Division Street – Calderon Valley

Calderon valley

Welcome to Calderon valley Japan. The city rests on a mountain range in Honshu Japan. The surrounding area is heavily forested with various kinds of trees. The main city area has a lot of cherry trees that have been planted by man. The city prides itself with the education of its children and because of that, it has a lot of schools. The city has 2 basic schools, 2 junior high schools, and 3 high schools. Other than schools, the city boosts a lot of hang out spots around the city. A new concept that the city has created is the cradle. These are large community centers that house various activities and each has a style their own. There are about 5 cradles in the city, with one at the very top center of the city and four smaller ones, two on the left side and two on the right side.

 

Common Locations – these locations are the spots where I anticipate a lot of play will occur. This list will grow over time as I gain additional input from the players.

 

Home Player 1

Home Player 2

Player high school- Madoriyama

Home room – Ms. Hanako

School club room -since one of the players is a member of the student council, the council room serves as their base of operations once things get going.

Azure park – primarily a children’s park, Azure park has a mile walking course as well as benches located in the four quarter mile markers. There are two designated entrances. One facing main street and the other near the school. Located on a flat plane south west of the water cradle.

Domino arcade- arcade has not been as popular lately however the newest fighting game Battle-men 7 has just released which may get the kids coming back.

Hideki shrine- a run down shrine ran by Ryo Hideki. Located between the sky and earth cradles. This is often called the lonely shrine as it is the only one located near the city.

 

High schools in the area

  • Madoriyama – player character’s school located above the water cradle
  • Ryoma high school – school with a reputation for delinquent students. Located near the earth cradle.
  • Tezuka high – very athletic school. Reputation for raising the best track and baseball students. Located on the other side of the sky cradle.

 

Middle schools

  • Natsume middle school – school where a Player’s sister currently studies at. Located near the plant cradle.
  • Sakamoto middle school

 

Basic schools

  • Tomoeda elementary
  • Shohoku elementary

 

 

Cradles – Cradles are places that hang out of a mountain by a series of support beams. In a cradle, there are guide rails that lead from the street to a cradle. Cradles are surrounded by a chain link fence that keeps youth from falling off the outer edges. Within the chain-link fence is a cafe-like area with many tables and chairs for people to sit. Depending on the cradle, other features are determined. The upper levels are generally populated by the closest businesses employers. It is said that delinquents often battle for ‘control’ over a cradle.

 

Sun – top most cradle built in the highest point of the mountain range. The sun cradle often houses very high ranking corporate events.

 

Sky – sky and water share the same height but are below the sun cradle.  The sky cradle is situated near many corporate offices. The buildings rise rather tall in the sky. Many of them have rather reflective windows. There is also a reflective pond in the center  and when the weather is just right- you can see the sky in both the pond and the buildings.  Sky is the cradle on the left in regards of orientation vs the water cradle.

 

Water – sky and water share the same height but are below the sun cradle. The water cradle often has performers play music here as well as people displaying art. In fact, the city’s art museum is located at the base of the cradle. Water is the cradle on the right in regards of orientation vs the sky cradle.

 

Plant -Plant and Earth extend to from the base of the mountain ocean or the beach depending. Plant is full of life. There is a community garden here so lots of people rent space here. In addition, its base is closest to the public pier so people also fish off the pier. Plant is the cradle on the right in regards of orientation vs the Earth cradle.

 

Earth – Plant and Earth extend to from the base of the mountain to the beach.  Closest to the Ryoma high so it is ‘under their control’. Despite delinquent activity, Earth is one of the first cradle’s tourists often see and so it is full of touristy attractions. Earth is the cradle on the left in regards of orientation vs the Plant cradle.

Division Street – Character Creation

Characters for this rpg are created using big eyes small mouth 3rd edition.

They are created using the following rules:

Characters are created using 200 points, meaning the heroic tier. Characters in this tier level are normal humans or near humans. They may get some special abilities but rarely exceed the power of a typical action movie hero.

Max attribute level is 4

Min max combat values 4/8

Min max health 40/100

Min max damage multiplier 3/6

Min Body Mind Soul – 3 (can be 2 with a defect).

Stats

· Body- physical aspects of your character such as overall health, strength, endurance, quickness.

· Mind- mental abilities such as intellect, wit, quick learning. Does not correlate with breadth of training and depth of experience.

· Soul- luck, willpower, determination, spirit. High value represents the many anime heroes whose main trait is their strength of character such as Yugi Muuto.

Initial character creation Attributes.

