Mostrando entradas con la etiqueta Setting. Mostrar todas las entradas
Mostrando entradas con la etiqueta Setting. Mostrar todas las entradas

lunes, 9 de julio de 2018

The Wyld Packs

The Wyld Packs: Skin Changers


City in Shadows


A society of Beast



The society of the Skin Changers is one of opposites working together. It's complex and simplistic at best. When you are dealing with beings that are both the primal instinct of nature and the mind of man, things get interesting. This creatures are self aware that they are part of nature itself and at the same time some of them are created by weird methods. Magick is a has it ways to create a skin changer although that doesn't guarantee that you will be accepted among the packs.

The Hierarchy of beast is basic at best. The strong lead, the weak follows. If you want to prove yourself to the Wyld Packs you need to prove yourself strong enough to withstand their trials. In more than one sense Beast are more social than human kind. When food runs low, Hunters provide. When cubs are born female take turns to nurture them. Skin changers are Beast that turn into the shape of Men and Men that take the shape of Beasts. Werewolf on the other hand, are an entirely different kind. Those cursed by night and marked by the wolf are their own unique brand of supernatural.

Almost all beast that can develop enough sentience can become Skin Changers. Bulls, Wolfs, Lions, Ravens, Sharks, you name it. thus if enough of them awake such sentience, they can teach the knowledge to the rest of their kin and multiply. In ancient times the number of Skin Changers was far bigger than it is now on the modern nights. Human worked most of them through hunts and fear of the monster of the night. Perhaps an elaborate scheme of old wizards and vampires to control the number of potentially dangerous beings taking over their cities. No one is certain to be honest; but that's what the records says.

Werewolf: In his own regard Werewolf are an entire brand of paranormal beings apart skin changers. Werewolves don't control their transformations in most cases. It's a curse given by the moon to those who dare offend her. Powerful wizards also sought the way to acquire the power and blessing of such Skin Changers and commit terrible sins and thus got stuck in a mid transformation. nor man, nor beast, both a mix of both. powerful yes, but lacking in self control. There are also those who are born hybrid. Born from a skin changer and a human parent. neither a full Beast not a pure Human; but a mixture of both bloods. Werewolves are an interesting topic that we may develop more later.






lunes, 2 de julio de 2018

Magic in the City in Shadows

City in Shadows


Magick


How it Works?

Magick is the most abundant power in the world. Everything that surround you posses it. Although that doesn't mean that each and every being knows how to draw magick and work with it. quoting those who are great at it.

"Magick is the art to use will and bend the rules of reality"

You can't break the rules of reality at all, but you can work your way around them to create a desired effect. The only beings that can warp reality with their mere presence are The Others and is as toxic as it can get. Warping reality does not only create inconsistencies in the place around you, but also the people and fundamentally the magick of such place.

Magick works in three major ways depending on who is wielding it. Ritual, Sorcery, Evocation. these are the major branches of magic. There may be many more sub-branches; but we'll focus on this for the time being.

Rituals: The way a ritual works is pretty simple; but it's not easy for everyone. A ritual can create powerful magick effects but requires time and preparation. This kind of magick takes Careful preparations in order to works its effects.

As an example let's work through a ritual together.

Name: Ritual of the Ward
Effect: This ritual creates an area protected by a magickal aura that prevents unwanted beings entering or spying on such location.
System: The player declares the area the Ward will take effect on. Then it rolls its magic skill(Core) or Careful(Accelerated) the difficulty level its determined by the area that its being affected.

+3 for a house/appartment
+4 for a small building
+5 for a Manor or Building
+6 anything way bigger than that.

each shift pass the total goal grants additional invokes to the Warding Aspect or additional effects at table discretion.

Sorcery: It's the most available way to the common folk and new wizards. This works more cinematic than let's say rituals. Sorcery requires the Wizard to recite the actual spell. The higher their magic skill the easier their spells may work.

Let's see a sorcery example:

Name: Call of the Storm
Effect: The spell can call a downpour or a storm depending on how good the wizard its at sorcery.
System: The PC determines which kind of rain wants to be summoned. Then it must talk the actual spell. the higher the magic skill the most words they can put into the spell.

Spell: Unto the skies I call for the rain to bless the land.

Difficulty will be determined by Game Master at discretion depending on how plausible the spell is at the moment. It will naturally be harder to call upon a storm if the skies are completely clear and devoid of clouds than if it was already a cloudy day.

Evocation: The hardest to control of the magick ways, but it's the most versatile. it embodies the true nature of a wizard. The use of their will and focus to create powerful effects on reality. From the most common like fireball to the strangest like using tendrils of shadows it all can be cast with evocation.

Name: Shadow Edge
Effect: Use to attack with your magic skill. generates a cutting aura surrounding one of the arms or legs of the user.
System: allows the wizard to use their magic skill instead of fight skill to attack an opponent. if the roll fails, the Effect banishes and they get a stress on their Backlash Track

In the world of City in Shadows magick has a cost when it fails. Which gives chance to the GM to work the backlash in very interesting ways. The Backlash works as the Mental or Physical Stress tracks but this works on magic. The higher the Magic Skill the more backlash a character can take.

