range of observation among being able to perform other actions from a remote distance. turf is messured in the capture of civil and natral landmarks rather then specific square or even cubic miles. here are the 3 main ways you can take over a land mark. Passive take over - when an event post is initated you can insert followers to preach, spread the word of your outsider, or errect small minor monuments to the outsider in question, though it is not nessacary for the outsider themselves to do this as players who are followers or champions of this outsider can do so to. each player can only do this once per event, each time this is done it accumulates this corrosion by 5%. once you reach 100% the remaining civilians will either leave converting 30 of said followers to your cause by the end of it, with the only one left likely being the outsider that inhabited it originally. the opposing outsider can circumvent this by basically doing the same thing canceling out the invading followers efforts. alternatively either side may take a more hostile approach such as harassment or the promise of violence. this will increase the take over to 10% each time it happens but the outsider and followers will develop a bad rep as cultist regardless if the outsider is demonic or angelic. and as a result upon completion they will only manage to convert 5 and kill 25. religious take over - when a event post happen you may decide to take the land mark by force imposing resulting in an assult or perhaps even a small war. this assult is represented as a battle. each battle won accumulates the progress of the take over by 25 percent. commoners and chamions that fight each other fight until subdued, are no longer able to fight, or killed which upon doing so they may be resurrected by there respective outsider that they are fighting for, though this is actually the outsiders choice. outsiders who fight as paladin's are held to the "1 strike kill rule" if they are hit once that paladine dies or is out of commission. as a result outsiders can play as a group of up to 10 paladins. all of these paladins must be taken out to count towards the 25% accumulated progressive take over. alternatively outsiders can play as there selves however the caviate there is that they have 10 uses meaning every time they come into the frey they can use there power 10 times per a event post. this can be circumvented by creating items for themselves that have power or special abilites with each ability taking up one slot not its usage. but thats about as far as they can get away with. only another outsider or champion can injure and potentially kill a outsider threw the use of magic reflective to another outsiders aspect. paladins on the other hand may be able to weaken and or seal outsiders if they have the right magic or item for it. if a outsider is managed to be sealed or less likely killed, the progress jumps to 100% as there follows, paladins and champions will now have there magic cut off and often forced to flee. Seal Take over - this method of take over is a bit underhanded and is difficult to pull of if they see it coming. in short your going to try and seal your opposition doing this, will gradually cause the followers to lose faith and forget them as there lack of presence seemingly make it harder for them to remember what and who they're praying to and thus allow other outsiders to foot themselves as the new outsider they thought they forgot about. upon doing this the paladins and champions relying on the outsiders magic will be disconnected from it. the hard part about this is making sure non of them know that this outsider was sealed because then they'll be able to unseal them. a seal for a specific outsider can only be created by other outsiders the strength of the outsider dictates the strength of the seal, as no seal is eternal seals operate by confining a outsider to a certain location or object or there power is what gets sealed reducing there capablites to a mere commoner. the longest time a seal is allowed to hold is 1 year (irl) i know that sounds excessive but thats only assuming no one free's them later. stronger then - if the outsider is stronger the seal can hold up for a year equal strength - if the outsider is of equal strength the seal can hold up to 9 months half strength - if the outsider is half as strong the seal can hold up to 6 months quarter strength - if the outsider is 1/4 the strength of the target the seal will hold up to 3 months if sealed there has to be a object that can undo the seal, that is the only requirement that will be allowed as im sure no one would fancy a complex puzzle just to unseal a player. The Class of a Paladin Spoiler ive noticed other classes being refrenced in the lore but not expanded on so here we go. Paladin is a root word refering to adventure classed individuals working under the service of a outsider, many of which tend to be converted by the outsider themselves or found by them before hand. these classes are are often dnd based allowing one to gain a class and multiclass into 2 additional classes max not to mention the addition of subclass. feats, magic, actions and traits are used from dnd as natral or magical abilites a paladin can do often skipping the need of dice and saving throws all together. the defining aspect as to if it hits or not is rooted in the context. did you see it coming, is there enough space for you to dodge it. are you healthy enough to deal with it or tank it. are you in the write mind set to know your being tricked, things of that nature while you may be required to list your class and subclasses your not required to do the same for feats and magic unless you feel you have to, in order to remember it. if your not sure how a feat operates under context ask me and i'll tell you... for obvious reasons if you desire to use a homebrew class, subclass or feat/trait, you'll have to run it by me so i can see if its ok to use of not. Edited Friday at 01:56 AM by inkylore
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