作者 主题: [Legacy]使魔連鎖/Cross Familiar  (阅读 5064 次)

副标题: (2009, HEXA 1.0-, Wizard/Familiar Interaction RPG, Eng)

离线 Mounrou

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Re: [Legacy]使魔連鎖/Cross Familiar
« 回帖 #10 于: 2020-09-20, 周日 19:08:02 »
B)  Spell Effects (MEV version):

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Duration   
   Level:       Intuitively Known
   Mystica Cost:    Rank*Rank
Rank
Effect
Description
>1 Instantaneous
A sudden flare gone as quick as it appears.
>2 Minutes
Effect’s Rank in d6 min.
>3 Hours
Same in d6 Hours
>4 Days
Same in d6 Days
>5 Weeks
Same in d6 Weeks
>6 Months
Same in d6 Months.

Basic time span of the spell. Required Spell Component of every spell.

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Range
   Level:       Intuitively Known
   Mystica Cost:    Rank*Rank
Rank
Effect
Description
>1 Touch
A hand’s reach
>2 Clear Vision
Close Range (10Ms)
>3 Far Vision
Longer Range (100Ms)
>4 Line of Sight
Visual Range (1KMs)
>5 Hazard
Horizons (up to100KM)
>6 Indirect Sight
Live Phone/Television

Basic effective range. Required Spell Component of every spell.

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Area of Effect
   Level:       Base
   Mystica Cost:    Rank*Rank*2
Rank
Effect
Description
>1 Personal
A person’s hand reach
>2 Groups
Span of a tight group
>3 Clear Sight
Close Range (<10M)
>4 Block
A street (<100M)
>5  Neighborhood
A section (<1KM)
>6 Small Town
A location (<10KM)
Increase area of effect beyond a single target.

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Eruption
Level:       Base
   Mystica Cost:    Rank*Rank
Rank
Effect
Description
>1 Sting
1 Vitas damage
>2 Strike
1d6 Vitas damage
>3 Blast
2d6 Vitas (or 1 LR if none)
>4 Flare
3d6 Vitas (or 2 LR if none)
>5 Erupt
4d6 Vitas (or 3 LR if none)
>6 Eliminate
5d6 Vitas and  4 LR damage
The basic manipulation of raw Mystica for the purpose of pure destruction.

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Taskmastery
   Level:       Base
   Mystica Cost:    1*Rank
Rank
Effect
Description
>1 Mundane
Inane task w/no exertion
>2 Quick
Mild task w/slight exertion
>3 Simple
Task w/some exertion
>4 Routine
Static mild Physical Labor.
Performance of simple and menial physical task.
(That's why there's only 4 ranks.)

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Control Elements   
   Level:       Base
   Mystica Cost:    Rank*Rank
Rank
Effect
Description
>1 Spark
Almost unnoticeable
>2 Sign
Level of a mild breeze
>3 Shift
Strong wind warning
>4 Call
Rainstorms and hailstones
>5 Force
Minor tidal and tornados
>6 Nature
Magnitude 6 Earthquakes
Calling a naturally occurred phenomenon (Water, Fire, Earth, Wind, Lightning, Rocks) into existence or the manipulation of currently existed ones. Sustainable beyond duration and power level if background situation allows (e.g. combustibles for fire, batteries for lightning.) Does the same damage as the Eruption effect.

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Spirit Vision
   Level:       Base
   Mystica Cost:    2*Rank
Rank
Description
>1 Sees Drifting ghosts
>2 & Haunting Ghosts and Poltergeists
>3 & Strong Spirits and Spiritual Guides.
>4 & Powerful Spirits and Evil Ghosts.
>5* & Holy/Unholy servants; Strange Entities.
>6* & Hidden Gods, Devils, and Death itself.
The ability of seeing dead people without the need of intoxicating substances or death. Lingering ghosts, invisible supernatural entities and insubstantial existences all become apparent with this spell. Stronger entities might require stronger spells if they wish to remain hidden.

(*Note: The very act of Seeing Major Entities themselves can be causes for irreparable insanities or even soul deaths, not to mention whether they want to take offense of being seen.

There are things out there that living beings just aren’t built to witness, supernaturally inclined or not.)


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Aura Reading
   Level:       Base
   Mystica Cost:    2*Rank
Rank
Description
>1 Makes auras appear and show the species
>2 & general health level and Aptitude
>3 & moral leanings and current emotion
>4 & any supernatural signs and strength
>5 & others that the target has close contact with within days. (Identifiable if the caster has come into contact with the other aura signature lately.)
By reading one's Aura, the caster can learn about his moral tendencies, current emotions, magical aptitudes, any spells or curses that are affecting him at this time, and what he truly is.

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Location
   Level:       Base
   Mystica Cost:    1*Rank
Rank
Description
>1
Knows how far away from a place you‘ve been to and choose to measure against.
>2
Knows the exact geographical location on the globe you are.
>3
Also knows about your current altitude.
A simple power that gives absolute location of where one is.