· Attack combat mastery

· Aura of inspiration

· Combat technique

· Defense combat mastery

· Divine relationship

· Energy bonus

· Heightened awareness

· Heightened senses

· Item

· Massive damage

· Melee attack

· Melee defense

· Organizational ties

· Ranged attack

· Ranged defense

· Skills

· Tough

· Wealth

 

Skills – skills have a natural cap of 6 however a Genius at a skill would have beyond.

· Level 1 and 2 indicate significant training or practice.

· Level 3 and 4 indicate considerable experience with the particular skill.

· Level 5 and 6 are true experts in the skill.

 

Defects

You can only have a max of 8 defects. I trust you not to take enough to make your character useless or uninterested in the scenario.

 

Weapon

Weapon has a number of potentially broken combinations. If you have a cool concept, please let me know about it before hand. I want to be lax but this is one category I need to know more about.

 

Special attributes

There are special attributes you will gain access to later. These must have an attribute restriction attached, limiting their usage in order to stay in genre. Most common will be the deplete option.

 

Shock Value

My game will include shock value as a rule. Basically during the game if you take damage beyond your shock value you have to make either an average or challenging roll. If you fail, you are stunned and lose a turn. If on a ledge you may fall off. If you fail the check by a greater margin than half your soul stat you fall unconscious for a number of rounds equal to 8 – Body (minimum of 1 round)

If you fail your shock check and its an non stun based attack, you will begin bleeding. You lose 1 health point per turn. Out of combat you lose 1 per minute. A roll of medical: emergency response will slow the bleeding to 1 health point per 10 minutes. If you are somehow healed by an attribute you stop losing health. Health loss by this method can only be healed this way or if treated at a hospital.

 

An event will change you, making you into something a little…more.

The following attributes may now be selected in addition to the ones above

Additional Attributes

· Armor

· Block power

· Damage conversion

· Enhanced stat

· Environmental influence

· Features

· Illusion

· Jumping  * gm discuss (want to cut down on flying)

· Plant control * limit 1 character

· Pocket dimension

· Power flux

· Projection

· Resistance

· Shield

· Sixth sense

· Special defense *gm discuss

· Special movement

· Super speed

· Super strength

· Telekinesis * gm discuss (want to cut down on flying)

· Weapon *gm discuss

Project Division Street – mini series

I have begun a new RPG project titled Division Street. Division street is my new mini campaign that focus’s on duality. Often this is day and night, light and dark, love and hate. I decided to use BESM 3rd edition because I wanted to get back to my rpg roots as well as found I liked the modular nature of the game. I will be posting a few different things here soon, but I first wanted to get the setting out in the open.

I like to think of this as persona x sailor moon. Where we deal with high school students pushed into supernatural situations in between their daily lives.

Game Category

  • Action
  • Comedy
  • Drama

Period

  • Modern Day

BESM genre 1 (fan service) keywords

  • Attack Phrases
  • Bososoku (biker gangs)
  • Bishonen
  • Collateral Damage
  • Dying Speech
  • Face Cuts
  • Giant Robots
  • Ghosts
  • Hyper dimensional hammer
  • Ki Powers
  • Kendo
  • Late for School
  • SDF
  • School uniforms
  • Transformation Sequences
  • Terrible Cooks

BESM Genre elements

  • Alien visitors
  • Hero teams/ Magical girls
  • Martial Arts
  • Mecha
  • School Days
  • Science Fiction
  • Supernatural

Orden…Reborn. D&D 4.0 Pt.2 Sidestory 1

Before I took hiatus from GM’ing D&D we had a natural stopping point to our campaign. During that time I wanted to try a few other games before returning. I also wanted to take that time and gather my notes thoughts and give each player – specific lead-ins to the next chapter, which I called part 2. Since the chances of this happening are about zero now, I figured I would release the few I had written…

 

This would be Rob’s part…

D&D 4.0 Part 2

Where the mountain meets the river, the air itself grows calm. The night air itself still with a mysterious magical force. A mote of energy appears in the air above the stream. Blue at first in color, then golden it pulses with this unidentified energy. It travels from the stream, through the grass and towards the mountain range.

The mote of energy, no longer alone gathers along a rock in the mountains. Several motes of energy fly towards this rock, revealing a hidden passage. Deep inside the passage is a pathway that at first is a tight fit, but opens to a larger chamber. Inside the chamber, there are several large statues of men and women, each with perfect physical features. Their eyes once dull begin to slowly pulse with power. The statues align in a perfect circle and each statue holds the adjacent statue’s hand. Below their forms a raised pedestal lies. The pedestal itself shaped like a large obelisk with a pure crystalline sphere in the middle lies in wait.

