The product of having mentioned BESM to a friend, and the week of increasingly insane conversations that followed...
Welcome to Melena, city of wizards, bastion of knowledge, citadel of the clouds. Located above the island of Aria in the center of the world, accessible only through portals in the surface, the city in the sky has always been a fortress in dark times, a lonely sanctum in times of worldwide strife.
But of course, that wouldn't make for much of an adventure, would it? Peace, after all, makes for a glorious dream, but not for a particularly entertaining tale.
Welcome to Melena. This very night, the moon turned red in the sky. The portals shut off, and all light in the city, whether magical or electric, went out. Airships no longer cross the heavens, seemingly having vanished in a cloud of eerie stillness.
And you?
You're trapped, along with six other heroes, in the top floor of the highest tower of the Zephyran Academy, once the foremost center of learning in the world. The magical grid, which powered everything from the building's water supply to the security system of the only computer database in the world, is gone, leaving you shrouded in perpetual darkness. Reality itself seems to twist and bend in an attempt to prevent your escape, and threatening wails echo down the empty halls.
Welcome to Melena. Welcome to the Academy. When the closest thing this wretched world had to a heaven turns into hell, the only way to go is down.
--------------------------------------------------------------------------------------------
'lo.
So, guys, are any of you up for a, how did they call it... Arrr-Peee-Gee? Are you? ARE YOU, MOTHERFUCKERS?
Ahem.
Disregard that last bit. Anyways, City in the Sky is a Big Eyes, Small Mouth 3E (Tri-stat) game, born out of a desire to play a tabletop RP that allowed for animesque, customizable characters, and *didn't* require a goddamn degree in calculus to make heads or tails of. This desire, eventually, led to talks about me GMing something up, which led to talks about a story, which led into City in the Sky, which can be best described as DOOM meets magipunk, except with lots more anime, tits, and overkill than either genre.
Now, for the details...
So, if you like the prospect, let's go!
Welcome to Melena, city of wizards, bastion of knowledge, citadel of the clouds. Located above the island of Aria in the center of the world, accessible only through portals in the surface, the city in the sky has always been a fortress in dark times, a lonely sanctum in times of worldwide strife.
But of course, that wouldn't make for much of an adventure, would it? Peace, after all, makes for a glorious dream, but not for a particularly entertaining tale.
Welcome to Melena. This very night, the moon turned red in the sky. The portals shut off, and all light in the city, whether magical or electric, went out. Airships no longer cross the heavens, seemingly having vanished in a cloud of eerie stillness.
And you?
You're trapped, along with six other heroes, in the top floor of the highest tower of the Zephyran Academy, once the foremost center of learning in the world. The magical grid, which powered everything from the building's water supply to the security system of the only computer database in the world, is gone, leaving you shrouded in perpetual darkness. Reality itself seems to twist and bend in an attempt to prevent your escape, and threatening wails echo down the empty halls.
Welcome to Melena. Welcome to the Academy. When the closest thing this wretched world had to a heaven turns into hell, the only way to go is down.
--------------------------------------------------------------------------------------------
'lo.
So, guys, are any of you up for a, how did they call it... Arrr-Peee-Gee? Are you? ARE YOU, MOTHERFUCKERS?
Ahem.
Disregard that last bit. Anyways, City in the Sky is a Big Eyes, Small Mouth 3E (Tri-stat) game, born out of a desire to play a tabletop RP that allowed for animesque, customizable characters, and *didn't* require a goddamn degree in calculus to make heads or tails of. This desire, eventually, led to talks about me GMing something up, which led to talks about a story, which led into City in the Sky, which can be best described as DOOM meets magipunk, except with lots more anime, tits, and overkill than either genre.
Now, for the details...
Current Number of Player Characters: 5 out of 7 (Myself not included - I'll be doing GM-only mode this time around)
5 players is enough for a campaign. We can start next week!
City in the Sky is a 500 point BESM game.