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Trace Reading
   Level:       Base
   Mystica Cost:    Rank*Rank
Rank
Description
>1 Short trace within minutes
>2 Trace within 24 hours
>3 Trace within the week
>4 Trace within months
>5 Trace within years
>6 Generational trace over centuries
A sort of object read that does not limit itself to objects. Sites, people, even bloodlines can be read and trace with sufficient power invested. Old memories are very hard to read, but fresh ones are rarely that difficult.

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Protection
   Level:       Base
   Mystica Cost:    Rank*Rank
Rank
Description
>1 Halve Vitas Damage received
>2 & Gives one extra Coverage Rating (CR) against LD
>3 & Full Vitas Damage Protected
>4 & +1 CD, plus nullify all effect rank 1 spell effects direct against individual
>5 & Halve all LD before CR is calculated
>6 & nullify all effect rank 2 spell effects direct against individual
A mystic field of protection against physical and magical attacks.

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Healing
   Level:       Base
   Mystica Cost:    Rank*Rank*2
Rank
Description
>1
Stops bleeding and stabilizes coma and dying conditions.
>2
& Returns 1d6 Vitas and wakes unconscious victims.
>3
& accelerate healing of broken bones and torn ligaments. Returns another 1d6 Vitas
>4
& Returns +1d6 Vitas and 1 Lethality Damage for the most severely wounded Aptitude. Plus curing of minor poisons and diseases.
>5
& Return all Vitas lost, half the LD suffered. Completely heals bones and joints, and cure major Venoms and Diseases.
>6
& heals all LD, all non-permanent internal/external physical injuries, terminal diseases and poisons, NBCW effects... Anything short of death.
A miracle-like spell that heals the target instantly without scars, as long as the harm was not magical in nature. Simple spell effects like Eruption are still healable by this though. At higher rank this can also cure poisons and diseases as well as perform psychic surgeries. This effect is only unable to return Permanent Loss of Aptitude through Lethality Damages.

(Note: While healing was intent to be permanent, it can be made temporary by increasing the duration beyond instantaneous. Only the vilest villain might ever consider this though.

Yes, to make the healing last shorter, you need to put more effort in... Well, magic obviously don't follow the same logic as physics.)

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Telekinesis
   Level:       Advance
   Mystica Cost:    Rank*Rank*3
Rank
Description
>2 Just beyond reach (<10m)
>3 Still within clear vision range (<50m)
>4 Down the block (<100m)
>5 Barely visible (<500m)
>6 Line of sight (<1Km)
The capability of manipulating an object from a distance away. The Power Level determine the level of strength involved (Power = Physique). The basic ability only gives minimal motor control good enough to hurl objects, so for fine motor control equal to the Wizard's reflex an additional +100% cost is needed.

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Earthsight
   Level:       Advance
   Mystica Cost:    Rank*Rank*2
Rank
Description
>2 Anywhere on open surface within 10Km
>3 Anywhere on open surface within the continent.
>4 Anywhere on open surface within the planet.
>5 Anywhere on the planet not limited to open surface: Indoor or underground can also be sighted.
>6 Target based: Anyone or anything the Wizard had somewhat close physical contact with and remembers very well, anywhere on the planet.
A simple but useful ability of instant knowledge of an area roughly 100m*100m like reading a map.

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Spirit Bind   
Level:       Advance
   Mystica Cost:    Rank*Rank*Rank
Rank
Description
>2 Drifting ghosts
>3 Haunting Ghosts and Poltergeists
>4 Strong Spirits and Spiritual Guides.
>5 Powerful Spirits and Evil Ghosts.
>6 Holy/Unholy servants; Strange Entities.
This spell allows the caster to trap and enslave ghosts and spiritual beings to do his bidding. The stronger the entity the more power is required, and powerful beings do hold grudges.
(Also the same problem with Spirit Vision also applies here. Inhuman entities aren't necessary malevolent... They are simply inhuman.)

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Telepathy
   Level:       Advance
   Mystica Cost:    Rank*Rank*3
Rank
Description
>2 Basic empathy and also Sending.
>3 Surface thoughts and stray thoughts
>4 Clear and/or Short Term Memories
>5 Hidden/Unconscious thoughts. Long term memories.
>6* Forgotten and Buried memories; Detect Supernaturally suppressed thoughts and Memory Alterations; Brute force prying.

This is the power to look into another’s heart and mind. While the lowest power variant only gives information on the surface emotion of the target, at higher level the Wizard can read people like a book and know their mind before they know themselves.

(*Note: An opposed roll is required to open thoughts and memories altered by another Wizard. One wizard can only make one try against one case of alteration once.)
(*Note: Entity-altered memories sometimes have traps or tricks that were extremely dangerous.)

