"Heroes" based rp

Post » Sat May 28, 2011 4:58 pm

So heres a basic Idea of how people get their powers.


Mixing a bit of TESish magic/divine power with the heroes inspired eclipse heres what I've come up with (note, this is not a backstory final or otherwise, just a general explanation to be built on or discarded.):


Right at the end of the third era, when the blood of Akatosh mingled with the last descendent of the divine talos, the moons Masser and Secunda aligned with the magnus shaped hole in the sky that became Nirns one and only sun, creating a tripple eclipse. The strange interference of the three aligned orbs mixed with the cementing of the liminal barriers and banishment of the portals of Oblivion creates a Dragon break like no other -- six months pass, most of the damage from the oblivion crisis is rebuilt but no one remembers the happenings and goings on of the six months they lost to the dragon break. But unlike other dragon breaks where time jumps forward, this break released an influx of magical energy. This energy is the life force of magicka which all beings can draw on with propper training to cast spells/enchant.

The celestial bodies find themselves "suspended" in time, though nirn still turns on itself to give birth to both night and day, it does not orbit Magnus. We are forever stuck with a perpetual eclipse (though not an eclipse that would cause a total black out, if you have ever experienced one you know what i mean :P ).

With the majority of magnus blocked (save for a ring that can be seen around the body of Masser) every creature finds it impossible to cast magic like once before -- but some people who found themselves close enough to a "conduit" (Oblivion gate/Altar/the Imperial city at the battle between akatosh/mehrunes) find themselves permanently embedded with the Energy of Magnus. They can draw upon this energy and unlock and use an ability ingraind and unique to them.


--



SO yeah, thats the gist of it, I understand that it needs a huge re-write and a build up to make it more co-herent but it does the job its meant to do for the idea thread.

As for abilities, Im thinking it should be an ability the the person may have used before, example: a mage with a mastery of alteration and illusion has a basic understanding of destruction, and uses a thunder spell just as the celestial bodies align and akatosh apears. They would end up with the ability to shoot thunder from their finger tips, but at a hugely amplified level since their energy isnt split between different spells/schools, its all focused into that singular ability.

Another example might be a man who was fighting in the battle of the imperial city, falls back to defend martin, and finds himself perhaps touching akatosh or perhaps bracing himself and wishing time would stand still as the roof of the chapel caves in, he may end up with the ability to manipulate "miniature" Dragon breaks to stop/move through time. (this might be the champion of Cyrodil)

Some one who may have been sleeping/dreaming may end up having the ability of precognition.

Some one running from a horde of daedra may end up with the ability to move at super speeds.

A battle mage healing a fallen comrade might find himself able to heal wounds by touching them.

A person who had entered a realm of oblivion in an attempt to push back the daedra and close the gate might find himself/herself able to move freely though dimensions.

Some one Skilled at sneaking/infiltrating might find himself able to turn into/blend perfectly with shadows or he may find himself able to phase through solid object.

Some one who may have been using a powerfull shield spell might wake up to find himself with "bullet proof" skin.


Thats a basic idea of how the powers work, I'd rather it be situationally based on those peoples past talents or directly related to what they where doing at the time of the dragon break, so its not just something some one made up that has no relevance to the character (such as being able to fly because its a cool power, or being able to move at super speed or have super strength even though your character might have been sedatory old coot of a mage.) But ofcourse, feed back feedback feed back. Demolish my idea and build on it if you must, every thing is wanted and appreciated to try and get this right :P

As for magic -- it will be non-existant. Magical creatures such as daedra/werewolves/vampires or just about anything who exist because of the daedra will not be able to cast magic on Nirn, but their natural abilities will not be effected since their magical essence is essentially drawn from the daedric essense found in their own blood, which is what made them what they are (depending on your oppinion). But were-creatures may find themselves in a perpetual state of transformation thanks to the moons constant presence.




Another Idea i had was create a few NPC organisations, the mages guild will be dissolved for lack of need, but many of their old members may ally themselves with necromancers/summoners/other magical organisations to create some shadowy organisation trying to hunt/capture/track down these people with abilities so that they may once again reclaim their magical talents.

I also had an Idea for a Khajiit Desert Cult, who have outlawed pro-creation in their race, due to the moons alignment (which has a direct correlation between the Khajiits sub race). This will only last as long as it takes to break the celestial bodies out of their suspended existance. These cult members may hunt down the men and women with abilities, to offer up as sacrifices to Masser and secunda, to provide the celestial bodies with the essence and energy of these perculiar people so that they may again find the strength to move through the skies.




Again, these ideas are as rough as toast. So any ideas, be it an idea for a single ability or many, or an idea for an organisation or an idea that builds on one of my own post it up, all is welcomed and everything can be used.
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Robert Bindley
 
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Post » Sat May 28, 2011 12:19 pm

Well, I must say it sounds pretty good from a rough stand point right now. Like you said, it still needs a bit of polishing, but that comes with time. I'm not certain of all the lore implications of such an event, though I'll read up a bit on dragon breaks and the like and get back to you.

