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Sons of the Gun

Grey

Dialectical Hermeticist
It’s funny, really. The Eastern Kingdom was built up by Hrothgaard, Kelene, Laman, even H’kaeri hands.


A hundred little seditions and an embrace of magic later naturally meant war - the Old World wasn’t willing to let go of all those vassals, the mines and the logging camps, the rich bounty of a rediscovered paradise, or the stranglehold of Church interests realized by Inquisitorial shackles.



So we traded one frontier for another - the Eastern Kingdom became the Confederate City-States, built the biggest godsdamned magical weapon any madman dared to nightmare about, and turned the Old World to dust.



The entire central plains - even hoary old Black Forest - gone in an eyeblink of thaumic excess. Thousands of lives lost. Cities reduced to rubble. Now it’s arid plain, verging on desert, haunted by the wailing, angry ghosts of a murdered civilization.



Well. I find it funny.



Naturally, the powers that be decided to reconquer it. We learned to destroy, but those same Magi knew how to rebuild, how to reinvigorate the dead land - once the worst of its new inhabitants was cleared out. The New Frontier didn’t remain fallow long, oh no. You can’t have that much power mark a place without doing more than merely destruction. Survivors turned to dark powers to eke out a living in the magic-scarred dunes. The vengeful dead rise from the sands and hunt Magi with single-minded hatred. They say the vampires survived, way out west, and now there's nothing to keep them from rising to power.


So we waited a few years until the powers that be declared it safe to cross the border again. A brave push to spread the Confederacy to the far western shore and reclaim the scarred land. A railroad, and way-station towns being built from the Gatewood to… Hell, where could it be now? News travels slow, sometimes.


What does that mean for you? Well, how much of a future do you have in the Confederacy?



Down on your luck, former slave, mutant or other outcast - there’s money in building the railroad.



Maybe you want respect? We may not have an Inquisition anymore, but the Marshals are out there, keepin’ the peace.



Could just be fame and fortune you’re after, and you’re welcome to it if you can dig it out of those haunted sands.



Or do you want to stake a claim? A lot of money out there, for a savvy businessperson.



Whatever you want out there, whatever your reasons, keep your guns loaded and your horses fresh.






-------------------------------------------------------------






A Crucible game in a weird west setting. It's going to be relatively sandboxy while we see what it looks like and what kind of characters people want. Ideally I'll want each character to know one other character.


I'll sort out details of home towns and organizations once I know there's some interest in gunslinging wizardry.



 
I'm also extremely interested in this. Fantastic idea that I'd love to see with a good group of folks.
 
Wild West + Magic, my dream come true. Plus the way this is introduced is fantastic.
 
Thank you kindly, Jays.


I'll hope for a bit more interest, but before long I'll have some stuff about locations and factions.


In general your playable options are humans, mutant humans, magical creations (I am tempted to permit golems that function like androids), or Magi. I'll say Magi are relatively common in this version of the setting, so I won't necessarily cap that.


So far, reasonable choices for characters include:


Marshals


Ranchers


Federal clerks


Outlaws


Railroad workers


Prospectors


Treasure hunters


Along the way I may make the inhabitants of the desert playable.


Magi



Conflagrants





Pattern of the Golden Flame, The Raging Conflagration, Fire of Passions


Mystical Associations:
Galathas, passion, anger, inspiration, Demons of the Fourth Circle, fire, righteous fury, axes.


Associated Materials: Gold, burnished bronze, garnet.


The way of the Conflagrant is beset on all sides by distractions, by injustice and the tyranny of evil men, driving them to furious anger. Conflagrants are fiery, passionate individuals, loyal, straightforward, and honourable. Woe betide those who would betray a Conflagrant, for betrayal is anathema to these masters of elemental fire.


Compelling, charismatic people, Conflagrants are always found at the head of a charge or frontline of an organisation. They rarely care for the vagaries of organisation or rulership, and so mostly become the respected sergeant, the celebrated hero, or the righteous martyr. Conflagrants tend to sweep people up in their lives, and sometimes leave them irreparably burned – either literally or metaphorically.


Their fervour and dramatic impact on the lives of others can draw ghosts to them, though the Conflagrant is usually unaware of this.


Chronomancers


Pattern of the Glass Desert, The Sea of Time, The Corridors of Power


Mystical Associations:
Koranas & Saganas, wisdom, hardship, learning, pilgrimages, The Arbiters of The Demon City, staves.


Associated Materials: Glass, sand, Tiger's Eye.


Those who walk the Glass Desert are circumspect, impartial, patient, and wise. Often detached and logical, it is their focus on intellect over intuition that distinguishes them from their equally prescient peers, the Seers.