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Hypnotism*
   Level:       Advance
   Mystica Cost:    Rank*Rank*3
Rank
Description
>2
Erase short term memory and momentary incapacitating dizziness that last a minute.
>3
Inserting hypnotic triggers that are not completely against the individual’s personal leanings.
>4
Erase or alter long term memories.
>5
Minor Behavioral/Personality/Habit change; Insert deep hypnotic triggers.
>6
Mental surgery level of control and manipulation. Or erase Id/Ego/Superego.

This is no stage hypnosis. At its core hypnosis is about manipulation of the mind and memories. Using this spell the Wizard can add, remove or alter memories, subtly change the target’s behavior, and even put in hypnotic trigger to have him act accordingly in a preset condition. The one being hypnotized will get one resist roll during hypnosis, and if a hypnotic trigger is input, another resist roll on its activation.

(GMs might want to put this use in a REAL SHORT LEASH.)

*Note: The Divine Character Rule:

Due to personality-affecting and mind-altering rules in RPGs tend to catch a lot of heated discussion regarding metagaming, playblocking, and other instances that a player might feel another player might be preventing them from “playing their own character”, here is a rule that is not optional:

Player Characters are inherently different from every other beings in the game world. While that difference might not be about powers, or abilities, or any other noticeable factors, they are different in that their wills are comparably freer. Such is the very reason why they are capable of changing their environments more so than others, and as a free-willed being not completely in the grasp of Fate (or GM). Things that are in direct conflict of that essence of free will are far less effective than to your typical others of the world at the majority of the time.

In short, emotional and mind altering powers are ineffective to Player Characters unless they are willing participants. With that in mind, Telepathy and memory erasure still works though for some reason, as well as physical possession when only their total physical faculties are taken over.

Thank you very much.
« 上次编辑: 2020-11-11, 周三 11:56:55 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

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Re: [Legacy]使魔連鎖/Cross Familiar
« 回帖 #11 于: 2020-09-20, 周日 19:15:53 »
C) Additional Familiar Abilities (MEV version):

Notes regarding Additional Familiar Abilities:

>While all Familiar Abilities cost Spiritas to acquire, like a Wizard to Mystica, acquiring an Ability does not spend up the Wizard’s Spirits, just take it out of use for everything else.

>Familiar Abilities that cost Mysticas do actually drain them from the Familiar’s own reserve. Mysticas are regenerate at 2 per hour of complete rest.

>Change of features are permanent physical change of the Familiar after acquiring the ability.

引用
Metamorphosis

Ability Type:      Acquired

Description:    
The familiar can transform into other common forms. The form can be of any animal of any Size, or it can be a generic human being, or even duplicate of someone else.
An Aura check must be made each time when the change is complete. Failure will mean that the change is odd in places, or there are some tell-tale signs remain that tells of the Familiar’s unnatural nature.
Familiar only have access to its Inherent and Merged Familiar Abilities when in morph, will not gain the new forms’ Aptitudes, Animal Abilities or expertise, and will retain all wounds and hurts when original form is reverted.
   
Spiritas need to acquire:   5/form.

Mysticas need to use:   2/10 minutes.

Activation:       
(10-Aura) round of concentration      

Duration:       By Mystica

Change of features:    None


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Breath of Force

Ability Type:      Acquired

Description:       
The familiar can breathe blasts of elements or raw force of magic that is potentially lethal.

Spiritas need to acquire:   4

Mysticas need to use:   
2/d6 worth of damage up to Aura limit.
4/LR up to Aura limit.

Activation:       Instantaneous

Duration:       Instantaneous

Change of basic features:   
A more pronounce maw and hotter breath.

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Insubstantial

Ability Type:      Acquired

Description:       
Familiar can temporarily becomes an abstract existence, losing the substantiality of the physical self for a short duration. Just Don’t get stuck inside something solid coming out.

Spiritas need to acquire:   8

Mysticas need to use:   6/minute

Activation:       1 round focus

Duration:       By Mystica

Change of basic features:   
Pelt and skin becomes lighter and more etheric.

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True Claws

Ability Type:      Acquired

Description:       
The Familiar can kill any magically protected or insubstantial enemies and spirits, as if they are flesh and blood with no magical protection. Against Ethereal Spirits use the Spirit Bind spell effect table to determine the power level of the enemy. A roll of simple 3DE at equal result will banish it, and rolling above will kill it. Also add 2 LR to the Familiar's physical attack.

Spiritas need to acquire:   8

Mysticas need to use:   3

Activation:       Instanteous

Duration:       1 Aura Strike

Change of basic features:   
Claws and teethes now have a metal-like sheen..

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Aura of Command

Ability Type:      Acquired

Description:       
Familiar has an overwhelming presence that allows it to command other animals of same species, or another species of smaller size at Simple difficulty. Commanding another species of animals equal in size, or multiple animals are Tricky. Commanding larger predatory creatures will be Tough to Insane.
This power does not have a duration. How long this last depends on the wish of the Familiar in relation to the creature’s will. This doesn't work on Humans or Familiars, though they will surely take notice of its strong radiance.

