Zedalb
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- Location
- Washington
The Basics
In this setting people and animals differ from us, by having within them eight gates of power. Each gate is tied to a separate emotion, through focus and usage of that emotion in sufficient strength one can do amazing things. Typical each emotion can be felt externally or internally causing it to have an internal or an external effect respectively.
The Gates in no particular order are.
Emotion | Internal Effect | External Effect |
Passion | Super Strength | Fire Manipulation |
Joy | Super Speed | Wind Manipulation |
Resolve/Will Power | Super Toughness | Earth/Metal Manipulation |
Love | Regeneration | Healing others |
Empathy | Super Senses | Lightning Manipulation |
Sorrow | Enhanced Wisdom | Water Manipulation |
Fear | Invisibility/Incorporeal | Shadow Manipulation |
Hatred | Slow Death | Death Manipulation |
Internal Emotion:To feel an emotion, for, about or to one's self.
Passion: Feeling passionate about the things that make you who you are, whether that is art, ideas or whatever else
Joy: To be happy with who you are, a happiness derived from within. A choice to be happy
Resolve: Self discipline to be able to make yourself do boring task or focus when you would rather not. The ability to master yourself or be resolved for others.
Love: Loving yourself for the person you are.
Empathy: Forgiving yourself for mistakes and treating yourself well, understanding of who you are.
Sorrow: True regret for your actions statements or for who you are.
Fear: Fear for your own life or fear of the consequences of what will happen to you.
Hatred:Self Loathing
External Emotion: To feel an emotion, for, about or to others. (The easier of the two)
Passion: To feel passionate about others or things outside of your control. Your love life, or a sunset invoking passion.
Joy:Happiness because of others, or things outside your control. Truly enjoyment of raid for instance.
Resolve: The ability to continue in spite of fatigue, pain, injury. To stand up to others and withstand great burdens.
Love:To love someone or something else.
Empathy: To be compassionate and understanding of others.
Sorrow:To feel sorrow because of things outside your control, or to feel sorrow for others or what happens to others.
Fear: To feel concern for others lives or the consequences of what will happen to them.
Hatred:Loathing of others or of things other than yourself.
Passion: Feeling passionate about the things that make you who you are, whether that is art, ideas or whatever else
Joy: To be happy with who you are, a happiness derived from within. A choice to be happy
Resolve: Self discipline to be able to make yourself do boring task or focus when you would rather not. The ability to master yourself or be resolved for others.
Love: Loving yourself for the person you are.
Empathy: Forgiving yourself for mistakes and treating yourself well, understanding of who you are.
Sorrow: True regret for your actions statements or for who you are.
Fear: Fear for your own life or fear of the consequences of what will happen to you.
Hatred:Self Loathing
External Emotion: To feel an emotion, for, about or to others. (The easier of the two)
Passion: To feel passionate about others or things outside of your control. Your love life, or a sunset invoking passion.
Joy:Happiness because of others, or things outside your control. Truly enjoyment of raid for instance.
Resolve: The ability to continue in spite of fatigue, pain, injury. To stand up to others and withstand great burdens.
Love:To love someone or something else.
Empathy: To be compassionate and understanding of others.
Sorrow:To feel sorrow because of things outside your control, or to feel sorrow for others or what happens to others.
Fear: To feel concern for others lives or the consequences of what will happen to them.
Hatred:Loathing of others or of things other than yourself.
White it is technically true that anyone can use any gate. In practice only those that live extreme lives tend to be able to reliably use them. A quiet peaceful life does not lend itself to the uproar of emotion it takes to use an emotion for the first time. The first time, being considered the most difficult, because after that you have the memory of what inspired the first use and a little practice to know what you are doing. The first time is often called "The Awakening of" it's respective emotion. After the Awakening the emotion required seems much lower but always a type of cost. You can only focus on one memory so many times before it loses it's metaphorical weight to you after all. Emotions are tricky things and power can vary wildly week to week.
Most people live and work without any reliance upon the gates, only truly using them a few times in their lives. For instance traditionally a man makes the wedding ring before proposing. If he is not resolved enough to make the ring, then he is not resolved enough for marriage is the sentiment. He may light candles with a flick of his wrist on his wedding night, eager for what is to come. However years later the memory lacks the weight and emotion it did the night of and he may no longer be able to manipulate even the smallest flame.