Using the previous example of the Shadow Edge if during a defense roll PC fails the roll the most benign result will be it merely disperses and PC has to recast it next turn. if Failing by two or more shifts it may get hit by the disperse of magickal energies, or unable to control its own magick. GM can get creative with this aspect of the game. Nothing is free when dealing with magick

jueves, 28 de junio de 2018

Wizard Circles

City in Shadows


Wizard Circles

For wizards the circles are the most commonly used symbol not only as a tool of the craft, but as a symbol of unity among those who follow the old ways. The circles are not only a way for wizards, witches, and even warlocks to craft and share their works but also to reconnect with the elemental force of the universe.

Wizards hierarchy is to be respected and not to be violated. If any infraction is discover either two outcomes might be expected. You are to be dispatched for good, they'll send the Executioner for your head, or you might be exiled from the circles and you are on your own. there is a difference among lone wizards and exiled ones. A lone wizard might ask for help if any task is bigger than himself. An exiled one might be lock just by showing its face on a circle after being exiled or even executed. Archaic methods indeed; but this are the ways that had made the Circles stand for so long through history.

Circles are arranged by skill and deeds done to the group. A newly join wizard might be skilled but done nothing to the Main Circle then be assigned to an Outer Circle then as the wizard work for the circle it can work its way to the inner ones. There are three outer circles, three middle circles, and three inner circles being the core one the one with the eldest and wisest of all wizards. Why this arrange because wizards know that numbers hold power, specially the number three. three times three is a powerful number and the inner circles benefit from that magickal relation.

This doesn't mean there is just one group in the outer circle at the time and that it will be always that way. what it means is that there will be magic circles formed by newly discovered practitioners that will start in the outer circles and work their way in. It isn't rare for circles to form and disappear after their task are done. Some choose to move all at a time so their magickal connections are only strengthen as time goes by and they climb the ranks. 

Magickal society is a strict one, and of many secrets to be discovered. Many youngster practitioners are labeled as Warlocks because they were never approached by a mentor and broke the rules without even realizing it. Wizards live very long lives if careful enough which make them stick to traditions far more than mundane will ever do.

The Rules of the Circle

Never break the circle
Don't reveal yourself to mundanes
Don't force your will on mundanes or other wizards
Don't morph any human into something else (they end up scarred always)
Never raise the Dead from its grave
Never under any pretense invite the Outsiders to our reality.
Anyone who dares to alter time will be executed at once
Respect thy Elders
Nothing is for free

viernes, 27 de abril de 2018

Vampire Organization

City in Shadows


The Covenants


The vampire covens are the basic structure of the vampire society. Vampires are a highly organized species. They have live some from the very beginning of civilization they understand how the game of politics works. Vampires meddle in the politics of mundane since the dawn of times. Vampire dance a dangerous game since they are no longer alive they need living dolls to work their biding. To play the Vampire game is to play a game of shadows and masks in the world.

The Hierarchy


The hierarchy of the covenants is of high importance to the vampires. Without of such structure the vampire dominion over certain regions should have fade centuries ago. A weak link on a chain that have eons being formed can destroy an entire dynasty of vampire rule over the lands. The vampire Hierarchy of organization goes something like this. At least this what our data have recalled about such organization.

Ranks:

Newborn: Those who are either chosen or choose to become a new vampire to the ranks of the Children of the night. At this stage no visible powers are shown neither any of the usual traits of the vampire blood affect the individual. If the Newborn is a wizard its magick still works as usual. just after the change its when their magick transform or cease to work at all.

Blooded: This is the first step in vampire existence. Their power are relatively over human capabilities. Speed, Endurance, Strength, are increased. They need to feed of living blood at least once a month or their system start to fail. Also at this stage depending on the bloodline of vampire that infected the victim their traits start to show.

Acolyte: An acolyte is a vampire that started its way into a coven. the first level any aspiring vampire to enter the nights dance should take. Acolytes are usually regarded as the foot soldiers, messengers, and essentially disposable units for the Vampire society. If you finished your journey through the acolyte rites you may become a Priest for the vampire society.

Priest: Priest are the higher rank one can get inside a coven. Priest are the ones who lead all the rites and ceremonies. The knowledge to correctly perform a Blood Ritual to allow the vampire to acquire magick is only shared to those who reach such rank. As the leader of the covens also they must take responsibilities for what those under its rule do.

Regent: Regents are those who watch over certain groups of covens. They are the hands of the Royals whom are designated more by the bloodline that create them than an actual rank. Although the rank of Royal can be achieved by a Regent if clever enough to contribute to the game of shadows they play.
Regent are the hands of the Royals among the covens they must make sure Priest have their Newborns in check and their Blooded from creating a mess their first few nights. If any of them step out of line its their duty to execute them. If the matter gets too out of hand, they must give word to the Concordat to dispatch the Executioner.

