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Unread 07-14-2011, 06:00 PM   #1
Aerozord
So we are clear
 
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Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was.
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Default Seekers of the Pinnacle: sign-up

The Pinnacle is a theoretical state of purity that all of humanity seeks to reach. All things in the universe are impure, with blocked and gnarled flows of weak energy. Paragons are people that know how to correct these problems and bring out somethings inner power, be it a person, a thing or even a city. These Paragons are in turn overseen by the Guild which regulates them in their variety of professions and makes sure no one abuses their abilities.

There are three main points of The Pinnacle that every child is taught. To make things simpler I shall use a human as an example but it applies to everything from a rock to the entire planet.

The Source: allows things to be, it is not simply how they exist but where ultimately all that makes up them originates. A human's source dictates their health, physical and mental abilities, even their social savvy. All these things draw from the source. The source is often empowered by ritual

The Core: is what makes a tomato a tomato. It is why a bird may fly but a human may not. To compare it to the source, if the source is made stronger someone can be made faster and stronger but they are still human. They can't breath fire or shoot lasers from their eyes. Now if the core is altered, thats a different story. The Core can be changed with alchemic potions.

The Path: The source is the power, the core is its flavor, but the path is how that energy is applied. By refining the path energy can flow more efficiently but someone that is skilled can even redirect the flow to create hybrid abilities or to focus one one ability over another. Such as redirecting energy from lifespan into agility. Clever tweaking could even manifest as a bullet time effect. Most refine the path with engraving and tattooing, but with objects sculpting is the norm.

You are most likely asking, what does this mean for your character, ultimately anything can do anything. In fact The Pinnacle, fully awakened source with a pure core and perfect path, would be God. So your abilities can be just about anything. They also do not have to be innate, you can easily use items that grant you powers.

Some more detail on rituals, potions, and engraving. Rituals are practices to draw out somethings potential. The more difficult the more the boost. The most basic rituals are things like eating right and exercise, something even a novice Paragon does. Though it can be restrictive as well. A sword will be far more powerful if its only draw during a fair duel for example. Rituals must be maintained and if not the object instantly loses its power. Draw that same sword even once against an unaware enemy and it becomes a blunt piece of scrap metal.

Potions are carefully made chemical concoctions, usually in a liquid state. The easiest ones, relatively they still require alot of time and resources to make, are temporary while permanent ones are extremely rare and valuable. Often made with ingredients so potent they themselves could grant power. Potions are the best way to make the impossible possible.

Finally there is engraving and tattooing. While obvious and requiring alot of skill the process doesn't cost much and lasts. However thats only as long as the pattern is undamaged. Every scratch and mark on it reduces its effectiveness and can eventually leave it useless. This is why sculpted items are most often used. The path worded directly into its shape makes it far harder to disrupt and to the point its useless is often so damaging that you couldn't wield it anymore anyways.

Any questions?

CHARACTER SHEET
Name:
Age:
Sex:
Species: Humans are most common but anything will do.
Appearance:
Occupation: just about anything works
Bio:

The Pinnacle
The Source: 1
The Core: 1
The Path: 1
This is your general knowledge of the three principals. You get one free point in each, with 10 more points to put wherever you want.

Artifacts:

Powers: 5 rituals, potions, and/or engravings. 3 for non-humans since they require some potion and engraving to be able to speak and use tools. These do stack, so you can have a sword with a ritual, made with a potion, and with engraving. Such a weapon would take three slots but also be incredibly powerful. For rituals be sure to include what the ritual is. Engravings should be in description of you or the artifact. Permanent potions just simply list, temporary ones put a (5) next to it, thats how many doses you have. Obviously temporary ones will be more powerful.

For example, here is a NPC, said NPC is your senior so he will have higher stats.

CHARACTER SHEET
Name: Sleight
Age: 27
Sex: male
Species: Human
Appearance: His name is very apt, Sleight is 5'7 with a slender frame easily seen thanks to his sleeveless white shirt and sash. His pants are somewhat more roomy but only because there is little leg to fill them out. Faded tattoos dot his limbs and face with a swirling pattern on his palms and feet. Sleight wears a set of white jade bracelets and anklets with a matching pendent that houses an emerald.
Occupation: Envoy for the Guild
Bio: Born in the northern highlands Sleight was a passionate Paragon, deeply believing in the freedom The Pinnacle could provide. For this reason he honed his craft and began working for The Guild to spread this knowledge. Sadly he soon learned that is not where he was needed the most. Due to his skill he was given the task of Liberator. A fancy word for hunting down and punishing Paragons. His duty now is to assign Paragons to hunt down their own, and if need be handle matters personally.

The Pinnacle
The Source: 4
The Core: 7
The Path: 7

Artifacts: The Four Winds bracelet/anklet set that generates wind energy. Aerial Capstone, a pendent that continually draws and stores wind energy.
Powers: The Four Winds (engraving, potion, ritual (must always be worn)) and his tattoos (engraving) create and manipulate the wind. Further enhanced by Aether Elixir (potion) that allows his body to naturally create wind as well.

Finally there is the Aerial Capstone (ritual, engraving), the gem at its core restricts him to 50% of his power, however the pendent itself holds a pattern that if the gem is shattered the energy is forced through his body instead of lost. Thus allowing him to fight well beyond his normal limits.

To make things easier for you guys thats
Engraving 3
Potion: 2
Ritual: 2

for a total of 7. As a said this is the NPC that gives you your missions so he has more powers and knowledge then you guys starting out.

Any questions?
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Unread 07-14-2011, 08:31 PM   #2
CABAL49
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Are there any general factions we should know about or are we free to make our own?
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Unread 07-14-2011, 08:39 PM   #3
Aerozord
So we are clear
 
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Join Date: Jan 2004
Location: Former murder capital of the world
Posts: 13,824
Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was. Aerozord would dive into a lake to save a drowning girl from a sinking car, without even stopping to think about how dangerous it was.
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Quote:
Originally Posted by CABAL49 View Post
Are there any general factions we should know about or are we free to make our own?
None of consequence. The Guild is actually the most influential organization in the world. There are of course a variety of different nations and what-not, but you are completely free to make your own faction. Though if people would like me to name some for ideas I can
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