The motes gather along the statue’s eyes, flowing up the statue’s carved surfaces. Each statue, now covered in these spheres of energy, begin to shine brightly. The motes gather into the eyes of the statues at a quickened pace. The energy inside of the room becomes super charged, with electricity now forming in the space between all of the statues. The motes, now all gathered into each of the eyes of the statues, begin to harden into a strange substance. The substance pulses then flows out from the eyes.

The substance now travels in midair ignoring the properties of physics and defying reality itself. The substance now gathers into the middle of the air near the ceiling of the chamber. It drops slowly and covers the crystal. The crystal begins to hum with energy as it begins to slowly shrink down in size. Its previous form, now mutating and begins to form the features of a man. Eventually a man is formed from the crystal. His features are of brilliant purple skin with light, glowing patterns.

With a small amount of energy left, the statues then gather ambient magical force. The energy collects along the statues hands and from each hand, the energy shoots forth into the man. The man throws his head back and gasps for its first breath of air.

The statues begin to gleam brightly. A voice sounds from all directions within the chamber. “Welcome back, son of the life spring. You are Deva and you are eternal. Let your next life bring forth the change necessary to stem these dark times.”

The man falls quiet, and curdles into the fetal position on the pedestal and rests.

After some time a woman dressed in ceremonial robes enters the chamber. She is adorned with a purple robe that glows orange with mystic energy. Holding some cloths and a mystic staff, she walks to the form lying in the center of the platform. “Awake my son. This place may be our birth chamber but it is not fit to live in. There is much to discuss in our city. A place for you is surely there.”

The form lethargically begins to stir. Awaken and somewhat rested he stands to greet the woman.  The woman gasps upon seeing the form of the man. He appears like normal Deva yet something is off. His head, a few small bony protrusions extend out from his temples. Each protrusion is about an inch long and takes on a curved horn like appearance.

“By Bahamut’s grace! Tell me, what do you last remember?”

The man speaks: “I recall a lot of smoke and ash.  I recall the regal presence of the sun. I also recall a strong dwarven woman. I recall hearing her begin to sob while holding… she was holding me…”

The woman hands the man some robes. “Come, we will discuss what path you shall take in this life. I fear you a pariah for your birthed…Features. Still you must find your aptitude, our race is not one for laziness. Do you recall your name child?”

The man begins to concentrate. “I believe I am called… Orden.”

“Then follow me Orden, son of Sun! I, Maridia will show you your new destiny!” We shall travel to Ray city, the true home of the Deva in our land.”

 

 

 

Ray City

The city called Ray is a place that lies near a river bank, sheltered in a mountain range in the crown region. Ray city was formed long ago by a Deva called Nenthan. Nenthan sought out where he was born and felt compelled to protect it from danger. He formed the city as this site is one of the few places in all the land that consistently birthed Deva.  Many other Deva questioned him as they felt no need to have their own city. Other races accepted them and they felt their home was along them. Nenthan’s city would become a shining beacon of justice and peace.

This is the city to which Orden would call home. The chamber that Orden was reborn in is called the Shrine of Memories. The shrine was crafted by a mysterious person called the entity whom is responsible for all Deva in all realms. This particular shrine has a special tie to the astral sea and every six months a new crystal is born here. The crystal itself is priceless and its magical energy structure is rare. The gem itself cannot birth Deva but it acts as a key to a mysterious energy that the Nenthan wished to protect.

The Shrine has never been seen by people outside of the Deva and once born many Deva forget the shrine while relearning other things about themselves. The high counsels of the Deva are three people who know exactly where to find and more importantly activate the shrine’s doors.  It is a right as ancient as the shrine itself to appoint the wisest Deva to this sacred position and to guard the knowledge against anyone else.

 

 

 

Month 1

Upon ascertaining his strengths and weaknesses, Orden has become something of an anomaly. Having as much skill as he does as a newly reincarnated person has shocked everyone.  Maridia was very surprised and has shown some sort of personal pride in seeing Orden through his tests. One morning, Maridia appeared onto Orden’s chamber with news.

“Orden.” Maridia said. “The time has come to learn of your new path.”

“Wise Counsel Maridia, I am ready to receive my charge.” Said Orden.

Orden, lead by Maridia is taken to the court yard of Gleam Spark castle. The courtyard is large and well kept. A pond is in the center of the courtyard. In the middle of the pond is a circular land mass that has gazebo like structure in the middle. A stretch of land forms a bridge between the land mass and the edge of the courtyard. Maridia Leads Orden from the entrance of the courtyard to the land mass. Two other Deva fully adorned with white robes with golden trim are present.

“Consular Chozem, as you see I have brought Orden. It is time he knew our decision.”

“Very well Maridia. Orden, your tests are very peculiar and to be honest surprising. For one to have as much skill as you being newly reborn to us is staggering.”