Also, I'm not entirely sure if I'll be able to join, it depends on how my schedule ends up in February. I'm in quite enough RPs as it is, plus hosting, and a few other things, so I don't know. I spent the better portion of today catching up on my posting, so I want to avoid doing that again (though I also went to karate and the movies :shrug:)

Anyway, it looks good, the powers part is always good for interesting character development, if implemented correctly. Keep up the good work :goodjob:
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Kate Murrell
 
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Post » Sat May 28, 2011 6:43 am

I like this alot. It'll be good for me to get back into an RP. Its been a while :P

I like the idea of the powers, and it is an interesting prelude type story of how it all happens. With the mages, perhaps they could find a few and realise the potential of harvesting their powers and go, well, power hungry for more of it. And people stop them etc with some cool plot twists...?

But anyway, I'll definetly join this :D I wait for more instructions ;)
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Ally Chimienti
 
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Post » Sat May 28, 2011 10:05 am

I like this alot. It'll be good for me to get back into an RP. Its been a while :P

I like the idea of the powers, and it is an interesting prelude type story of how it all happens. With the mages, perhaps they could find a few and realise the potential of harvesting their powers and go, well, power hungry for more of it. And people stop them etc with some cool plot twists...?

But anyway, I'll definetly join this :D I wait for more instructions ;)

Well you'd be welcome to Join, I just dont want to post up a sign up thread/ IC thread without it being properly finished. I'll be needing more ideas/ feedback to play about with and significantly more interest before commiting to an IC. But I'd get more work done by headbutting a wall :|
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Pawel Platek
 
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Post » Sat May 28, 2011 7:17 am

Heh. The eclipse part makes my inner Heroes fangirl go nuts. :twirl:

Anyway, I think the shadowy organization(s) that want to harm the "heroes" would be vital in keeping things moving... running around doing cool stuff will only keep players' attention for so long. So yeah, definitely develop that part. Also, you might want to make up a couple powered people to play so-called villians, or else (more interestingly, but tricky to pull off) have a couple trusted players roll up so-called villians. Again, it's about creating enough conflict to keep players interested after the 'oh cool I have powers' stage has worn off. Yeah, fixing the moons is a good prospective goal, but an enemy with a face rarely goes awry.

I like the idea that the powers reflect something the character was doing at the time. It allows for creativity, and makes the power match the personality wielding it. Already, I've started thinking up possible origin stories for different powers I might go for. :goodjob:

I have a question regarding the six months after the first alignment of the moons: when, in that time, would the story start? Are you starting the RP within the six-month dragon break, or immediately after, or a bit longer afterward? And when, in that time, do the powered characters get their powers: immediately at the start, or at the end? If the RP starts after the six months, have the powered people had their powers for a while then, but just don't remember it? Does that effect how well they use their powers? And after the six months, do the moons fix themselves, or are they still frozen? If they stay frozen, what was so special about the six month mark that people don't remember it, if nothing else changed? I'm just a bit unclear as to that aspect of the backstory.

Also, how common are these powered people? You mentioned that the Imperial City Temple District was a conduit... there were a lot of soldiers in that district, and probably quite a few civilians hiding out too. Depending on what scale you use for the Imperial City, this could be any number from a couple dozen to several hundred.

Also, are you thinking of allowing someone to play the Champion of Cyrodiil, as hinted at in the powers section? Personally, I think that may be a role better suited to a GM PC (if he's/she's even in the picture at all), but that's a matter of personal preference.

I'm not sure it would be wise to join this RP, as I'm already in four. I'd be willing to try, though, especially as most of my current RPs are moving pretty slowly atm.
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Megan Stabler
 
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Post » Sat May 28, 2011 8:14 am

Heh. The eclipse part makes my inner Heroes fangirl go nuts. :twirl:

Anyway, I think the shadowy organization(s) that want to harm the "heroes" would be vital in keeping things moving... running around doing cool stuff will only keep players' attention for so long. So yeah, definitely develop that part. Also, you might want to make up a couple powered people to play so-called villians, or else (more interestingly, but tricky to pull off) have a couple trusted players roll up so-called villians. Again, it's about creating enough conflict to keep players interested after the 'oh cool I have powers' stage has worn off. Yeah, fixing the moons is a good prospective goal, but an enemy with a face rarely goes awry.

I like the idea that the powers reflect something the character was doing at the time. It allows for creativity, and makes the power match the personality wielding it. Already, I've started thinking up possible origin stories for different powers I might go for. :goodjob:


Yeah this isnt just about the powers as such, even some one with superpowers can be beaten by a guy with horn rimmed glasses (Bad ass <3). But the focus will be on the kind of underground war between these shadowy men and women working against those with powers, be it running for our lives, fighting back, or trying to figure out who they are. I wont be allowing no "running around being cool with powers", If some one uses their powers in public outside of self defense /offense they will be noticed and they will pay the price for their arrogance :P

I will be using the main powered villain aswell as the main organisation bad guy/agent whatever you want to call him. But I wouldnt mind having a few very trusted role players join in the fray as bad guys, but i'd rather see interesting characters, not bad ass assassins with power characters, so I'll be really carefull about what I'll be accepting.