We'll be playing each Sunday, starting around 6 or 7 PM and ending at 11 PM (Central time) at the latest.
Our channel can be accessed through
http://mibbit.com/chat/
Server: Lunarnet. Channel: #ZephyranAcademy
(You can get the BESM Core Book here. In particular, read up on character creation, attributes, and items.)
With 500 points, and because I'm a pretty lax GM, that means your character will be quite powerful, hitting superhuman levels with ease. Make no mistake, though, when I say that this is "DOOM meets magipunk", I'm not joking around. No matter how powerful your characters are, this ride, while fun, isn't for the faint of heart (or CP expenditure, whatever).
Character Point Pool: 500
Reincarnation Circles: The most important "house concept" used in this campaign are Reincarnation Circles. For mysterious reasons, each player character starts out with two circular symbols branded on his on her arm. Whenever the character dies, if he or she isn't resurrected in a time window of one minute, a Reincarnation Circle will be spent, and that character will be brought back to life at half HP and half EP. Be careful though, you only have two RC's. Die after you've spent them both, and if no one resurrects you within the time limit, that's it.
Of course, characters with the Reincarnation attribute are exempt from having Reincarnation Circles and the 1-minute time limit. Bear in mind, though that the Reincarnation attribute has its own set of limitations.
And now, for the good stuff.
Character Sheet Template (If possible, once you're done whipping your sheet up, upload it to docs.google.com, and post the link to it here. It makes for easier reading. Just make sure to use the "Share" menu to make sure that everyone can see the sheet upon clicking the link. If for some reason you can't do that, just post the sheet here.)
Name:
Age:
Sex:
Species/Race:
Picture: (If you want to put one in)
Theme Song: (If you want to put one in)
Physical Description:
Background:
~~~
Stats and Abilities
STATS:
Body:á
Mind:
Soul:
-------------------------------------------------------------------------------------------------------
Job/Society/Species Background goes here if it affects the character attributes in any way.
LEVELá POINTSá á ATTRIBUTE (Includes all Skills, all Items, all Weapons, and all Stat Enhancements derived from the Background attributes rather than from theá á á á á á á á á á á á á á á á á á á á á á á á á á á áá character itself)
+ #á á á + #á á á á á (Name of Attribute)á á á á á áá
Total Points Used (Value must be equal or less than the Character Point Pool once Defect discounts are subtracted):
Defects: (Must have at least one, can only have up to two)
Attack Combat Value: ((Body + Mind + Soul )/ 3) + level of Attack Combat Mastery)
Defense Combat Value: (Same, except Defense Combat Mastery instead of attack)
Damage Multiplier: ((5+1 per Level of Massive Damage Attribute) + 1 per Level of Superstrenght (for melee weapons. Other Weapons need the Muscle variable attached to them)
Health Points: ((Body + Soul) X 5 (plus or minus Tough/Not so Tough Attributes))
Energy Points: ((Mind + Soul) X 5 (plus Energy Bonus Attribute))
Shock Value: (HP / 5 ( +10 per level of Combat Technique: Hardboiled ))
FINAL NOTES:
Like I said, I'm a pretty lax GM. I don't like rules, and I don't like restrictions. I do, however, like MORE DAKKA, delicious lolis, red makes it go faster, wave-motion blades, and magnificent last-stand speeches. Whenever it comes to rules vs. fun, I'll generally err on the "fun" side every time.
That doesn't mean I'm going to let you get away with things bordering on retardedness.
I'll be frank: I like powergaming, but if you're not creative enough, character and story-wise, to get your high-level munchkinism past me, you don't deserve to have it.
Here are some guidelines to make sure you actually have to put in effort in the character development side when min-maxing.
On Weapons -
To prevent crazy shit like lvl. 24 iron longswords, here's an excerpt from the book:
"What does a given Weapon Level indicate?