That is not the case for everyone though. Those who show talent from a young age for the gates are thrust into positions where they must use them. Often dangerous violent ones, leading to a cycle. Their grand ideas and emotions put them in positions where big things are happening to them leading to powerful emotion which leads to large things happening to them again. Combat and the things that lead to it after all are emotional things. The Texas ranger hunting down the outlaw that killed his family certain has the emotional fuel to do amazing things in his coming fights. Not just that but years of battle, saving lives and seeing others die have given him a wealth of experience in using those powers and big emotional events that he can call upon.
Most people live and work without any reliance upon the gates, only truly using them a few times in their lives. For instance traditionally a man makes the wedding ring before proposing. If he is not resolved enough to make the ring, then he is not resolved enough for marriage is the sentiment. He may light candles with a flick of his wrist on his wedding night, eager for what is to come. However years later the memory lacks the weight and emotion it did the night of and he may no longer be able to manipulate even the smallest flame.
That is not the case for everyone though. Those who show talent from a young age for the gates are thrust into positions where they must use them. Often dangerous violent ones, leading to a cycle. Their grand ideas and emotions put them in positions where big things are happening to them leading to powerful emotion which leads to large things happening to them again. Combat and the things that lead to it after all are emotional things. The Texas ranger hunting down the outlaw that killed his family certain has the emotional fuel to do amazing things in his coming fights. Not just that but years of battle, saving lives and seeing others die have given him a wealth of experience in using those powers and big emotional events that he can call upon.
So passion for your wife may let you manipulate fire what does that mean? Well it means manipulating and moving flames, growing or shrinking them, creating and throwing fire balls. It means your sword catching fire, or your bullets being coated in fire. The more complex of those take practice to do practice which is hard to get without living a life with lots of passion and emotion. Though there is a small cheat, excelling or practice in one aspect of an emotion makes the other aspect of that emotion come easier. If you are very passionate about your wife and thus great with fire manipulation, you will find passion coming easier in other areas, including internally. Leading to super strength being much easier for you.
However people are not limited to feeling or using one emotion at a time. We are more complex than that, multiple emotions and their effects can be mixed. For internal effects this means you can be super strong, and super tough at the same time. For external though it means you may create and throw flaming stones or make a fire that heals those close enough to feel its warmth. The particular skilled, may be able to not just stop a fire from damaging a stone wall but to rebuild it. If they feel the right emotions strongly enough and have enough practice for that type of fine tune control.
Each emotion after the second becomes much harder to feel and manipulate distinctly as is only natural.
However there are (at least) three other advanced usages of the gates that can make someone much stronger.
First is the opening of a gate. Someone who becomes advanced enough in one emotion may "Open" the gate, which will stop them from actively using any others though they may still function as a natural consequence of their uncontrolled emotions as normal. However the gate they did open will have both the internal and the external function of that gate working incredibly powerfully for a short time.
Secondly is known as "Completion" and is considered something of a myth. It is said that by awakening all eight of the gates and reaching a level of competency with them has amazing effects. However since it is rare to find someone that can use even 3 different gates with competency finding someone to test this on is nearly impossible. There are legends it makes all the internal effects permanent, others say it makes all usage of the gates trivially easy taking only the slightest emotion. However once again no one knows the truth.
Third is called acceptance, it is the ability to accept the emotions of others and use them for your own magic. It takes an incredible mastery of whatever emotion you intend to use and something beyond that, that is a closely guarded secret.
However people are not limited to feeling or using one emotion at a time. We are more complex than that, multiple emotions and their effects can be mixed. For internal effects this means you can be super strong, and super tough at the same time. For external though it means you may create and throw flaming stones or make a fire that heals those close enough to feel its warmth. The particular skilled, may be able to not just stop a fire from damaging a stone wall but to rebuild it. If they feel the right emotions strongly enough and have enough practice for that type of fine tune control.
Each emotion after the second becomes much harder to feel and manipulate distinctly as is only natural.
However there are (at least) three other advanced usages of the gates that can make someone much stronger.
First is the opening of a gate. Someone who becomes advanced enough in one emotion may "Open" the gate, which will stop them from actively using any others though they may still function as a natural consequence of their uncontrolled emotions as normal. However the gate they did open will have both the internal and the external function of that gate working incredibly powerfully for a short time.