I have a question regarding the six months after the first alignment of the moons: when, in that time, would the story start? Are you starting the RP within the six-month dragon break, or immediately after, or a bit longer afterward? And when, in that time, do the powered characters get their powers: immediately at the start, or at the end? If the RP starts after the six months, have the powered people had their powers for a while then, but just don't remember it? Does that effect how well they use their powers? And after the six months, do the moons fix themselves, or are they still frozen? If they stay frozen, what was so special about the six month mark that people don't remember it, if nothing else changed? I'm just a bit unclear as to that aspect of the backstory.


The dragon break would occur the moment Akatosh banishes Mehrunes Dagon, so essensially we all wake up 6 months into the first year of the 4th era. These last 6 months will be a mystery to us all, some people will have lost loved ones -- others found wifes or husbands they wont even know they are in love with, some will wake up with horrific scars or missing limbs. It all depends, I will be leaving hints and subtle pointers throughout my post which will act as a jigsaw of clues to determine what happens in those six months. If this generates enough interest and we get that far, we may have a sudden need to travel back into the past to determine how to fix the problems of our future (This could be the organisation, the moons, the mysteries of the powers etc)




Also, how common are these powered people? You mentioned that the Imperial City Temple District was a conduit... there were a lot of soldiers in that district, and probably quite a few civilians hiding out too. Depending on what scale you use for the Imperial City, this could be any number from a couple dozen to several hundred.

Also, are you thinking of allowing someone to play the Champion of Cyrodiil, as hinted at in the powers section? Personally, I think that may be a role better suited to a GM PC (if he's/she's even in the picture at all), but that's a matter of personal preference.

I'm not sure it would be wise to join this RP, as I'm already in four. I'd be willing to try, though, especially as most of my current RPs are moving pretty slowly atm.

"Specials" will be about a 1:20 or 1:40 ratio, i havent decided. Although alot of people where near several conduits at the time of the break, not many of them will have survived (Daedra are nasty after all) Some may have died in the course of the 6 months we all missed, some may have been captures and imprisoned in those six months, and some may have irrelevant powers that just seem useless so they put them to the back of their minds and live out their lives without knowing their potential. It depends aswell, just being near a conduit isnt enough, you need something to link you to the conduit -- an action, a mentality, a thought, a word. Something for the energy from magnus to latch onto and manifest into. For example -- a man stuck in a corner against an advancing hord of daedra might just shout out for help and end up with the power to create sonic boom sound waves by shouting, or he may just pray that he falls through the wall away from the daedra, and ends up with the ability to phase through objects. Or on the other hand, a man could be sat in the country side near a destroyed oblivion gate taking a dump with a mind as blank as slate -- He wouldnt end up with a power, and if he did, god help us all.

Nice input so far :)

Any suggestions on powers would be great, I'd like to make a list of powers available to keep things in check, so nobody ends up making up something overpowered or so that too many people dont end up with the same kinds of abilities.
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Nikki Lawrence
 
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Post » Sat May 28, 2011 2:30 pm

Ah, that clears up some questions, while posing more that will hopefully be answered in the story. Though you didn't answer my question about the COC. :P

Any suggestions on powers would be great, I'd like to make a list of powers available to keep things in check, so nobody ends up making up something overpowered or so that too many people dont end up with the same kinds of abilities.


I've always been interested to see how teleportation would fit into TES, and if I had to say which power I'd try to roll up, it'd probably be that one.

Here is a list of common "superpowers" that I can think of from various shows and comic books.

-Strength
-Speed
-Agility
-Flight
-Various elemental affinities (fire, water, ice, lightning, air, earth, even metal or technology)
-Other destructive magical abilities (explosions, heat rays, disintigration)
-Shielding
-Weather control
-Shape-shifting
-Ability to change size, coloring,etc (limited shape-shifting)
-Duplication (of self or objects)
-Invisibility
-Wall-crawling
-Intangibility
-Teleportation
-Time manipulation
-Telepathy
-Telekinesis
-Precognition, visions, 'spidey-senses', and other future-predicting abilities
-X-ray vision, scrying, and other abilities that enable remote viewing
-Sensory Acuity
-Illusion
-Mind Control (heh, probably not recommended for players)
-Dream- or Spirit-Walking
-Invention
-Healing (as a conscious, active process)
-Unconscious Regeneration (ala Claire Bennet or Wolverine)
-Immortality (usually related to Unconscious Regen)
-Invulnerability (the physics and limitations of that vary)
-Copy-catting (ala Peter Petrelli or Rogue)

Given TES physics and Lore, we can probably add a couple more to the list:
-Daedra summoning
-Charming or Calming, either animals or humans
-Planar shifting
-Item Enchanting
-Anything that might have to do with the Daedra or Divines (bestowing of blessings, communication with said deity, etc)

It's your call which ones of those you think are feasible (and not over-powered), and I'm sure I missed a bunch of slightly more obscure ones. Sheesh, I'm a nerd. :lol:
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Kerri Lee
 
