Roleplaying Resources

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
roleplay:campaign:shadow:index [2021-10-13 23:08] eliroleplay:campaign:shadow:index [2024-09-23 00:04] (current) eli
Line 2: Line 2:
  
 [[.:genesys]] [[.:genesys]]
 +
 +[[.:magic]]
  
 =====The City===== =====The City=====
Line 21: Line 23:
 Apex is theoretically supposed to supply Shadow with light using the giant floodlights attached to the underside, but many of these are broken or in poor repair. Apex is theoretically supposed to supply Shadow with light using the giant floodlights attached to the underside, but many of these are broken or in poor repair.
  
-====Zephyr==== +====Zephyr / The Floating Cities==== 
-There are numerous floating communities below Apex, typically using huge dirigibles to hold themselves up rather than whatever sort of levitation supports Apex. These are collectively known as Zephyr. They get their light by interposing themselves between Apex's floodlights and the ground.+There are numerous floating communities below Apex, typically using huge dirigibles to hold themselves up rather than whatever sort of levitation supports Apex. In Apex, these are collectively known as Zephyr. In Shadow, they're known as the Floating Cities. They get their light by interposing themselves between Apex's floodlights and the ground.
  
 ====Shadow==== ====Shadow====
-The magic-infested land on the ground is called Shadow. We don’t talk much about that, but there are rumors.+The magic-infested land on the ground is called Shadow. It's not spoken of much in Apex.
  
-==Rumors about Shadow==+==Rumors==
   * Old skyscrapers.   * Old skyscrapers.
   * There are mutants -- people who aren't quite Human.   * There are mutants -- people who aren't quite Human.
Line 34: Line 36:
   * Sometimes, they try to reach higher than their city would support — teetering towers that try to reach Apex, but fall or get knocked down.   * Sometimes, they try to reach higher than their city would support — teetering towers that try to reach Apex, but fall or get knocked down.
  
-==Mysteries== +[[.:shadow|More about Shadow]]
-  * When descending down to Shadow, the party noticed a long, snake-like formation weaving between buildingsIt was a couple hundred feet long. Was it a monster, or just a caravan? +
-  * Most skyscrapers are in poor condition, having eroded over time, but at least one, a fair distance away, seemed to be in perfect shape. +
- +
-==Facts== +
-  * Apex turns the floodlights off at night, making it possible to know the passage of days. +
-  * Commerce is primarily barter, but there is currency as well: +
-    * Metal - thin rectangular strips of a mysterious metal. They're worth about $5. +
-    * Wood - Small chips of wood. Worth about $400. +
-  * Bright magical light is rare. +
- +
-==Locations== +
-  * The Temple of the Sky Gods. +
-  * Eroded skyscrapers. +
-  * A lighter area, probably miles away, where one of Apex's floodlights actually hits the ground. +
-  * Landing - the central region of Shadow, where rockets used to take supplies up to Apex. +
-    * Very dark and dirty. Buildings are in poor repair. +
-    * The Emerald Sky - named after a classy venue in Apex which was very popular a couple decades ago, this bar is where a lot of the exiles hang out. They work enough to survive, but refuse to leave the area, on the belief that they'll be brought back up any day now. The brick building has a roll-own shutter door. The entranceway is decorated with chatchkies pictures, sports paraphernalia and other random stuff from the past. The entranceway ends abruptly, as there's not enough to decorate the whole bar. The rest of the bar has plush cushions that, in the dark, look comfortable, but the fabric is worn, and the stuffing is lumpy and knotted. Some patrons avoid the cushions so as not to break the illusion of wealth. A couple dim sources of light are surrounded with colored glass or plastic. +
-      * Barkeep - A man in his 50s with out of fashion clothes. +
-      * Lucy - A 19-20 year old woman with a clean face. Like many other patrons, she stays close to the Drop, waiting to be forgiven for what she says was a very minor crime. She's the one who found most of the hard plastic glasses, which are now chipped and smoky. +
- +
-=====Character Creation===== +
- +
-Genesys is as heavy-weight as D&D. Read the rules and create a character if you want, or create a partial character ([[https://genesysemporium.com/|this online character sheet could help]]), or I’ll build one for you based on what you’re interested in playing. +
- +
-==The usual stuff== +
-Appearance, personality, background.+
  
-==What’s your deal?== 
-The system encourages generating new careers and archetypes (classes), so it’s pretty easy to build one around a character concept. 
  
-==What are your motivations?== +====The City Below==== 
-Include strength, a flaw, a desire and a fear. These sometimes matter mechanically. Examples start on page 46 of the rule book.+Below shadow is network of old subway and monorail tunnels, with what used to be stations expanded into small cities. These communities have populations in the thousands to tens of thousands, and trade along the empty and dangerous tunnels between them.
  
-==Characteristics (like D&D attributes)== +====The Depths==== 
-Brawn, Agility, Intellect, CunningWillpower and Presence.+Below the subway tunnels are the Depthssaid to be the source of magic. Little is known about them.
  
-You generally start with one at 1, one at 3 and the rest at 2You can raise these with your starting XP (play around in the online character sheet). They’re extraordinarily difficult to raise after character creationso the game recommends you spend most of your starting XP on these.+====Paradise==== 
 +The "sky" of Apex is the floor of Paradise, which extends another two miles, its own ceiling held up by enormous pillarsThe people of Paradise are controlled when needed by chips implanted in their brains, but most of the timethey have some semblance of free will. Paradise maintains the light-bending technology of Apex which gives them the illusion of night and day, and keeps Apex running when any intervention is needed. In turn, Paradise is watched over by Control.
  
-==Skills== +====Control==== 
-List 8 things things your character is good at (relevant to your career/archetype), and choose 4 out of those 8 to be a little better at. I’ll turn these into your skills (skills are cheaper to advance than non-skills). You can find a generic list in the online character sheet, but feel free to make up new ones. If you want to be really good at a skill or two, let me know that too.+Nothing is known yet about the level above Paradise.
  
-Special notes: 
-  * If you want magic skills, I’d like to use a more specialized system than the built-in one. To keep the learning curve down, let’s say that all the D&D wizard schools and cleric types are skills. 
-  * There’s a skill called “Knowledge.” Instead of taking that, choose a very broad category of knowledge (for example, “science” or “the world we live on”). Each broad category is a skill. 
  
-==Talents== 
-If you want talents (kind of weak feats), you can pick them from the book. There’s no need to start with talents. They’re easy to get later. 
  
-==Equipment== 
-You have a suitcase containing whatever your character thought they'd want or need during the last couple hours in Apex. List out what you have, and you can always use a Story Point to add something reasonable. 
  
-You were also given a faux leather satchel containing some basic survival equipment: +====== Flashbacks ====== 
-  * A 6x6 inch square of cloth, which unfolds into a tent when shaken out. +[[.:flashbacks]]
-  * A thin, relatively soft foam mat. It rolls up into a 1" cylinder, and only expands when unrolled. +
-  * Fifteen self-heating meals in rectangular plastic boxes. Bland and dense. +
-  * A plastic water bottle which opens with a fingerprint sensor. +
-  * A belt whose buckle is a silvery ball which contains a portable force field. It gives you +5 soak, but if anyone rolls two advantages against you on an attack, it is depleted. +
-  * An inaccurate laser pistol designed to only shoot forward or down. Always add one setback die to your pool, or three when shooting at any upward angle.+