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Preview Time : EDITThe day was hot, uncharacteristically so for late October in New York. Prominent amongst the throngs of people navigating the crowded confines of the sidewalks were people carrying under their arms the jackets that years of conditioning had told them they were supposed to need today. Such cases were also noticeable amidst the omnipresent gridlock of the city's choked streets, jackets cast haphazardly into backseats or bundled in the passenger seat and taken along for the jerking, halting, touch-and-go ride that was mid-morning traffic in the city.
So, in short, it was hot, uncharacteristically so.
Which made the man walking down the street wearing a thick military jacket all the more noteworthy.
The man was tall, passing six feet by a good two to three inches, not including his hair--red hair--which, although fairly short seemed to have the novel capacity to stand straight up from the top of his head, giving him another half-inch in height. His large hands were tucked casually into the
The Notes of Dr. Lunasolt[The following is an excerpt from the research notes of Doctor Gregory Lunasolt, the world's leading expert in the field of mental therapy at time of this writing. These notes have been released with his consent, but not his blessing, as they lack the level of detail that he prefers his work to possess when released. Still, this information is important enough that what might be considered a primer for the remainder of the doctor's research. - Daniel Daystravel, publisher, adventurer, friend.]
Patient #21: Madeline (censored)
Notes: Condition results from systematic, involuntary exposure to mentally debilitating Absence (Abyssal) magics. Condition is serious, but treatable. Complete cure is impossible.
Madeline has progressed wonderfully since she was first recovered from that abominable place. It fills my heart with such joy to hear her speak so lucidly and brightly now; we often speak for many long hours into the night. She once more resembles the girl she must have been before her o
A Ghost Story - RiffingI was an American male on the loose in Belgium in the late 80s. (By the early 90s though, I was a hermaphroditic dwarf with a gimp leg. But I'd rather not go into that right now.)
The tiny village I lived in was called Cambron-Casteau and was only a few kilometers north of the French Frontier. (France. The final frontier.)
The town was truly nondescript and an ancient abbey remained the only interesting feature it possessed. (Most people would likely still find it dull, but then, most people aren't sexually aroused by stonemasonry.)
The abbeys remains stood on fifty acres of land just beyond the town with a great house, a tower, forests, lakes and catacombs! (So, actually, there was a little more there than just the abbey, but the McDonalds was still under construction.)
The latter caught my attention as soon as I learned of them. (The catacombs, not the McDonalds. Although, I really could go for a fish filet right about now...)
Overly Complex Meter SystemNote: This is very complex. This is the point. It seems that almost invariably character alignment systems are broken down to good/evil. You either wound up being Kung-Fu Action Jesus or MIndless Hack 'n' Slashing Jack the Ripper. There's more to a person than that (usually). So, I've attempted to set out a fairly complicated system to give you more information about NPCs in the world, and also to open up more complex interactions with people based on your current alignments.
Note the second: Additionally, consider the idea that you actually have two alignment lists. One personal, and one based on reputation. The personal shows what you actually are, while the rep one affects how the NPCs actually react to you. An example of how this works would be, you kill somebody and no one finds out about it, your personal takes a hit towards evil, but your rep is unaffected. Get it?
Note the Third: Additionally, toying with the idea of somehow getting a player's motivation for doing an act
Sapient SpeciesNOTE: Not covered in this part is culture and society, which vary from region to region and would take too long to cover. If I write those out, they'll be a part of their own essay. Probably coupled with a map of the world.
NOTE 2: This is an idea for a fantasy world of my own creation. This guide ties into the element personalities post I made, which is for the humans (and relevant Chimera). Most of this I thought up on my own and from my own (semi-limited) understanding of the source myths. Most of these were actually created in the hopes of breaking from tradition/subverting that myth. For instance: Dark Elves are dark-skinned because they live on a tropical island, not underground.
NOTE THE LAST: The initial idea that inspired this was the element personalities and then I had to think of a world where that would work and I wound up with all this. I wanted to take the Dungeons and Dragons races (plus Goblins) and do something new with them. The Chimera are a race of my own creation
Element PersonalitiesFire (Defender, Avenger, Privateer)
Water (Nurturer, Compromiser, Stoic)
Air (Wanderer, Prankster, Adventurer)
Earth (Moderate, Guide, Naturalist)
Ice (Cynic, Scientist, Shyer)
Metal (Builder, Warrior, Sentinel)
Thunder (Judge, Demagogue, Inciter)
Plant (Druid, Cultivator, Hermit)
Light (Peacekeeper, Crusader, Luminary)
Shadow (Informant, Coward, Vizier)
Time (Scribe, Nostalgic, Profiteer)
Space (Cartographer, Observer, Guardian)
Absence (Remaker, Psychotic, Daemoniac)
General: Fire magic manifests most often in people with a capacity for strong emotions. Said emotions are often displayed as they are felt; Fire persons have no "poker face" and can't hide their true feelings. That said, though they feel and display emotions powerfully, such displays are often short lived and will soon reach more reasonable levels. Fire people are passionate and driven, often uncompromising when their mind is firmly set on a goal. They are confident and believe in their own ability to pers
Potential Stat SystemStrength: A character's strength represents their physical prowess. A character with a higher Strength stat can carry more weight, wear heavy armor, intimidate opponents, and deal more damage with manual weaponry (swords, bows, etc.). In contrast, a weaker character can carry less weight, can only wear lighter armor, hostile NPCs are more likely to attack you eagerly, and less damage is done with manual weapons. Strength might also affect a character's abilities to move or break objects, threaten people for information or money, and their ability to jump, climb, and swim.
Perception: A character's perception represents the effectiveness of their five senses. A character with high Perception will detect enemies sooner, uncover more goods when searching or defeating enemies, be more likely to notice traps and hidden areas, and aim ranged weapons more accurately. Conversely, a character with low stats in Perception will detect enemies when they are closer to him/her, find le
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Lilyas has dedicated herself to making our community a brighter place with her vibrant artwork and infectious enthusiasm for interacting with others in our community. It has certainly paid off, as many deviants flock to her page on a daily basis to let her know how much of an inspiration she is. We absolutely agree, and couldn't let all that hard work go without recognition, so it's with great pride that we bestow the Deviousness Award for March 2014, to ... Read More