Pilgrims on the Glass Desert tend to be wanderers, ascetics, philosophers, thinkers. They pay little heed to societal norms and transient attachments – a Chronomancer of sufficient skill can defy age to quite some degree, and develops an eye for the bigger picture. This can make them even more detached, their thought patterns becoming alien to more short-lived mortals or Magi. Contrary to some fears, they have no power to manipulate the timeline – they can see into the past and future, but not touch them. They can only adjust how time and space react to them.


Cryolytes


Pattern of the Emerald Sea, The Icy Mountain, The Waters of Lethe


Mystical Associations:
The Bitter Wind, ice, water, snow, loss, cruelty, Demons of the Third Circle, whips.


Associated Materials: Emerald, salt, rust, copper.


Cryolytes are tempestuous, arrogant, cruel, and cold. On the surface – beneath this veneer, the Cryolyte is calm, intense, and often warmer than might be expected. Cryolytes are not unlike their Conflagrant counterparts – both tend towards battle, both use heat in their Magic, both affect morale. But Cryolytes are vicious. Cryolytes are cruel. Cryolytes inspire fear in their underlings and enemies. Cryolytes make grisly examples of traitors and prisoners. Cryolytes will freeze the blood in your veins and crash down upon you like a tidal wave. Cryolytes are, above all else, adaptable, and subtle. The sheer weight of opposition a Cryolyte brings to bear against their foes is often well hidden until the time comes.


Communers


Pattern of the Silver Tree, Blood of Life, Roots of the World


Mystical Associations:
Jura, sex, woodlands, hunting, conflict, health, Demons of the Fifth Circle, claws.


Associated Materials: Bone, blood, pearl.


Communers are vibrant, impulsive, savage Magi. Hedonists to a fault, prolific lovers and parents, volatile, reactive, Communers embody the red teeth and claws of nature. While they enjoy their peace and serenity, and simple pleasures, Communers are driven by a lust for life and flagrant disregard for their own wellbeing. Communers develop a strong sense of self – important to people who might change their face more often than their clothes.


Communers are hard to miss and tend to lead by example, fiercely loyal to their friends and loved ones. A Communer and their family may resemble a pack or herd more than anything else. Communers do share a strong will to power, though, and will almost instinctively fight for dominance. Communers are often the least intellectual of Magi.






Conduits


Pattern of the Diamond Soul, The Conflux, The Tower


Associated materials: Diamond


Metaphysical associations: Dead Rion, permanence, immutability, Arbiters of the Demon City.


Conduits are unshakable. They are typically possessed of iron wills, and beyond this vary wildly. They are not as easily stereotypes as the other Patterns, and can be mistaken for other kinds of Magus. Their power is that of annulment. They redirect or end Magical effects. They are less noticeable in the current age, with no Magical devices to destroy. They also have the power to harness other Patterns, but in a diluted form, at great personal risk.


Guardians



Pattern of the Bronze Mountain, Worldbones, Aegis Supreme


Mystical Associations:
Kelijak The Maker, protection, machinery, Demons of the Sixth Circle, hammers.


Associated Materials: Bronze, ores, topaz.


Guardians are a stoic and unflappable bunch. Forthright pragmatists, Guardians have a very practical brand of wisdom and strong ethic of teamwork. Guardians inherently understand that no one is an island, and are prone to bringing people and goals together into a functioning whole. This extends to their propensity for construction – Guardians are peerless smiths, architects, and machinists. Guardians delight in making things, marrying form with function, and complex mechanisms.


Heartwrights


Pattern of the Ruby Heart, The Dream Incarnate, Soul of Creation


Mystical Associations:
Querene, imagination, dreams, mind, thought, emotion, Demons of the Second Circle, lockets.


Associated Materials: Rubies, violets, ink.


Heartwrights are often compassionate, empathetic Magi – in fact, they almost have to be. Feeling the emotions of those around you can lead to an almost pathological fixation on making others happy. A natural born sadist may revel in truly knowing the suffering they can inflict, of course, but in general, Heartwrights are caring people. Heartwrights can be found at any level of an organisation, and always with people. While they appreciate solitude a great deal, too long alone can adversely affect a Heartwright. Heartwrights tend to be parental or controlling, particularly more powerful ones.


Necromancers


Pattern of the Leaden Skull, The Grinning Grim, Distant Light


Mystical Associations:
Mytherion, art, celebration, death, entropy, ghosts, souls, emotion, Demons of the Seventh Circle, daggers.


Associated Materials: Bone, blood, lead, amethyst.


Necromancers are very much artists. Always, without fail – painters, sculptors, writers, poets, dancers. In spite of a dark sense of humour and curious aesthetic, Necromancers are very vital, sociable, people. Party animals, in fact, who sometimes put their counterpart Communers to shame. Necromancers love life, being poignantly aware that someday it has to end. Though a goodly number of them make an effort to cheat death – sometimes just to see if they can. Necromancers are often divided by the most powerful applications of their art, for the true power of Necromancy is about souls – a powerful Necromancer terrifies other Magi for their ability to sever the Pattern from their soul. Thankfully, most Necromancers consider the soul sacrosanct and will not tamper with the freshly dead.