Spiritas need to acquire:   5
Mysticas need to use:   10

Activation:       Instanteous
Duration:       Special

Change of basic features:   
Familiar will always radiates a sense of quiet majesty.

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Aura Sense

Ability Type:      Acquired

Description:       
Familiar can sense the use of magic nearby and its power rank. Can also see enchantments, supernatural creatures and tampering by magic.

Spiritas need to acquire:   3

Mysticas need to use:   0

Activation:       Always

Duration:       Always

Change of basic features:   
The Familiar’s corneas are paler than usual.

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Conduit

Ability Type:      Acquired

Description:       
Familiar can be use as remote "turret" for its wizard, in that any spells casted can be activate from the location of the Familiar instead of the wizard.

Spiritas need to acquire:   2

Mysticas need to use:   +1 per spell

Activation:       1 round delay

Duration:       as spell

Change of basic features:   
Familiar’s pelt will spike up during activation.


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Shared Nature

Ability Type:      Acquired

Description:       
Familiar can temporarily loan its Animal Abilities to the Wizard.

Spiritas need to acquire:   3

Mysticas need to use:   2/5 minutes

Activation:       1 minute “shifting”

Duration:       as Mystica

Change of basic features:   
Familiar gets a strange resemblance to the Wizard.

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True Communication

Ability Type:      Acquired

Description:       
The Familiar can now physically “speaks” to any and all beings, with the “listener” understanding it in its most fluent “language”.

Spiritas need to acquire:   1

Mysticas need to use:   0

Activation:       Always

Duration:       Always

Change of basic features:   
Familiar’s face seems somewhat more human.

我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: [Legacy]使魔連鎖/Cross Familiar
« 回帖 #12 于: 2020-09-20, 周日 19:22:30 »
D) Common Weaponary List:
Sample Melee Weapons:
Weapon      Lethality Rating **      Vitas Damage
*Mace      0               0
Letter opener   1               +1
Switchblades   2               +2
Brass Knuckles   1               +3
Nunchuku      0               +2
Tonfas      0               +3
Rocks      2               +4
Baseball Bats   2               +5
Military Knives   3               +4
Fencing Swords   4               +5
Anarchic Swords   5               +6
Axes & Chainsaws   6            +8

*Mace is a non-damaging weapon that causes 1d6 round of nausea, where the target’s Perception is functionally reduced to 0 and other attributes halved for the duration. (2020 notes: I made this before Mace was a common thing okay? v=3=v )
**Except for Mace, all 0 LR weapons (including unarm fist attacks) does 1 LR damage against a target with neither Vitas nor CR.

Sample Protective Armors:
Armor      Reflex Penalty   Coverage Rating      Armor Vitas
Lined Vest      0         1 range/3 melee      20
Bulletproof Vest   -1         3            40
Riot Gear      -2         5            60
*Riot Shield   -1         +2            30

*While other Protective Gears cannot be use with each other, a riot shield is treated as extra protection at the cost of -2 to attack. Other large flat objects can also double as a Riot Shield, but will either have only half the Vitas (15) or twice the penalties (-2).




Sample Range Weapons:

Weapon         Lethality Rating       Vitas Damage
Taser*         0            0
Net Gun**         0            0
Knives*** (Thrown)   2            +3
Rocks *** (Thrown)   3            +5
Bows***         4            +1d
Spear Gun         3            +1d
Crossbow         5            +2d
Pistols         4            +6
Hunting Rifles      5            +8
Assault Rifles      6            +10
Grenades #      7            +15
Explosives #      10            +20
Bazookas #      15            +30
 *Taser is a non-damaging weapon that causes 1d6 round of stunning… Unless the target has breathing or heart conditions, which the Taser will have a 3/6 chance of causing potentially lethal seizure. Repeating hitting of a Taser in a short duration always have a 2/6 chance of causing potentially lethal seizures regardless of physical condition.
 **Net gun is a non-damaging weapon that traps the target and requires either 3 consecutively successful 3DE Physique or Reflex check at Tricky difficulty to get free of, or cutting it away with something sharp in a round.
***Thrown Knives, Rocks and Bows always use the worst effort as Strike, unless the character has Expertise in it.
 #Grenades, Explosives and Bazooka will also hit everyone engaged in melee combat with the target.
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

离线 Mounrou

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Re: [Legacy]使魔連鎖/Cross Familiar
« 回帖 #13 于: 2020-09-20, 周日 19:29:00 »
4. Notable Factions of the Mystic World

1) The Advisory Council

   Possibly the only faction in the magic society that can be seen as the governing body of all Wizards and Familiars and all things supernatural, they Were formed back in the Dark Ages. A time when the number of Lost Ones and Evil Wizards were at an all times high. Someone eventually decided that the way of Magic is interfering too much with how mundane people lived, and they set out to correct that mistake once and for all.