Secondly is known as "Completion" and is considered something of a myth. It is said that by awakening all eight of the gates and reaching a level of competency with them has amazing effects. However since it is rare to find someone that can use even 3 different gates with competency finding someone to test this on is nearly impossible. There are legends it makes all the internal effects permanent, others say it makes all usage of the gates trivially easy taking only the slightest emotion. However once again no one knows the truth.
Third is called acceptance, it is the ability to accept the emotions of others and use them for your own magic. It takes an incredible mastery of whatever emotion you intend to use and something beyond that, that is a closely guarded secret.
The Setting
1870 Texas has the wild west in full swing where outlaws tend to have magic more often than quiet civilians. The additional danger criminals and wars pose has lead to a different America. Castles and Knights are a common sight. After all the resolute knight will find his armor withstanding bullet after bullet. It is far easier to kill such a knight with another Knight who's great passion gives him the strength to cut through such enhanced armor. Not to say that gunman are uncommon. Emotions are tricky things and those that can use them readily and reliably in such a way are few and far between. The country as a whole could barely summon ten thousand such knights. So for everyone else that can not manipulate the elements on any given day, guns are a must. Luckily for the gunman a knights resolve only needs to waver for a moment.
State Governors are treated like dukes trusted to police their state and raise an army if needed but to always remain loyal to the current president. In truth the governors ability to raise an army is also to keep each other in check and deal with larger threats. Jesse James for instance is using his hatred so that those he kills comes back as zombies under his command. His gang is learning similar tricks and other ways to leverage magic. To fight that with a police force would be suicide so the Governor of Texas is raising an army and calling upon the knights. Soon an epic confrontation between the two sides will unfold. Of course there is also the fear that Mexico will try to reclaim Texas, another need for the army in and of itself.
All of which is before the monsters and beast that roam the dangerous until recently undeveloped lands, show up. They will show up as the first picture hints.
State Governors are treated like dukes trusted to police their state and raise an army if needed but to always remain loyal to the current president. In truth the governors ability to raise an army is also to keep each other in check and deal with larger threats. Jesse James for instance is using his hatred so that those he kills comes back as zombies under his command. His gang is learning similar tricks and other ways to leverage magic. To fight that with a police force would be suicide so the Governor of Texas is raising an army and calling upon the knights. Soon an epic confrontation between the two sides will unfold. Of course there is also the fear that Mexico will try to reclaim Texas, another need for the army in and of itself.
All of which is before the monsters and beast that roam the dangerous until recently undeveloped lands, show up. They will show up as the first picture hints.
Militia: The standard protectors of a town, equipped with a breastplate and a revolver they are meant more as emergency police than soldiers, but when trouble comes it isn't uncommon to see them use a personal rifle. They are untrained in the magical arts but some have talent anyway.
Riflemen: The most common type of solider, they are equipped with a rifle a tench coat and hat in camouflage colors and leather armor that is unlikely to stop anything but the weakest shot. Armor was considered a waste with canons and magic being thrown around, stealth was chosen instead. Most untrained in the magical arts, they may have some capable of magic with them though for support.
Heavy Riflemen: The elites of the infantry, in order to become one, one must first show talent in super toughness. This proves both that they are resolved to the hard training and that they can make the most use of that armor. Super toughness enhancing them, and earth and metal manipulation enhancing the armor. They are equipped with bolt or level action rifles and a breast plate with a few other pieces of armor depending on the unit. Largely used to defend castle walls.
Texas Ranger: Not truly a military unit and even in their training they are not taught much in the way of magic mostly a bit of resolve to survive injuries and to enhance their slugs. They are equipped with whatever armor they want, and a shotgun and revolver. Using metal manipulation to make the shotguns hit harder. The rangers hunt down, outlaws and beast that are not easily killed.
Gun-mage: The second rarest type of solider. Gun mages are those that can do incredibly things with firearms and magic. Often capable of out shooting a dozen trained men. Their talents vary widely but even one or two can change a battle field, by making incredible shots or just so damn many of them. Gun mages often go on to stop needing their tools and become full mages.
Duelist: Dueling is a dying art, but do not let the name fool you, they wear armor on the side of the body they fight with always pointing it towards the enemy along with their sword and occasional pistol side arm. The ones that survive any length of time, are capable of super speed and using at least one element to enhance their attacks.
Mage: The few and far between. Those who have learned to become walking artillery pieces with the magic they have learned. Each is capable of huge effects and worth hundreds on men on the battle field. Each is far to unique to give much more description to. They are equipped with whatever the fuck they want and are capable of damn near anything.
