TSL:SwordplayAndSorcery

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TEMP[edit]

A rough draft of a page to keep setting and game information on the Thirsty sword lesbian game Swordplay and Sorcery


The Setting[edit]

Overview A romance fantasy world in the mist of chronic inequality and colonialist intentions. A world full of small villages living lives of old traditions and deceptively modern massive urban centres powered by magi-tech and secrets.

Area of play Under the official control of the Imperia Arcane, most of the outer territories are still controlled by the local populous and villages, though under risk of being taken under the wing of the Imperia. The inner territories while under strict control emanating out from urban cities usually have some level of autonomy if only because of a lack of man power. The Urban cities the hubs of control and magi-tech them selves are connected to the Imperia Arcane Capital, the effective heart of the region, even if it is controlled and heavily corrupt.

There are too many outer territory and inner territory towns each with it’s own nature and character to do justice in an over view but these places will be a common backdrop to many adventures and origins.

Potestas: Capital of the Imperia Arcane The main backdrop and starting of many adventures this Arcanum controlled city paradoxically is the weak point in their control. Built on the most ancient city of the region Potestas is a massive urban centre as large as real world New york in area and five times the hight made of multi-story platforms. It’s many towers and pillars rise up from the ancient buildings of the original city.

Top reaches The exclusive domain of the highest honoured citizens and politicians of the Imperia Arcane and the main base of the Arcanum. Full of natural sun light and the best that the region has to offer it gives the illusion of heaven on earth though just as unreachable for most.

The Higher reaches The home of 2 types of folk, the servants of those in the top reaches and the rich, powerful and corrupt. Made up of penthouses and balconies it is a place blessed with the last of the natural light, floating parks and luxury, the only businesses to be found are places of high art and dining or indulgence.

The Lower reaches The home of the “majority” of average folk, a place of bright artificial lights and neon advertisements, of sky walkways and jobs. It’s a place of middle class comforts and ignorance. Still it the place many live and rest between action. It is the place to find major brand stores and consumer goods. Places of interest: Jayse Haral’s Antiques and Collectables, one of the few small businesses of the lower reaches and contacts with the organisation.

The Grounded Officially abandoned and mostly a labyrinth of foundations and ancient semi ruined buildings, it is recognised as the home of many of the poor and marginalised, lit only by the secondary reflections of the neon adverts above, struggling to be powered lights and flickering flames of small fires and candles. A place just outside of official over sight it is rich in counter culture and criminality with raids being rare and a big deal. The sources of work either involve travelling up along relativity expensive monorails, dangerous and toxic industry or connection with criminality. That said there are pearls of attraction in this level, it the place of night clubs, of small independent businesses and markets ranging from white to grey. Places of interest: Club Illusion: an inviting club made for meeting and dancing full of illusionary entertainment sprites, owned by Tessa Rondar

The Lost Tunnels The literal under ground made warren of barely explored tunnels, buried buildings and sewers. The inhabitants are those who are hiding or wish to hide something, ranging from rebels and criminals hiding and moving contraband and people through the city, through hermits just looking to be alone, to those who are wanted by powers greater then them selves. Offering little then shelter from the weather and a hiding space the only things of note are the even more hidden black markets and one time trade.


Compiled Game changes.[edit]

Move changes Added

Connect:- book page 195

Change the Environment When you try to change the environment, roll +wit or +spirit 10+ Choose 2 for free 7-9 choose 1 for free or choose 2 and pay a price Remove an obstacle or barrier for the foreseeable future protect something or create a barrier that last sufficient time Impress someone present and take a string on them Take +1 ongoing as you create a useful effect Rearrange the elements of the current location. Adjusted

Smitten→Interested:- Changed to denote not just potentially romantic interest but also interest in being closer friends, change noted in character creation section.

Character Creation changes

Fill play book as normal with the following changes.

When You reach aesthetics; Fill demeanour as normal Select Look as normal Add a Look of your magical battle form Define you totemic tool’s mundane, active and weapon form using the sword section as guide Then Define your Totemic spirit, this should be in-line with your play book’s theme and aesthetics. What are they the spirit of, what do they have explicit control over and feel free to list a couple of ideas of implicit secondary controls. What is the personality of the Totemic spirit and your relation ship with them What is the sidekick form of the Totemic spirit, (think 80’s TV show) Do they have a War form? If so describe it. On truths of heart and blade Read the existing answer to smitten, does it fit the romantic complication you wish for your character, if so note it down as the romantic question of interested Write a second question to the interested that matches the complication your character has too forming a deep true friend bond

Totemic Magic

The Lie This world is full of dangerous being, etheric in form, trickster in nature. Tricking the unassuming with promise and gifts, if not for the brave actions of the Arcanum in taming these threats, every man omen and child would be at risk. The Arcanum, these disciplined, and emotionally self controlled Pages of the Imperia Arcane, wielding hard won mastery over the spirits shall protect you. But be warned and be ready to shout whenever you see a wretched being controlled by the spirits so action can be taken before they destroy our fair capital.