   Their group and edicts remain unchanged to this day. By keeping the world of magic and mundane separate, and limit the interactive between the two to an absolute minimum, they successfully nurture both society to blossom without interference from the other side of the coin. Though it is never officially stated, most Wizards will follow their lead and listen to their edicts as laws. They are also in cordial relationship with every major powers and governments in this world, who recognize the benefits of keeping the unstable factor of Magic out of daily dealings.

   The Advisory Council is exactly that, a council of experienced Wizards, world-weary Familiars, mundane who are wise to the ways of Magic, and other intelligent beings who even for their inhumanity is still a part of the world. Through negotiations and debates they strive to always make correct decisions that, while might not be always good and just, will still benefit everybody to the maximum extent possible.

   Apart from the Council, there are also sub-branch of the Order: The messengers who send out the will and edicts of the Council. The sages who research and advance the lore in their giant underground library. The Monster Busters who take care of magical situations. And the dealers who interact with the world powers, find and help new Wizards and Familiars, and eliminate the evidence of magic in the mundane society. In scale of martial prowess they are only slightly behind the Winterbornes, but their prestige is such that on a pinch other neutral factions would probably help balance the scale.

   The current central leaders in the council are: Amat, a Transcended Wizard over a millennia in age. His Familiar The White Dragon Qu-oh. Losanna, Queen of the Fair Folks. Manchalis, a frail old man and Lost One. And finally, Eric "Fatso" Friday, a used car salesman in Manchester and probably the smartest and happiest man alive.







2) The Winterbornes

   Actual master of the world in every way but name, the Winterbornes were once a small, struggling family that almost didn't make it past winter so many centuries ago. But one day during a futile foray for food, the youngest son of the family found a Lion, prowling in the snowfield alone.

   Now the Winterbornes are the head of a mega-industrial, whose business reach every corner of the world and is involve in every type of business imaginable, and whose powers rival those of the top nations in this world.
   
   It was all because of the Lion that become the true head of the family, so many years ago. By swearing fealty to it, they have gain an ally whose power is simply beyond nature, and who is smarter and more shrewd than the most devious moneychanger. Following the word of the Lion who call himself Extinguis, the Winterborne family has nothing but amazing luck.

   For Extinguis, this is but a chance meeting that turns out to be more profitable than he ever imagined. An entity that exist long before the rise of civilization, from a simple predator he became one of the first Familiars in mutual partnership. Then as the days go on, began to understand more and more of the hearts and minds of those frail weaklings that, impossible as it might seemed, had managed to climb high up the food chain. By hoarding power because it is in his instinct to do so, he switch Wizards like old rags and keep on learning and devouring, until one day when he discover that he is on the path to Transcendence.

   He Fell, intentionally, because he had no interest of ever leaving this world: He only wanted to own it.

   Over the millennia he did many things: Helped the downfall of a great empire and the rise of a religion, and then abandoned it all to a bleak Dark Age because it got out of his hands. Became the pet of kings and subtly affected them to become power-hungry despots. Killing weaker Wizards and Familiars to devour their powers. On that snowy morning he was just planning on a quick snack, but then he saw the potential in young Winterborne, and then the saturation of potentials in the Winterborne family in general, the idea of unlimited Wizards for his personal use, forever, just popped into his head.

   Now he literally owns almost a quarter of the world, can get anything he wants, and is so powerful that even The Advisory Council have to listen to him.

   And right now he is just about to take more.

   The power of the Winterborne comes from both mundane and supernatural: The peacekeeping service they offer means they can maintain their own standing army. Their industrial-complexes keep the army equipped with the best equipment, and both above- and underhand dealings to all walks of life give them multiple solutions to solve any problems. In the area of magic, Extinguis enforce a strict selective breeding programs to all his minions and offspring, just to maximize the birth of children with potentials. It is so successful that he now has a sizable, devote followings of powerful Winterborne offspring and Lion Familiars at his beak and call. Without mentioning his perfect Lion Physique, Extinguis by himself is already a powerful Wizard/Familiar enough to give even Amat of the Advisory Council or Greene of the Wild packs trouble, and they already represent the highest echelon of Wizards in the world. The most dangerous part of Extinguis though, are his schemes and plotting. Some of his schemes can last for centuries, and might be hidden under layers and layers or truth and lies that most of the times it’s hard to be sure if he is the one who started it in the first place.

3) The Wild Pack

   The relationship between a Wizard and a familiar is an extremely close one, yet there are some people who can go beyond even that. The Wild Pack is one such who choose to abandon the world of humanity, and retreat into the forest the live as their Familiars do.

   While most of them bear no ill will towards the Human world, they no longer miss the trappings of human technologies. Running wild with their packs, wearing only handcrafted shirts and leggings, living under the stars and be as their Familiars be, they are the few humans who really become one with nature. For them the outside world and the dealings in the magic circle in like a dream of yesterday, once remembered but soon forgotten.