Knights:Once again it is resolve that defines a military unit. The knights are a tradition passed down through families, studying war from as soon as they could walk, and all the while studying the gates. In fact a large part of the tradition is practices to help ensure each knight is capable of a high degree of internal magic to make themselves a mighty warrior.
Knights of Passion: Some knights take their training even further focusing on a single gate until they can learn to open it. The most common of which is passion. Swinging huge axes with super strength, while the axes are of course burning brightly. Combined with nasty fire manipulation leads to them being a heavy front line mass casualty causing unit. Sadly very few knights manage this.
Knights of X: Knights who can open other gates exist, though they are varying degrees of rare.
Undead Minions: Some who delve into hatred learn not just how to kill but how to raise the dead to use them for their own ends, this is one such example.
Heavy Riflemen: The elites of the infantry, in order to become one, one must first show talent in super toughness. This proves both that they are resolved to the hard training and that they can make the most use of that armor. Super toughness enhancing them, and earth and metal manipulation enhancing the armor. They are equipped with bolt or level action rifles and a breast plate with a few other pieces of armor depending on the unit. Largely used to defend castle walls.
Texas Ranger: Not truly a military unit and even in their training they are not taught much in the way of magic mostly a bit of resolve to survive injuries and to enhance their slugs. They are equipped with whatever armor they want, and a shotgun and revolver. Using metal manipulation to make the shotguns hit harder. The rangers hunt down, outlaws and beast that are not easily killed.
Gun-mage: The second rarest type of solider. Gun mages are those that can do incredibly things with firearms and magic. Often capable of out shooting a dozen trained men. Their talents vary widely but even one or two can change a battle field, by making incredible shots or just so damn many of them. Gun mages often go on to stop needing their tools and become full mages.
Duelist: Dueling is a dying art, but do not let the name fool you, they wear armor on the side of the body they fight with always pointing it towards the enemy along with their sword and occasional pistol side arm. The ones that survive any length of time, are capable of super speed and using at least one element to enhance their attacks.
Mage: The few and far between. Those who have learned to become walking artillery pieces with the magic they have learned. Each is capable of huge effects and worth hundreds on men on the battle field. Each is far to unique to give much more description to. They are equipped with whatever the fuck they want and are capable of damn near anything.
Knights:Once again it is resolve that defines a military unit. The knights are a tradition passed down through families, studying war from as soon as they could walk, and all the while studying the gates. In fact a large part of the tradition is practices to help ensure each knight is capable of a high degree of internal magic to make themselves a mighty warrior.
Knights of Passion: Some knights take their training even further focusing on a single gate until they can learn to open it. The most common of which is passion. Swinging huge axes with super strength, while the axes are of course burning brightly. Combined with nasty fire manipulation leads to them being a heavy front line mass casualty causing unit. Sadly very few knights manage this.
Knights of X: Knights who can open other gates exist, though they are varying degrees of rare.
Undead Minions: Some who delve into hatred learn not just how to kill but how to raise the dead to use them for their own ends, this is one such example.
Guns: Anything 1870-1880 is around though lever action rifles are still more common than bolt, and revolvers are almost as common as pants. Cannons and a few early miniguns are around.
Bows: Are used by some with the passion necessary to use bows strong enough to hurt people through plate armor and resolves protection.
Electricity: Commonly used by wind generators and the light bulb has already been invented a few years early and is fairly common, only really frontier towns don't use them. Nothing in the way of computers.
Fortifications: Castles can easily be raised by groups of highly dedicated people, making them common, they also can be reinforced by those same people making them more dependable. They are key in many commanders defensive plans more so considering how helpful the walls are for riflemen and the towers are for snipers.
Cars:Not in use yet
Horses: Used mostly for transportation rarely for war, though some animals can use gates and show magical abilities, it is nearly impossible to train for and not reliable enough for combat. Though some individual have trust worthy battle ready steeds no one can field them in a battle field safely. With the devastating power of fairly common magic they just aren't worth it for anything beyond troop transports.
Trains: Trains are commonly in use and the rail road is rapidly expanding in every direction, several companies competing and fighting a corporate war over rights and locations.
Steam boats: Fill what few rivers in Texas are large enough to use for large scale boat shipping.
Hot air balloons: Used for scouting and watching over large amounts of terrain, and even the occasional mage or gun mage using it as a way to survey and rain death onto the battle field.