Weapon Level 0 is equivalent to the damage of an unarmed attack
(punches, kicks, etc.). Levels 1-5 cover the range of
ordinary melee weapons and guns, from knives to large calibre
sniper rifles. Levels 6-12 cover the range of heavy
machine guns to medium automatic cannon; most magical
fireballs and lightning bolts would also be in this range, as
are most weapons installed in powered suits.
Levels 12-24 are in the range of tank or warship guns, anti-tank missiles,
and giant robot cannons, and increasingly destructive
spells.
Levels 24+ are extremely powerful, such as the
beam cannon of super mecha, various heavy bombs and
missiles, or the powers of superhuman psychics or mages.
For further comparative purposes, refer to the examples of
Item Templates in Chapter 12 (page 162)."
(So, say, a magical sword would range between 5 - 12, but a gigantic, -80 EP activation cost kill-all beam fired from that same sword would be Weapon lvl. 24. This is the general guideline.)
On Magic -
All Magic-based non-item Weapons (and all item Weapons that require an injection of magic to activate their effects) must have the Deplete defect. No exceptions.
(This follows the weapon guideline above. Low level magic would be Deplete -1 to -2. Mid-range magic would be Deplete -3 to -4. High range magic would be Deplete -5 to -6. Ultimate moves, such as a wave motion blade, summoning an angel, or an offensive pocket dimension that generates a storm of limitless swords, would be Deplete -7 to -10, depending upon power level.)
On Combat Techniques -
Unless it makes absolutely no sense (I'll leave that up to your common sense, for now...), all Combat Techniques can be taken twice, with the exception of Critical Strike, which can only be taken once (for reasons of game balance).
On Companions -
Companions are allowed, but for fuck's sake, please don't abuse them too much. Having your necromancer be able to summon a bunch of skeletons to fight for him as companions is fine. Having a god-slaying dragon that's so large it probably wouldn't even be able to fit in the building you're stuck in, however...
...well, you get the idea.
And that's more or less it!
5 players is enough for a campaign. We can start next week!
City in the Sky is a 500 point BESM game.
We'll be playing each Sunday, starting around 6 or 7 PM and ending at 11 PM (Central time) at the latest.
Our channel can be accessed through
http://mibbit.com/chat/
Server: Lunarnet. Channel: #ZephyranAcademy
(You can get the BESM Core Book here. In particular, read up on character creation, attributes, and items.)
With 500 points, and because I'm a pretty lax GM, that means your character will be quite powerful, hitting superhuman levels with ease. Make no mistake, though, when I say that this is "DOOM meets magipunk", I'm not joking around. No matter how powerful your characters are, this ride, while fun, isn't for the faint of heart (or CP expenditure, whatever).
Character Point Pool: 500
Reincarnation Circles: The most important "house concept" used in this campaign are Reincarnation Circles. For mysterious reasons, each player character starts out with two circular symbols branded on his on her arm. Whenever the character dies, if he or she isn't resurrected in a time window of one minute, a Reincarnation Circle will be spent, and that character will be brought back to life at half HP and half EP. Be careful though, you only have two RC's. Die after you've spent them both, and if no one resurrects you within the time limit, that's it.
Of course, characters with the Reincarnation attribute are exempt from having Reincarnation Circles and the 1-minute time limit. Bear in mind, though that the Reincarnation attribute has its own set of limitations.
And now, for the good stuff.
Character Sheet Template (If possible, once you're done whipping your sheet up, upload it to docs.google.com, and post the link to it here. It makes for easier reading. Just make sure to use the "Share" menu to make sure that everyone can see the sheet upon clicking the link. If for some reason you can't do that, just post the sheet here.)
Name:
Age:
Sex:
Species/Race:
Picture: (If you want to put one in)
Theme Song: (If you want to put one in)
Physical Description:
Background:
~~~
Stats and Abilities
STATS:
Body:á
Mind:
Soul:
-------------------------------------------------------------------------------------------------------
Job/Society/Species Background goes here if it affects the character attributes in any way.