Royal: This are the most ancient of the Bloodlines. Their Rank is achieved through cunning, manipulation and survival. Families that hold massive power over certain world regions. That have sleeper agents on Mundane politics. Secrets of ancient powers and legends. Royals have an honor sit among the entire society of Vampires.
Nonetheless this Rank can be acquired if the Vampire is clever enough to do a major service to the Species or give birth to many Blooded from its own blood.

Concordat: The Concordat is the highest rank coven of them all. The eldest vampires are the only allowed to be part of it and even then only if one of the sits in the concordat is empty to allow newcomers. Vampires old enough to claim that they walk among Egyptian and Sumerian gods. Only one among the Concordat can be chosen to take sit among the Council of the Six. Most importantly only the Concordat can sent the Executioner to pass justice in case of a massive threat to the society due to internal ambitions and conflicts.

Vampire Laws

- Preserve the secret
- Feed it's survival and pleasure, don't abuse
- Respect the Hierarchy
- Don't create new Blooded without authorization
- Guard the lands
- Respect the blood and those who give. 
without them you are doomed.

miércoles, 14 de febrero de 2018

A city in shadows - part 2

A great part of the world you know is nothing but a small fraction of the whole deal. "The real world" is far more scarier than you may imagine. Probably by this point you may deduce where this is going. to put it bluntly, Magic is real, yes, it's real. You may think me insane, but take a closer look to the world around us, feel it with something more than your eyes and now you may "see". Can you feel it now? Funny feeling huh? Want to know something funny about magic? Virtually anyone could pull it off one way or another. Nontheless not everyone should try to do it. Confused? I'll be surprised if you weren't. You see this is the deal with magic, once you start dabbling with it, it becomes like a drug for some and that's when bad things happen. Demons, Angels, Fae, Sking changers, they want to get their hands around any human with the talent to pull of enough magic into their bodies. Once you see how the real world is, the real world see you. Now you must come with me. Walk fast, but don't try to run, that'll be suspicious. The key to survival is being discrete and keep an enough low profile so the big scary things can't find you easily. When the moment comes, you must choose a side, we are at war. I really don't care which side you choose, but pick one. Being alone these days is mostly a death sentence. Have your eyes wide open, or you may end up chew by a big scary monster, because they are real and hungry.

Okey, now you are at your place. Stay inside, and no, don't invite to enter your house. Not yet at least. at sunrise every magic will fade and most of the scary monster are going to be cast back to where they came. Keep in mind what I told you, if you choose to side us, call this number and someone shall come to you. It may be me, or maybe someone else. My name? mmm you have too much to learn; but here is lesson number one. keep your true name a secret, so scary things can't use it against you. For now I'm just a friend in this dire times. If we happen to meet again and you need a hand, you may ask. after all, I'm not that fond of picking on someone just because they hang around with bad people. See ya later pal.

Hate to leave people with vague and rambling answers but that's the way it is. at least until one side is pick. now I think I might go chill a while, maybe grab a beer on the "Burning Bush" your lovely local occultist bar. yeah, the one running the place have an odd sense of humor. nontheless it's the best place to find a mentor, a might be sponsor and all that jazz. I might tell you more about it later. I'm starving and a big horn of ale and a burguer sounds like an excelent way to finished the night.

martes, 13 de febrero de 2018

A city in shadows - part 1

I thought today I was going to drink a beer in peace, but no. Here I'm dealing with an outsider. why? because I'm a sucker for a pretty face. I need to help the "damsel in distress" specially if it happens to be a mundane against one of this things. Take it as it may, but mundanes can't handle an outsider. Hell not even the great majority of us can do that on a one-on-one scenario without enough preparation. Lucky me haven't being noticed yet, so I at least have the wildcard in hand.

Using the night and the rain I summoned my will into my staff. A good solid staff will always be a good ally to the wizard as but focus point and a good pole weapon if need may arise. Deep grey lights glow from the runes carved all over the lenght of the staff. A sudden hit, an agonizing scream and part of their flesh mask shattered. The scream startled the girl that turn around to the sight of the outsider skin and their pointy teeth. Poor girl that sight is somthing mundanes are never supossed to see. I saw the pure terror in her eyes before she passed out, and the outsider burnt into ashes. I'll took her to the closest store and let her in care of the dependant whom called 9-1-1 and assure me she'll take care of her.

I fix the neck of my coat and started to walk back home. The rain fell heavily against my face and the leather of my coat made a constant almost musical sound. This is the way things are for someone like me. always in the night the unknown hero, never the knight in shinning armor. A lonely way of living but hey at least not a boring one. If you want to know why I haven't spoke my name is because names hold great power so I like to mantain mine private, but if you want to call me someway then. the name is Howler, John Howler. Now if you excuse me I'll go drink my night out at home.