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Post » Sat May 28, 2011 7:17 pm

Well Solidor I definitely say this idea is one of a kind and will be very interesting. I may not be able to join for time's sake, but it would be a great RP with some good RPers who could do this. I'll have to say you come up with some out of the world ideas, and the ones that are interesting like this one should go a long way. Good job.
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cheryl wright
 
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Post » Sat May 28, 2011 7:30 am

Ah, that clears up some questions, while posing more that will hopefully be answered in the story. Though you didn't answer my question about the COC. :P

Given TES physics and Lore, we can probably add a couple more to the list:
-Daedra summoning
-Charming or Calming, either animals or humans
-Planar shifting
-Item Enchanting
-Anything that might have to do with the Daedra or Divines (bestowing of blessings, communication with said deity, etc)

It's your call which ones of those you think are feasible (and not over-powered), and I'm sure I missed a bunch of slightly more obscure ones. Sheesh, I'm a nerd. :lol:


The Champ of Cyrodil may be used by myself, unless some one really really wants to use him/her. I was going to use him as the time traveller though, since it might end up being integral to the story -- dont want some one who gets that ability to randomly drop out :P

I think we can work with Planar shifting -- Charming / Calming can have a place aswell. Item enchanting would be good, the ability to take power away from an already enchanted item and add it to the enchanter/enchantresses own abilities for a short time could also be included with that power. Not 100% on precognition though -- Unless I was using it, Since you cant realy predict the future of an RP unless the prediction is really obscure...

Planar shifting could be used as a teleportation device aswell. Simular to Nightcrawler from X-men when his teleportation is slowed down.

Another question of yours I forgot to answer is regarding people finding out about their abilities -- many who where gifted with them where able to use them as soon as the dragon broke and the celestial bodies aligned, this meant they where able to push back the daedra for a total victory as Mehrunes was banished. Throughout the six months events would happen and many would be able to use their abilities to their maximum potential, but at the 6 month mark time renews itself and we all forget the events that transpired. That will mean we forget out abilities, some people may discover them by accident, the ability to fly for example might be realised when a person is pushed/falls of a high point. Super Speed might just be a pick pocket running from the law, super strenght might be a man being assaulted. But other abilities you would need a concious effort to use -- such as teleportation or enchanting or planar shifting, these would need a concious effort or some unknown trigger to re-activate, its just a case of figuring out what they are. Then theres some abilities you may find yourself using without even realising they are an ability at all, like the ability to figure out how things work and use that knowledge to fix something (AKA SYLAR) or the ability to predict the future through dreams.


I'm not sure if I'll include Empathy or chameleon type powers (Ala Rogue, Peter Patrelli, Sylar) for fairness/balances sake. Maybe on the villain?


Well Solidor I definitely say this idea is one of a kind and will be very interesting. I may not be able to join for time's sake, but it would be a great RP with some good RPers who could do this. I'll have to say you come up with some out of the world ideas, and the ones that are interesting like this one should go a long way. Good job.

Shame everybody keeps saying they might not have enough time.
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Averielle Garcia
 
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Post » Sat May 28, 2011 5:43 am

Well if time isn't available now, it will be later. If you don't get enough people now, don't worry. Time will come when it comes.
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Alyna
 
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Post » Sat May 28, 2011 3:30 pm

Indeed, what you need to be focusing on most is the background information and the plot. Powers can come later, and for the most part can be left to player creativity. It might be a good idea to have a "do not use these" list, but you shouldn't worry about creating a list that they can choose from. I would say that if it is a Dragon Break, time would be a bit funny. Things would be hopping back and forth through time, like it was before Akatosh. Though if you have a time travelling character, you could say that the Champion absorbed the last bits of Akatosh into themself, and thus time is semi-normal, but dependent on that individual. So if your guy goes to sleep, everyone fast forwards :P

But really, if you need any help with plot, bouncing ideas back, I'd say that's the most essential thing right now. Once you have that down go ahead and start making a backstory and giving us a quest. The normal stuff, starting position, how we got there, etc., and be sure to have a way to fix everything in mind.

I'm not sure what kind of character I would play, but if a good idea hits me I doubt I'll be able to resist joining :goodjob:

Thanks :D
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Rachel Briere
 
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Post » Sat May 28, 2011 1:23 pm

Indeed, what you need to be focusing on most is the background information and the plot. Powers can come later, and for the most part can be left to player creativity. It might be a good idea to have a "do not use these" list, but you shouldn't worry about creating a list that they can choose from. I would say that if it is a Dragon Break, time would be a bit funny. Things would be hopping back and forth through time, like it was before Akatosh. Though if you have a time travelling character, you could say that the Champion absorbed the last bits of Akatosh into themself, and thus time is semi-normal, but dependent on that individual. So if your guy goes to sleep, everyone fast forwards :P

But really, if you need any help with plot, bouncing ideas back, I'd say that's the most essential thing right now. Once you have that down go ahead and start making a backstory and giving us a quest. The normal stuff, starting position, how we got there, etc., and be sure to have a way to fix everything in mind.