   They rarely gather in groups, as most prefer to run with the pack their Familiar belongs to. But there still is a certain structure of authority: Everyone looks to Greene, a Transcended One who's been in the wild for so long that sometimes people can't understand half the English he use. A few other old hands are also scattered around ready to help out. In environmental-related situations they usually would not go violent immediately, but they will talk things out with any potential logger and try to reason out a mutual solution. Firestarters though will be treated with maximum hostility. Being a member of the forest, they are also in good relation with intelligence other than the Familiars.

   Even when their numbers are small, on an individual level they are still quite powerful, and there are more Transcended Ones from the Wild Pack than any other factions.



4) The Synthers

   Fact is: Nobody knows much about the Synthers.

   And also: What little people know is bad enough to never get involve with them, ever.

   They seem to be the Wizard's answer to luddites: Extreme Human-Supremacists who aggressively hate every kind of magic or technologies that doesn't follow their strictly defined codes.

   And they hate animals, and see Familiars and evil mutants, or the spawn of Satan coming to lead the devoted astray.

   Without Familiars, humans are not meant to use Magic at all. Yet amazingly, the Synthers find a way: Midnight rituals fill with mostly senseless gibberish plus large helping sex and violence, where extraordinary amounts of mind-altering substances are used without a care. But the worst of the worst is: Instead of animal Familiars, they use mentally unstable or borderline-intelligent human beings as magic conduits, and put them through hellish tortures to bleed the maximum amount of magic from their bodies to the last drop.

   Their victims don't usually survive the ordeal, but they will prolong it for as long as possible.

   They are vampires of magic, of the most evil, diseased kind.

   The only cult that is actively hunted by The Advisory Council, over the years they have developed their own system of hiding and tracking down potential supernatural. Usually gather in hidden basements, presumed "Locations of Power", and madhouses where they gather most of their victims, they fight their "Crusade for Humanity" by hunting down and killing lone Familiars whenever they have a chance.

   The leader of the Synthers is "Mighty" Joe Stanley, a mild mannered, plain-looking man who always dress in comfortable marine-blue business suits and thick glasses. Only when he is making one of his speeches when his passion and dedication on the destruction of all the "Evil Ways" show his true color.

   Strangely enough, Stanley is the happy owner of two white normal Labradors, nobody has ever seen him perform magic, and his aura is for some reason unreadable. All the heavy works he leaves for his lieutenants, Bobba and Jumbo, two burly men and individually expert in magical curses and explosions.



5) The Dolittles

   This is the pet lover's club, the Garfields and Johns of Wizards. Loosely organized, with no official ways of recording its members, their emphasis seems to be just "having a talking pet is cool" and that's it. Other than the barest of Task spells they almost never do much of any magic, but their Annual Talent Show/Grooming Workshop is an event that few Wizards and even some Mundane pet owners in the know will give an arm and a leg not to miss.

   On the other hand, their advice on caring and problems with Familiars are better than even those of the Advisory Council's. This little fact is the lifesaver for many beginning Wizards/Familiars, so much that the head of Dolittles, Madame Mira Agnes, is the one who gets owed the most favors in the Magic circle.

   Their motto is: "I love my Familiar. You should too."


6) Transcended Ones and the Lost Ones


   Transcended Ones are animals and wizards who, after years of study and practice as well as use of highly complex arcane rituals, manage to go beyond their innate abilities and constrains to merge as one, in order to become true entities of magic. There are not many Transcended Ones around, as it requires exceptional amount of skill and not just a little luck to become one. Also the further they go, the less they resemble beings native to this world, until at the end when they gain the ability to go beyond fundamental laws of nature at will, almost all of them will leave this constrictive shell of a world to seek out higher enlightenment.

   Great beasts form old lore like Leviathan, Kraken, Yatagarasu, Yacumama, Tiamat, Dragons, The Chinese Serpents and Kirin seems to be some of the Transcended Familiars recorded in history.

   And then there are also Beasts and Humans who, while seeking the ways to Transcend beyond, had followed the wrong path and become fallen and lost. No longer a part of this world but still cannot escape its entrapment, they are driven insane and all their original passion now become pure and simple hated for this world and everything within it. Manticores and Spinax, Griffins and Gorgons and Tao Tie and Yamata no Orochi. The legendary monsters in the old lore are all once normal humans and animals just like everybody else, but twisted by misuse of magic. Strange appearances that science cannot explain and most dismiss today there are tales of the Mothman, of Jumping jack Flash and even the Sasquatch as myths or hoaxes.