Seers


Pattern of the Amber Eye, Unveiling Veil, The Tapestry


Mystical Associations:
Hune, Fae, deceit, games of chance, advisors, amulets, scythes.


Associated Materials: Amber, electrum, cogwork


The Seers are liars, one and all. Masterful dissemblers, skilled tricksters, astonishing con artists. Seers are the power behind the throne, the puppeteers and chess-masters. Seers have an amazing capacity for trickery and misdirection, and a talent for getting out of trouble, of being in the right place at the right time. Seers are either convinced that they serve a higher power, or certain that there is no power higher than they.





Shadows


Pattern of the Ebon Night, The Eternal Shroud, Secret of Secrets


Mystical Associations:
Adjukant, night, darkness, hidden knowledge, secrets, the number eight, The Eighth Circle, omniscience, books.


Associated Materials: Jet, onyx, silk.


Shadows of the Ebon Night are the lorekeepers, the hidden masters, the spies and assassins. They know all, and tell nothing – save what they need you to know. Where the Torchbearer inspires a man to find the truth, Shadows teach him what he needs to know. Where Torchbearers lead at the front, Shadows do what must be done without a word. Shadows are watchful, curious, and slow to act, but persistent.


Light a room as brightly as you please, but when the lights go out the Shadow returns. Shadows rarely tackle something directly, setting up elaborate webs to trap their prey. While seemingly rather withdrawn, Shadows are actually quite personable when given the chance.






Stormlords


Pattern of the Sapphire Storm, World Hurricane, The Outer Limit


Mystical Associations:
Dead Rion, lightning, rain, destruction, sacrifice, creation, spears.


Associated Materials: Sapphires, steel, tin.


Stormlords are among the most powerful Magi, wielding the raw energies of the storm and power over the grandiose dance of the winds. At first glance, a Stormlord seems fickle, even capricious, but there is always a method to their madness, a pattern to their whims and mood swings. Like their namesake, a Stormlord can be predictable to those who know the signs.



Not quite as impulsive as their Cryolyte peers, Stormlords can be very prone to flights of fancy – but in stops and starts. Stormlords often spend long periods quiescent before emerging full of energy and ambition.



Torchbearers


Pattern of the Ivory Sun, Supernal Light, Light of Invention


Mystical Associations:
Virdina, epiphany, knowledge, progress, learning, ambition, Demons of the


First Circle, bows.



Associated Materials: Sunstones, ivory, mirrors.





Torchbearers are heroes. As a rule. Leaders, teachers, philosophers. Light, insight, and revelation are found beneath the Ivory Sun. Torchbearers are singular people, and believe that each walks his own path; you can only show a man the way, not walk it for him. As such, Torchbearers do not so much teach or impart knowledge, but rather inspire others to find truth for themselves. Torchbearers can never hide, never avoid being thrust into leadership. Even if it is a small role,


Torchbearers will always find themselves in charge of something. Torchbearers are also inextricably associated with justice in the minds of most people, and in the fighting of evil – ironically, Torchbearers rarely do such things themselves, giving the power to the people instead.






@Sunbather
 
Have a character pitch! :)


Name: Nashka Queelah


Occupation: Conducter


Class: Magi [seer]


About: Nashka is the unwavering, front wagon occupying warden of vehicular transportation amidst dust and sulci that cover the land. A look at her tells enough or too little of a story to leave behind doubts about her personality. An odd ball clothed in fabrics even the watchful gods of most stunning tombs would deem fabulous, her gold shackles and intricate near-tribal jewlery are the least of oddities. Really, who could blame the ash-teint sporting question mark with a name like Nashka Queelah for being a little off the mark. The always masked, veiled and hidden face is a tad bit unsettling, however.


Taking great pride in her stoic ruling over the barren deserts, she wordlessly hauls her mechanic beast through the land, an odd identification with the isolated predetermination of her and her riders destination, a tragically beautiful metaphor for what Nashka sees in life. Obsessed with death, dying and the nothingness she awaits doubtlessly behind the gates of living and passing, her feelings regarding Nechromancers are possibly a little too extrem, be it her admiration as well as her disdain. Simultanously graceful and lurid, Nashka handles her unhealthy fondness of the dead by serving what she believes in - The ever turning wheel she is a spoke in, the wheel which is the emptiness of inevitable existential irrelevance and nothingness. In that regard, she very much takes an interest in her slightly too selfless brethrens, The Chronomancers.
nKnxPl2.jpg



Attributes: 0XP | Skills: 0XP





  • Physical Mental Social
    Strength: - Intellect: 1 Bearing: 4
    Dexterity: 3 Intuition: - Guile: -
    Fitness: 3 Willpower: 3 Composure: 3


 
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