I'm not sure what kind of character I would play, but if a good idea hits me I doubt I'll be able to resist joining :goodjob:

Thanks :D

Open to ideas regarding plot Ideas -- I've got a general clouded Idea forming but its not much, so any Input or ideas regarding plot could be pm'ed or talked abotu via msn :)
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Sheila Reyes
 
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Post » Sat May 28, 2011 5:37 pm

It sounds like a very solid Idea and many of these suggestions are to be considered. I'd love to join once you get a good solid thread up. I'm a svcker for being able to make my character powerful.
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Marion Geneste
 
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Post » Sat May 28, 2011 4:46 am

It sounds like a very solid Idea and many of these suggestions are to be considered. I'd love to join once you get a good solid thread up. I'm a svcker for being able to make my character powerful.

This is not a role play or characters to simply be powerful. Creativity with abilities is strongly encouraged -- and the stronger abilities will only be entrusted to people I trust to use them right.

I'll be writing up a rough draft of the op for consideration tommorow.
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luke trodden
 
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Post » Sat May 28, 2011 5:52 am

THis sounds very good indeed, I like it!

I particularly like the Khajiit bit, most definitely include that.
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Alexandra Louise Taylor
 
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Post » Sat May 28, 2011 6:24 pm

This is all kinds of insane, yet awesome, and really i've been trying to dig myself into TES rp one of these days so i'd hop on!
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bimsy
 
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Post » Sat May 28, 2011 7:33 am

If I get more time to RP within the next week or so, I'll probably join up. I've got an old char of mine that I've been itching to use as a villain since the day I made her, and a few ideas for powers for others. I've never watched an episode of Heroes in my life, but this looks like it could be fun. :goodjob:
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Yvonne
 
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Post » Sat May 28, 2011 8:58 pm

I have some thoughts and questions to ask you.

Here's a few things first, about the powers. Are there going to be limits to how often we can use these powers? Is it like a greater power or lesser power? Or is it like a simple spell, and you use it until you get too fatigued to concentrate enough on casting the spell (magically drained)?

Or, even more uniquely yet, and this might seem overpowering, would the powers have no limit at all? Based on the loose lore given for the story so far, it would sound to me like the Energy Flows of Magnus are locked upon these people who were near conduits of magic, and the magical energy that bleeds from the conduits seeps straight into them like a power cord to a computer. So, they are constantly filled with magicka through their connection to the conduit. The further they are from the conduit, the weaker the supply of magicka given to them (electrical wiring follows this principle of declination as the electrons flow down the wires) and the closer to their conduit they are, the stronger the supply of magicka. This could lead to a stronger power, more frequently usable power, or even on the disadvantageous side a less controllable power; would depend on the power itself I reckon.

This would provide a positive for some characters and negative for others to the aspect of traveling about Tamriel, give environment and location a new factor in character powers, and could even be manipulated by villains if they were intelligent enough. Just a thought, and it would only be good if you planned on having any amount of travel throughout Tamriel. Otherwise, everyone would just choose the IC as their conduit so they wouldn't suffer any negatives (unless closeness causes uncontrollability, though I reckon some folks won't fancy that.)

However, the traveling would allow for many factions, such as that Khajiit cult preventing breeding, to play into the story. The fixing of the moons would probably affect a lot of cultures. Skyrim would probably have Nordic tribesman all in a tizzy about the locking of the moons, speaking of doomsday or something. The entire culture of High Rock would be in flux, as they were very magically ingrained; court wizards are likely to find themselves out of jobs all over the province. And don't even get me started on Summerset Isle. Hammerfall will probably flourish though; reduced sunlight and lack of magical reliance means they'll be living fine. But the lack of lunar movement would also lock tides in place wouldn't it?

Which brings up another point in my mind, while I am on a role, and Summerset Isle brought this thought on. What constitutes a conduit? Also, will enchanted objects still remain enchanted? I ask because not only in the Isles but in many places, there are whole buildings or ruins filled with enchantments; the Isles are simply more densely populated with such things, I reckon. The entire Altmeri culture is rooted in magicka. Will most of their architecture and artifacts become conduits?

And what about places like Vivec city and the Ghostgate? Will they remain and act as conduits? Or will Vivec city end up like in the novel Infernal City?

I'll stop now. More questions might come. Loss of magic brings lots of consequences.
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matt white
 
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Post » Sat May 28, 2011 6:44 pm

This looks very interesting Solidor. I am interested in joining but It does depend on how busy real life gets. Would summoning also be an acceptable power, obviously there would be some kind of limit, but summoning ghosts or daedra or creatures.

And my other question, not sure exactly if this has been asked and answered already, but what is the main plot for the RP other than, some people have powers and some people don't (to sum it up) I mean is there some kind of end in sight? Something to work towards?
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Angela
 
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Post » Sat May 28, 2011 5:31 pm

I have some thoughts and questions to ask you.