   There are many ways to become Transcended, but even more pathway lead to the fallen Lost. None of the few methods recorded seems to work though, as the pathway to become Transcended is highly personalized and must come from the core of one's self. No matter the method, it will take centuries of dedication to even discover the first step to the path, and the vast majority of wizards and familiars out there are just not interested in this anyway, as they are already more powerful than most everybody else in a sense, and most of what they wish for is already achievable with the amount of power they wield right now. Still, from time to time there will be a couple or two who gets interested, and in rare cases that means the birth of a new Transcended One... or a new monster of the Lost. Either ways a source of enormous powers that might help or harm the world and all life on it.
« 上次编辑: 2020-09-20, 周日 19:43:19 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )

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Re: [Legacy]使魔連鎖/Cross Familiar
« 回帖 #14 于: 2020-09-20, 周日 19:37:01 »
Possible plot hooks and ideas:


1) Conspiracy A(nimals): Council of the Wild


♩The animals are plotting. ♩
♪The animals are plotting. ♪
♪The animals are plotting. ♪
♫To take over the world~~~~!!!♫

Humankind has been the top of the food chain for so long that we are getting to be laid back and careless, taking things for granted and wasting the earth's resource like there is no tomorrow. Mother Nature is one tough accountant when it comes to balancing the checkbook though, and the surge of Familiar appearance in the past decades might not be the coincidence that it seems...
Stupid crow! Get away from the window!

Have you ever get the feeling that, if the animals were in charge, we'd have a whole different world right now? Nobody can really know for sure as it been so long since the age of dinosaurs, but the animals are willing the have a go at it...

Man, not again! Shooo! Be off with you!

Where did Ebola come from? Or AIDS? Or Avian Flu and a whole new surge of strange and lethal new diseases that are coming out by the dozen nowadays? All from the animals, and all natural --- But still it makes you wonder if the beavers are hiding a biolab under that big pile of logs, or if the nests of birds are in fact hidden stash for Weapons of Mankind Devastations ...
Come ON. Not another one!

The animals are plotting. You can see from the flight of birds that are practicing their perfect V, bombing formation just right for precision bombing. And have you notice rats in places you're not supposed to find them? And where are all the wild dogs on the street? The animal catchers can't be THAT good, you know...
That's it! I'm going to get you for this you stupid bird!



.
.
.
.
.
.

Ahhhhh. Finally. All quiet down.

Back to business at hand: The animals are out to get us, and we have to be blind to not take notice of it. But there is still an Ace in the hole for us: Not all animals agree with that decision. Most housedogs, for example. "Man's Best Friend" indeed. And the cats. Without humans to slave after them and clean the kitten litter, they'll have to actually hunt for a change... The cats and dogs are with us, and a few others too. And most Wizards and Familiars are either on our side or planning to sit it out, so we still have a fighting chance at least.

We have to act now, to show the animals out there who the real boss is. So pick up your arms, bring that favorite hunting cap of yours (with the lucky REAL rabbit foot too if you want), and LET'S DO OPEN SEASON!

... Is it getting dark outside already? This is half past noon for crying out loud...








Uh. Oh.









2) Conspiracy M(agics): The Rule of Mages


The Mages are out there. We just never see them for what they are.

Have you ever wonder that: For a world that is supposed to be all logical and scientific, where everything have a rational and normal explanation, so many WEIRD things are happening every day?

Fact is that magic is alive and well. The facades of technology that exist in this world are just that, a facade behind which the power of magic runs the meat of the works and fuel the core of the human society. You know what's really inside a nuclear reactor? Don't believe all that nuclear reaction and uranium crap. Inside that three solid feet of concrete is actually a small, cozy room for a man and his little puppy: The perfect combination of a Wizard and his Familiar.

So the Wizards are the real rulers of our world. That doesn't mean every Wizard is equally sharing that rulership, or that every Wizard is equally fit to rule. Disgruntled Wizards who never have a chance for glory because they aren't team players, Larger-than-life megalomaniacs that abuse their powers and responsibilities, and people who aren't Wizards and hate the current regiment amount the many others, and that is only from the human side of things.

It might be an absolute dictatorship, but it is not without its weaknesses. A smart person, be him Wizard or Mundane, might just be in a position to take advantage of it.

So, are you with it or against it?













3) The Misfits



Animals talk. To you.


And life turns upside down from that moment on.

Yesterday you are just living your normal life, taking it as it comes and dishing out when you need to; today you are waist deep in all that Magic, Wizard, Familiar... Fairytale stuffs, really.

The feeling of being in waaaaay over your head is getting stronger by the minute.

So, you're a Wizard. And that furball licking its claws and smiling the evil Cheshire Cat smile? That's your Familiar. What is it again? A legacy from your weird uncle that people would kill to get their hands on? Or is it some lost treasure map that you turn out to be the key to retrieve it? Or is it something about a mystical Mafia? Whatever. Your brain is just too mess up right now to think about it. The important thing this to not let anybody else know about your condition, or that fireball thing you can suddenly do just by finger snapping but still can't get a handle on... If people even suspect, you can be sent to a madhouse, taken to Roswell. Heck, even a modern day witch trial doesn't feel so surreal right now. Being hunt down by some mysterious fellowship seems to be the least of your trouble right now.





"Real life" just suddenly feels so strangely far away...