LEVELá POINTSá á ATTRIBUTE (Includes all Skills, all Items, all Weapons, and all Stat Enhancements derived from the Background attributes rather than from theá á á á á á á á á á á á á á á á á á á á á á á á á á á áá character itself)
+ #á á á + #á á á á á (Name of Attribute)á á á á á áá
Total Points Used (Value must be equal or less than the Character Point Pool once Defect discounts are subtracted):
Defects: (Must have at least one, can only have up to two)
Attack Combat Value: ((Body + Mind + Soul )/ 3) + level of Attack Combat Mastery)
Defense Combat Value: (Same, except Defense Combat Mastery instead of attack)
Damage Multiplier: ((5+1 per Level of Massive Damage Attribute) + 1 per Level of Superstrenght (for melee weapons. Other Weapons need the Muscle variable attached to them)
Health Points: ((Body + Soul) X 5 (plus or minus Tough/Not so Tough Attributes))
Energy Points: ((Mind + Soul) X 5 (plus Energy Bonus Attribute))
Shock Value: (HP / 5 ( +10 per level of Combat Technique: Hardboiled ))
FINAL NOTES:
Like I said, I'm a pretty lax GM. I don't like rules, and I don't like restrictions. I do, however, like MORE DAKKA, delicious lolis, red makes it go faster, wave-motion blades, and magnificent last-stand speeches. Whenever it comes to rules vs. fun, I'll generally err on the "fun" side every time.
That doesn't mean I'm going to let you get away with things bordering on retardedness.
I'll be frank: I like powergaming, but if you're not creative enough, character and story-wise, to get your high-level munchkinism past me, you don't deserve to have it.
Here are some guidelines to make sure you actually have to put in effort in the character development side when min-maxing.
On Weapons -
To prevent crazy shit like lvl. 24 iron longswords, here's an excerpt from the book:
"What does a given Weapon Level indicate?
Weapon Level 0 is equivalent to the damage of an unarmed attack
(punches, kicks, etc.). Levels 1-5 cover the range of
ordinary melee weapons and guns, from knives to large calibre
sniper rifles. Levels 6-12 cover the range of heavy
machine guns to medium automatic cannon; most magical
fireballs and lightning bolts would also be in this range, as
are most weapons installed in powered suits.
Levels 12-24 are in the range of tank or warship guns, anti-tank missiles,
and giant robot cannons, and increasingly destructive
spells.
Levels 24+ are extremely powerful, such as the
beam cannon of super mecha, various heavy bombs and
missiles, or the powers of superhuman psychics or mages.
For further comparative purposes, refer to the examples of
Item Templates in Chapter 12 (page 162)."
(So, say, a magical sword would range between 5 - 12, but a gigantic, -80 EP activation cost kill-all beam fired from that same sword would be Weapon lvl. 24. This is the general guideline.)
On Magic -
All Magic-based non-item Weapons (and all item Weapons that require an injection of magic to activate their effects) must have the Deplete defect. No exceptions.
(This follows the weapon guideline above. Low level magic would be Deplete -1 to -2. Mid-range magic would be Deplete -3 to -4. High range magic would be Deplete -5 to -6. Ultimate moves, such as a wave motion blade, summoning an angel, or an offensive pocket dimension that generates a storm of limitless swords, would be Deplete -7 to -10, depending upon power level.)
On Combat Techniques -
Unless it makes absolutely no sense (I'll leave that up to your common sense, for now...), all Combat Techniques can be taken twice, with the exception of Critical Strike, which can only be taken once (for reasons of game balance).
On Companions -
Companions are allowed, but for fuck's sake, please don't abuse them too much. Having your necromancer be able to summon a bunch of skeletons to fight for him as companions is fine. Having a god-slaying dragon that's so large it probably wouldn't even be able to fit in the building you're stuck in, however...
...well, you get the idea.
And that's more or less it!