Here's a few things first, about the powers. Are there going to be limits to how often we can use these powers? Is it like a greater power or lesser power? Or is it like a simple spell, and you use it until you get too fatigued to concentrate enough on casting the spell (magically drained)?

Or, even more uniquely yet, and this might seem overpowering, would the powers have no limit at all? Based on the loose lore given for the story so far, it would sound to me like the Energy Flows of Magnus are locked upon these people who were near conduits of magic, and the magical energy that bleeds from the conduits seeps straight into them like a power cord to a computer. So, they are constantly filled with magicka through their connection to the conduit. The further they are from the conduit, the weaker the supply of magicka given to them (electrical wiring follows this principle of declination as the electrons flow down the wires) and the closer to their conduit they are, the stronger the supply of magicka. This could lead to a stronger power, more frequently usable power, or even on the disadvantageous side a less controllable power; would depend on the power itself I reckon.

This would provide a positive for some characters and negative for others to the aspect of traveling about Tamriel, give environment and location a new factor in character powers, and could even be manipulated by villains if they were intelligent enough. Just a thought, and it would only be good if you planned on having any amount of travel throughout Tamriel. Otherwise, everyone would just choose the IC as their conduit so they wouldn't suffer any negatives (unless closeness causes uncontrollability, though I reckon some folks won't fancy that.)


As for powers and their effects on the user -- The magical Energy is no more, the flow of power through Magnus sensed its impending extinction and chose to do what every other species must do when faced with extinction -- evolve, into something that could survive. Now Magicka lives through those who wield it, if we think about Magicka as a living parasite on a willing host we safetly assume that the population is very high indeed -- Now, Magicka cannot latch onto just any body with their link to Nirn Failing -- they use the conduits as a latch ditch efford to travel to their hosts and find themselves instead, all locked and combined in the bodies of a small amount of people (Small In comparison to the population of Nirn.)

But since they have evolved to survive they are no longer a pool that can be drained and refilled, they are literally one with the host. Its better to think of these abilities as talents -- every one has a talent do they not? We can use these abilities when and where we want with zero drain to the energy that gifted us these powers.

But powers will be draining, not on out magicka/energy but on physical and mental fatigue -- depending on the power. Mortal bodies where never ment for such abilities (super strength/speed/flying/teleporting and time travel etc) so they cannot fully withstand what these powers will inevitably do to them. Some people may find themselves bed ridden and barely able to move a few days after they travel around the world at super speed -- some people may find themselves weaker thana child a few days after throwing boulders at trolls.

Like any talent or personal ability you must pace yourself and learn to control them properly before performing amazing feats. Even the greatest marathon runner cannot run forever.

If that makes any sense at all, its 4am.


However, the traveling would allow for many factions, such as that Khajiit cult preventing breeding, to play into the story. The fixing of the moons would probably affect a lot of cultures. Skyrim would probably have Nordic tribesman all in a tizzy about the locking of the moons, speaking of doomsday or something. The entire culture of High Rock would be in flux, as they were very magically ingrained; court wizards are likely to find themselves out of jobs all over the province. And don't even get me started on Summerset Isle. Hammerfall will probably flourish though; reduced sunlight and lack of magical reliance means they'll be living fine. But the lack of lunar movement would also lock tides in place wouldn't it?

Which brings up another point in my mind, while I am on a role, and Summerset Isle brought this thought on. What constitutes a conduit? Also, will enchanted objects still remain enchanted? I ask because not only in the Isles but in many places, there are whole buildings or ruins filled with enchantments; the Isles are simply more densely populated with such things, I reckon. The entire Altmeri culture is rooted in magicka. Will most of their architecture and artifacts become conduits?

And what about places like Vivec city and the Ghostgate? Will they remain and act as conduits? Or will Vivec city end up like in the novel Infernal City?

I'll stop now. More questions might come. Loss of magic brings lots of consequences.

Traveling -- Solid idea, I definately want to involve alot of regional factions that only one or two groups may come across -- who may pop in and out of the story now and then or remain ever more. I know that the ex-mages organisation hunting the people with abilities will be a constant factor -- others may too be a constant in different regions. But eventually, any cult/organisation/religious group/cultural hierarchy will gravitate towards the epicenter -- the imperial city. But I dont know how far off that will be.

As for powers and traveling. There will be hot spots, places that used to be hotspots for magicka (Shrines, Wells etc) that will literally drain a man/woman of his abilities, leaving them on an equal playing field as their adversaries. The spots that drain the powers may leave people drained for minutes, until they are out of range, or days, until the effect wears off. Or even months. Some magical hot spots will also enpower some of our people -- specifically remaining conduits but there could be others if i can think of any :P

As for Conduits. A conduit has to be something created by -- touched by or perhaps blessed by the gods or Daedra -- such as the Towers scattered about Tamriel and the oblivion gates. Daedric Shrines and The Nines way shrines may also be considered conduits.

Red Mountain can be considered a Conduit -- but not because of ALMSIVI and Dagoth -- but because of Lorkhans heart. The ALMSIVI are self made gods, anybody with the right tools could join them in their godhood, so they would not be able to creat a conduit with their abilities -- however, they can be effected by conduits...