Telegraphs: Common and there is a small corporate war to become the dominate company with horse riders delivering letters to the recipients.
Bows: Are used by some with the passion necessary to use bows strong enough to hurt people through plate armor and resolves protection.
Electricity: Commonly used by wind generators and the light bulb has already been invented a few years early and is fairly common, only really frontier towns don't use them. Nothing in the way of computers.
Fortifications: Castles can easily be raised by groups of highly dedicated people, making them common, they also can be reinforced by those same people making them more dependable. They are key in many commanders defensive plans more so considering how helpful the walls are for riflemen and the towers are for snipers.
Cars:Not in use yet
Horses: Used mostly for transportation rarely for war, though some animals can use gates and show magical abilities, it is nearly impossible to train for and not reliable enough for combat. Though some individual have trust worthy battle ready steeds no one can field them in a battle field safely. With the devastating power of fairly common magic they just aren't worth it for anything beyond troop transports.
Trains: Trains are commonly in use and the rail road is rapidly expanding in every direction, several companies competing and fighting a corporate war over rights and locations.
Steam boats: Fill what few rivers in Texas are large enough to use for large scale boat shipping.
Hot air balloons: Used for scouting and watching over large amounts of terrain, and even the occasional mage or gun mage using it as a way to survey and rain death onto the battle field.
Telegraphs: Common and there is a small corporate war to become the dominate company with horse riders delivering letters to the recipients.
OOC
I wanted to do a system where players had to think about the emotions their characters where feeling. I wanted fireball to be more than a 5d6 attack that takes six seconds of casting. I aim here to make a goal where what emotions are involved and why are constantly relevant. Where infighting is okay because it serves a purpose as well. Power does not come from knowing Pyromancy+6 it comes from the ways in which you are human. Though visibly super powers from emotion may feel like showing rather than telling a story. I hope it can be an avenue for the strong quiet type to express themselves without lots of introspection or for those who struggle to write out deeper feelings to convey themselves.
I want this to be a deeper more meaningful story telling experience for all of us. I'm also taking Co-GMs because I'd love to play and am not willing to GM myself out of fairness.
I want this to be a deeper more meaningful story telling experience for all of us. I'm also taking Co-GMs because I'd love to play and am not willing to GM myself out of fairness.
Character Creation
You have 100 points to spend and all expenditures must fit within the back story. I am more than happy to work with you for character creation to help I understand how difficult it can be for original settings and I tried to give enough information for you.
5 Points: "I have a badge" some symbol of office and authority like being a Texas ranger, needs approval.
5 Points: Gun Familiarity: you aren't formally trained but your comfortable loading and shooting any gun not as good as a skill.
5 Points: Melee Weapon Familiarity: You aren't formally trained but you know your way around a knife or sword.
5 Points: Emotional Keepsake:You possess an item that is very special to you and makes using one emotion much easier as long as you have it.
5 Points: Can use one of the gates internally or externally (Maximum of 3 gates that can be used in any way)
10 Points: Can use one of the gates internally and externally (Maximum of 3 gates that can be used in any way) (Does not require the previous)
10 Points: Novice in one gate of choice (Can be chosen for each gate you can use paying the cost each time)
20 Points: Apprentice in one gate of choice (Must buy novice first, must buy each rank independently)
20 Points: Journeyman in one gate of choice (Must buy Apprentice first, must buy each rank independently)
20 Points: Can open one gate of choice (Must buy Journeyman first, must buy each rank independently)
10 Points: Novice in one gun of choice from "Rifle, Shotgun or Pistol". (Can be chosen for each gun paying the cost each time)
20 Points: Apprentice in one gun of choice (Must buy novice first, must buy each rank independently)
20 Points: Journeyman in one gun of choice (Must buy Apprentice first, must buy each rank independently)
20 Points: Expert in one gun of choice (Must buy Journeyman first, must buy each rank independently)
Melee weapon skill cost the same as gun but there is only one category "Melee weapon skill"
You are free to invent your own skills at the same cost as gun skills like "Gun smith, Tracking, Medicine"
Sheet Template:
Name:
Age:
Sex:
Appearance: (Picture and description preferred)
Back Story: (must include how you know and are willing to work for the duke of Texas)
Points Spent:
Equipment: (You can have whatever you can carry or wear on you, day to day without super strength, and a horse)
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