The Truth and Effects

Totemic Tools Magic in this world is mainly performed through bonded spirit bound tools, the tools themselves start out as regular items until a bonding event happens, this can be natural or induced by ritual and can happen at the same time as the binding to a wielder. Spirits in this world are aetheric representations of ideas, elements, creatures and places, that cannot directly physically interact with the world but may influence their and related representations. Totemic tools have 3 forms Resting, Tool and weapon, the resting form the tool looks like something small and inconsequential with the spirit being either resting, available for mental communication or free to interact in familiar form. Tool forms allow the bonded wielder to access the spirits ability to summon and control it's representations and related concepts. While in tool form the tool is obviously supernatural but doesn't affect the wielder. The weapon form allows the tool to be used in close combat and often takes the form of a heavily stylised weapon. While in weapon form the wielder gains a spirit armour that protects them from harm. This Armor blends the aesthetics of the spirit and wielder, though often brightly coloured and takes many from from full ceremonial armour to expensive/extravagant clothing. The familiar form of the spirit is a physical embodiment that takes the form of winged colourful animal (like winged ponies and bears) about the same size as a children's stuff toy and allows the spirit to interact with the physical world. Unusually powerful spirits may be larger usually massively so (dragons) and some have access to a war form.

Incomplete bondings Far too common an immature or weak spirit attempts to bond to an object and fails creating an Incomplete bonding or spirit object, these objects have unusually properties and can be reshaped or processed to to produce new items and split up of producing multiple such items. These spirit objects are the bases of many types of magi-tech and Artifacts of the world. Such failed bondings rarely permanent damage spirits but do represent a harmful event but recovery is often fast, as such it not uncommon for many older spirits to have created many spirit objects ion their past. Research into artificial spirit objects is on going in many areas, most trying to avoid hurting or using spirits directly in the process or with the cooperation of curious spirits.

Totemic Apportion As a learned ability the wielder of a totemic tool may give a negligible faction of the spirits power and control allowing another to access a part of the abilities of a wielder, such as weapons and uniforms, limited magic or echo summons of the spirit familiar form. This action though is incredible intimate and represents a weakening how ever small of the spirit and so can only be done with individuals the wielder cares deeply for or have been bound by an oath of loyalty. This is to allow themed mooks and allow a PC to give a source of protection to NPC's they trust.

Totemic Petitioning The poor man's cousin to apportion and tool wielding involves a person preforming a ritual to ask a spirit to do something the spirit is not compelled to answer though some rituals are based on long standing agreements that the spirit promised to honour. As such they are unreliable in most cases but the reliable rituals based on long standing oaths are the base of many regular powers and sub-magic systems.

Spirit Scars A dark and scary name to a landscape feature that is often a place of beauty and wonder but what are you to do with language created by the Arcanum as part of it’s control. These are the locations where a powerful spirit nature has spilled forth imbuing the whole place with it nature. Places of natural magic and weird land forms, they are full of minor spirits of the same nature as the once great spirit, many blessed creatures or wild familiars and spirit object of unusual origin. It’s unclear the exact formation of these scars, many talk of the graves of once powerful spirits, others just the remeant of battles but some talk of spirits settling down to create families. These are to be dangerous forbidden zones and places of unique beauty and wonder.

Wild Familiars Not to be confused with plants and animals that have received a blessing from totemic magic but a variation of spirit objects where a fragment of the mind of the creating spirit is imbued giving instinct and will to the object. Quickly taking a familiar form they exist in a spectrum of mixes of standard and war forms but the lack of a full mind renders their behaviour animalistic or unpredictable.

What does this mean? Your characters are totemic tool holders, this means you get access to Explicit but themed magic, doe mostly via preexisting moves (so if you want to fight with magic it's a fight roll) just described/called upon when used. Might add change the environment move see end. So what's your characters magic theme (a self only affecting she ra/he man physical might or wind like gracefulness will be fine), as in what are the main and secondary aspects can they control? An usually friendly helpful colorful sidekick (though other relationships are possible) that the player mostly controls, though more or less can be given to me. So what are they like both in person and physical embodiment ? When using magic you have a focus item that has a mundane form, and a magical form what are they and what do they look like? Your characters has a awesome costume they can wear while fighting get serious (no need to summon for every brawl) and a obviously special weapon, how is it different from your characters normal clothing and what does the weapon look like? Plus these change with your character when they have changes the costume follows. Narratively you can gift powers to NPC's to show trust and a desire to protect them. Your character has access to magi-tech that range from common everyday items to rare one of a kind artefacts. What the wider effects General public has access to magi-tech which allows for crazy buildings and flying vehicles Some people have rare gifts and rituals like the old healer in the forest The bad guys control totemic tools and have servants that match their theme.