SO Vivec will also be a Conduit, not because of Vivecs presence, rather because of the presence of the floating moon above it.

And I forgot to answer -- yes certain conduits will give more power -- depending on the activity around it. The Imperial City being the largest. But I will be putting limits per conduit -- mainly Key conduits like the Imperial city/Vivec/ the tower of Summerset (forgot its name) say 2-3 people per event, first come first serve for these conduits, or perhaps just those people I trust to use their powers from these conduits in a fair manner. There wont be any limits on misc conduits that can be scattered across the country sides however.


This looks very interesting Solidor. I am interested in joining but It does depend on how busy real life gets. Would summoning also be an acceptable power, obviously there would be some kind of limit, but summoning ghosts or daedra or creatures.

And my other question, not sure exactly if this has been asked and answered already, but what is the main plot for the RP other than, some people have powers and some people don't (to sum it up) I mean is there some kind of end in sight? Something to work towards?

Different groups or different individuals will find themselves seeking different goals.. Some will find themselves unwitting defenders against rebelious groups of ex mage rioters. SOme will find themselves constantly hunted with no goal other than to survive. Some will soon realise that they are the hunter seeking their prey. Its all different.

I havent decided the main goal for absolutely every one -- just the factional goals for groups (exmages would be to reclaim power, Khajiit tribe to re-store the moons.) every one elses Goals are free to evolve and change with the story -- I havent set my eyes on any one particular end, I'd rather leave it open for debate and change for now.

Think of it kinda like your rp. At first people where just wondering if they where going to be RPing Vampires and Werewolves because it was cool, until you revealed the Matrons involvement in the story -- now we still dont really know what you have in mind for the future but because of the evolution of the vampires powers we can saftely assume you do have something in mind :P Thats what i'm going for.

As for summoning. I'm not really sold on the Idea of it really, I just cant think of a way to explain it like other powers, which can be explained by physics/chemical/mental/physical markers, Summoning only by magic that doesnt exist...

I'm not against the Idea of summoning something into your body to enhance yourself -- kidna like a shape shifter I guess. A Storm atronach might turn you into a big stone golem with thunder zapping around while Summoning a Ghost might turn you into something compeletely useless.


Great comments so far-- The more questions I have to answer the more clarity this RP hasi n my head, so keep them coming and I can have an Op that consistently makes sense instead of a random rabble that attempts to answer questions :P
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Nick Tyler
 
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Post » Sat May 28, 2011 1:25 pm

As for summoning. I'm not really sold on the Idea of it really, I just cant think of a way to explain it like other powers, which can be explained by physics/chemical/mental/physical markers, Summoning only by magic that doesnt exist...

I'm not against the Idea of summoning something into your body to enhance yourself -- kidna like a shape shifter I guess. A Storm atronach might turn you into a big stone golem with thunder zapping around while Summoning a Ghost might turn you into something compeletely useless.


Great comments so far-- The more questions I have to answer the more clarity this RP hasi n my head, so keep them coming and I can have an Op that consistently makes sense instead of a random rabble that attempts to answer questions :P

Okay, so conduits are anything made by Gods, not men. Well, summerset is [censored] then. Half the isle will likely fall apart. :P

Oh, and following your idea of summoning, summoning a ghost would turn you into a chilled astral body that would go through walls and such. However, I'm not sold on that manner of summoning.

Rather, I'm going to draw a card from Wizard101 -yeah I went there, shoot me- and how they did their Myth summoning school. Rather than the summoning magicka of old, with the lack fo magic and cementing of the Liminal Bridge, the summoning power must change a little. And here's how; you bring to life what you create in your mind.

Everyone will forget the six months of the Dragon Break, but how many people will forget the Dremora that ransacked their cities? The skeletons that plagued the caverns? The scamps that pestered the Mage's Guild? The mind can imagine many mythical things; unicorns and dragons, trolls and ogres, ogrims and Winged Twilights. The Summoner, therefore, is not calling forth a spirit from the depths of Oblivion, like in the Conjuration school. Rather, the Summoner draws out of the mental image of a creation a living being, an extension of his soul serving as a placeholder to maintain the summoning's existence. This will allow for greater control of the summoned, and perhaps even minion intelligence.

It also allows for intense variation, as the summoner's nightmares could be summoned to life. Scamps with Spider-Deadra hindquarters, skeletons with four limbs, Winged Twilight Golden Saints, etc. And it would allow for not so horrifying summonings. Horses, unicorns, Pegasus, dogs, cats, rats, scorpions the size of dinner -okay went to horror again.

Anyways, I think this might be a better alternative to TES summoning.
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 6:16 am

Okay, so conduits are anything made by Gods, not men. Well, summerset is [censored] then. Half the isle will likely fall apart. :P

Oh, and following your idea of summoning, summoning a ghost would turn you into a chilled astral body that would go through walls and such. However, I'm not sold on that manner of summoning.