4) Monster Buster Mythhunters


With hard work, perseverance, and more than a little luck, a Wizard can Transcend to boundary of mortals and step into the world of Godhood. Those who succeed are forever remembered in songs and legends.

There are quite a few who never get to the Godhood part of things though. Those are also remembered in songs and legends, but theirs are the bad ones. Monsters, Demons and Boogiemans with their tales of terror and wicked deeds. There were once a time when people are afraid to step out of their house even in bright sunlight. That was how much they are afraid of the Fallen and Lost Wizards, back in the olden days.

What caused by Wizards can only be solved by Wizards. The Advisory Council, a group of old and powerful Wizards is the one with eventually solve that problem back hunting down every Lost ones they can get their hands on.

Mundane people have almost no defense against Magic, so The Advisory Council try their best to keep Magic hidden and unknown.

A Wizard wields enormous power, so The Advisory Council will advice the Wizards of their responsibility to the rest of Humankind. Sometimes by force if necessary.

A Wizard should be responsible for the action of his brethren, so The Advisory Council take upon themselves to handle any and all outbreak of Lost ones.

And you are one of the handlers in their employ.

You might be a budding Wizard with power, a Familiar who enjoys the thrill of the hunt, or a man of modern days gifted with the leading edge of technology, or maybe just a pair of steady hands who can still manage to hold on to your lunch and bladder when face to face with a Bull-headed monster that is at least 10 feet tall and looks way too hungry.

You kill monsters.  That is what you do. Everyone dies eventually, but you get to do it with guns blazing and charging straight on. Heck, you did that already and you’re still here.

See the world, shoot a winged snake. Be a Monster Buster.


5) The Lion that is King


He is known as Extinguis, and his Minions are the Winterbornes.

He is a Lion, a Familiar, and a Lost One who have been on this world for thousands of years. His Lost is totally intentional, and that makes him the most dangerous of them all.

He is the true power behind the Winterborne Corporation, a mega-industrial that span the world and is involve in every type of business imaginable. The Winterbornes is a force to be reckon with, whose powers rival those of the top nations in this world. In the society of Magic, Extinguis is known as someone who you always want to be on the good side of.

He is power, in every sense of the word. Still this is not good enough for him. Still he hungers for more power.

Schemes set in motion over the millennia is now in place. Finally Extinguis is ready to take over. If he succeed, both the worlds of Mundane and Magic will be in his grasp, forever.

Extinguis will not be a good ruler. Under his rule there will only be eternal toil and suffering, only to feed his infinite thirst for power and control.



This is the last chance for someone, anyone, to take a stand.



Are you ready?









6) Living with the animals


Garfield really walks and talks like an orange fat midget, Dogbert is really Dogbert, and the Muppet show isn't about dolls but real animals in Muppet suits. When you talk to the animals and they talk back, reality is jumping out of the window and calling a cab to the nearest airport.

But there's no conspiracy, no monsters, and no real dangers of any kind. You're just literally "living with the animals". A sitcom-style campaign where the plot is suppose to be silly, reaction should be over the top, and the credit is rolling, no real harm is done. (Except for your next door neighbor whose always trying to catch your animals "in a funny moment" and cash in with it, but this time Boyo manage to foil his scheme and leave a pile in his toupee again.)



7) Ole MacDonald lost his farm. EeeOuu! EeeOuu! EeeOuu!
(ie. The Animal-only campaign)


Ole MacDonald is just too nice a man to be a good farmer. Except old fashion fences and walls there are no traps, no pesticides, not even barbed wire on his farm. While other farmers treated nearly all wild animals as pests to be killed on sight, Ole MacDonald with his heart of gold just can't bear to hurt those cute little bunny rabbits that keep digging holes in his farms and wrecking his fields.

You know what he is doing, because as it goes you are a lot smarter than other animals, more perceptive and understanding of the human ways for some reason. Mother nature is a harsh mistress, and Darwin's rule is the law, but you do try to help him out when it is possible by trying to take only what's absolute necessary and keeping damage to a minimum.

But the humans seem to be falling on hard times in general. Today you just discover that Ole MacDonald is on the verge of losing his farm, and to a big, fat, smelly pig of a man who radiates evil from head to toe. And the guy's trying to clear the forest and build something call an "Outlet Mall" no less.

Both Ole MacDonald's livelihood and your forest home are at stake. Think you are up to do something about it?
« 上次编辑: 2020-09-20, 周日 19:42:05 由 Mounrou »
我用不來中文輸入法,所以我只能手寫中文字
在電腦上打中文字相比起英文而言大概要花我10倍的時間,而且會累死我。 >3< (Which has no point when people just skip it anyhow.)
所以,除非這事情非常非常重要,否則我一般只會用英文。
如果你看不懂英文,非常重要時我會盡可能嘗試去打中文。 -w-b
( Except Grammar Nazis cause, you know, THEY'RE RELATED TO NAZIS!!! And pretty impolite to boot too. =_+\ )