Rather, I'm going to draw a card from Wizard101 -yeah I went there, shoot me- and how they did their Myth summoning school. Rather than the summoning magicka of old, with the lack fo magic and cementing of the Liminal Bridge, the summoning power must change a little. And here's how; you bring to life what you create in your mind.

Everyone will forget the six months of the Dragon Break, but how many people will forget the Dremora that ransacked their cities? The skeletons that plagued the caverns? The scamps that pestered the Mage's Guild? The mind can imagine many mythical things; unicorns and dragons, trolls and ogres, ogrims and Winged Twilights. The Summoner, therefore, is not calling forth a spirit from the depths of Oblivion, like in the Conjuration school. Rather, the Summoner draws out of the mental image of a creation a living being, an extension of his soul serving as a placeholder to maintain the summoning's existence. This will allow for greater control of the summoned, and perhaps even minion intelligence.

It also allows for intense variation, as the summoner's nightmares could be summoned to life. Scamps with Spider-Deadra hindquarters, skeletons with four limbs, Winged Twilight Golden Saints, etc. And it would allow for not so horrifying summonings. Horses, unicorns, Pegasus, dogs, cats, rats, scorpions the size of dinner -okay went to horror again.

Anyways, I think this might be a better alternative to TES summoning.

That to me sounds like a juxtoposition of Summoning and Illusion -- a good mix really. We could think of it as the power of A siren, able to attract any living thing to their position, or create coporeal bodies from imagination.

As for amnesia -- they will remember everything up until the point where Dagon was banished, they will wake up or suddenly think they have been transported to a new destination. They will remember the entire crisis, just not the rebuilding and healing process that followed it. Some one might be fighting daedra, ready to swing his sword, zone out (Dragon break) and zone back in, his body will still think he was following that movement and he may end up punching some one in the face or breaking a hand on a wall depending on where he ends up in the 6 months it takes for the dragon break to end.

We basically resume the last movements/thoughts/emotions/positions we where in as the dragon break struck.
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Rodney C
 
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Post » Sat May 28, 2011 6:48 am

How would alchemy fare ? Judging from the effects, it's more unlocking and mixing the magical energies locked into the different ingredients than anything akin to chemistry. Which means that if you shut off the source of magic, odds are it won't work.
Add to that the factthar the shrines don't work like they used to but instead channel raw magic to the precious few able to use it and heading for serious troubles :
- no more magical healing. Far more death from inuries
- no more magical cure for diseases. Which means seriosu trouble. Maybe not to the scale of the thrassian plague, but I'd expect epidemics who were held at bay spreading around. Probably a complete disparition of human presence in the Black Marsh too. Without effective cures or natural resistance, the place is a deathrap
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emma sweeney
 
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Post » Sat May 28, 2011 4:13 pm

How would alchemy fare ? Judging from the effects, it's more unlocking and mixing the magical energies locked into the different ingredients than anything akin to chemistry. Which means that if you shut off the source of magic, odds are it won't work.
Add to that the factthar the shrines don't work like they used to but instead channel raw magic to the precious few able to use it and heading for serious troubles :
- no more magical healing. Far more death from inuries
- no more magical cure for diseases. Which means seriosu trouble. Maybe not to the scale of the thrassian plague, but I'd expect epidemics who were held at bay spreading around. Probably a complete disparition of human presence in the Black Marsh too. Without effective cures or natural resistance, the place is a deathrap

Well Alchemy I think would boom. The reliance on magic has compeltely gone so they have to find alternative method's of healing/curing disease and infection. Alchemy still has a basis in chemesty and Pharmacy can be born from it, with the magical influence that was once found in Alchemy gone researchers will be pushed to develope new kinds of medecine. For example -- Anti biotics and penecillin, can be found by experimenting with certain types of fungus -- Innoculations agaisnt certain diseases can be found by using a tiny part of a lesser breed of that disease to bolster the Immune system.

As for Black marsh, pretty much anybody who isnt Argonian will likely die, Argonians themselves evolved to resist the diseases of Blackmarsh, so they would be safe. Other Magically created diseases and illness's would be rendered useless since they themselves relied on magic in the creation process. Same goes for necromancy and re-animated corpses. The Sload would be useless and defenceless in this time -- The empire may see fit to eradicate them compeletely while they still can.
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jessica robson
 
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Post » Sat May 28, 2011 9:22 am

Might I suggest, for a main plot, figuring out how to fix the status quo and returning magic to normal? Granted, a good number of the 'powered' people--the only ones really capable of fixing it--would probably be pretty content with the arrangement. But I'm sure certain disadvantages, like the not-insta-healing thing and the complete nerfing of Summerset Isle, will make themselves known throughout the story. If you go for that as a major goal, I suggest introducing a major plot element at one point that can only be fixed by magic returning to normal. The widespread death of all non-Argonians in Black Marsh, for example.

Oh, and have you mentioned what's happening about Birthsigns? Certain active powers (Moodshadow, Lover's Kiss, etc) would probably be nerfed, right? What about the passive birthsign additions, like the stat bonuses from the Steed, Warrior, or Thief? And what would happen to the Apprentice and Atronach?
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bonita mathews
 
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