Clearing his throat, the next man speaks: “Orden. Your martial skill is excellent. You have even shown quite promise in leading us spiritually. Perhaps your path… lies in both.”

Maridia then speaks “Orden. Chozem and Phandarum and I have come to a conclusion. You are to join the knights of glory! From this rank you will travel out and into the world and search for a man named Scroud. You will bring Scroud to justice for crimes against the realms. This is your charge.”

“I… do not know what to say. This is quite an honor!” says Orden.

“You will take a few months to train with the knights and learn from their ways. After this time, we will send for you and give you your first assignment.” Said Phandarum.

Orden has become accepted within the knights of glory. This order is one of the most prestigious amongst the Deva. They are a band of devout warriors known to practice techniques that are both powerful and mysterious.

 

–Rob’s character was lost at the end of the previous part. To compensate plus reward him for excellent role playing i had him select his own equipment as well as add a special boon.

You receive the boon Pelor’s Sun Blessing level 13. You may also reset Orden’s magical items. You receive items as if you were starting a new level 11 character.

D&D showcase 4

Teflon Reed- The boy wonder of wizardry

 

One thing I enjoy about building characters that would be echoed throughout other games and systems is 1 of two things- 1 I want to either challenge myself in a different role or 2 I wish to take something familiar and twist it to make it my own. Reed I think falls into the second camp. D&D 4.0 was the first d&d I was aware of that didn’t penalize you for playing a race non traditionally. In the past, the older games gave you stat bonus and penalties making it tough. Other older editions still completely restricted  some paths completely either by Level caps or by outlawing it.

Reed was my attempt at making a character without such restrictions in D&D. Here I thought of how interesting it would be to have someone as unassuming as a young halfling boy with a tremendous talent for the arcane.  Halflings are always about big things in small packages so this was my version of that.

 

Appearance/personality

In D&D 4.0, halflings tended to be taller and leaner than other editions.  Reed is somewhat tall for his age, being only 15 when the campaign started.  Reed has brown eyes and brown hair. He is smart and wise beyond his years- being a boy genius. This actually lead to some home life trouble and because of this, he had a penchant of lying about his age. Reed does not like to be touched and in the past used mage hand to slap people away that touch him.

When the game began, he was a trickster, causing all kinds of mischief. He would often give people he didn’t like a hard time or pull small pranks. In the later game, he tended to still speak his mind, but became more matured through hardships.  Though he still sometimes lies about his age.

 

Backstory

Reed was born in the shadowy city of Amn in the Forgotten Realms setting. Here, he was born to many brothers and sisters. His parents owned a shop where they expected the young to work and if they have the talent- enlist in the armed forces. Reed was never able to match the physical talent of his brothers like Lydan. He did however manifest the talent of magic. Something so natural yet so raw and primal. Such a force fascinated him. He practiced all he could away from the prying eyes of his parents. Eventually, he ran away and was taken in by a wizard family. This family enrolled him into the wizarding school they worked in. Here, Reed learned many many things, and excelled so much so that even some High elves needed his tutelage. Eventually he left because he felt he could learn more on the road… well that and his problem with personal space caused him to mage hand slap a girl who touched his forehead. Reed needed to lay low for awhile so he traveled far way, earning his keep with wagoners by lighting the roads or cooking until he reached the city of Loudwater…where our story began.

Reed would go on to face many many threats. Along with his comrades- Lia the Elvan ranger, D.Omega the Water Genazi Paladin and Loyal the Bugbear Ranger, they would face the lady of shadows, sniper gnomes, trials of Moradin the Dwarven God, neurotic gnome inventors, all the way to extra dimensional arms dealing empires. While the threats were always large, the four, whom would become known as the four arms, would always rise to the challenge.

 

Characteristics

Wizards in D&D are versatile and Reed is no exception to this rule. Outside of combat, Reed would master spells that allowed him to fall great distances, transform his appearance into that of others, protect him and his allies with a magic circle of power…all the way to travel of great distances – if those places are linked via magic circle.

 

On the field of battle, Reed is more of a team player. By himself, he had few ways to protect himself. Usually relying on short bursts of magic to get away from danger such as a spell that made him fleet of foot. Or later he would use dimension door to transport himself far away from threats. Reed was talented in conjuration – using a few powerful spells such as mordenkainen’s sword or summoning an invisible canine by his side. He would eventually develop a knack of opening dimensional energy, making it possible for him to move his friends and foes around, giving his friends advantageous positioning. He would also combine spells into fearsome combinations, such as summoning a cloud of poison, then making he and his allies near immune to poison, making his foes suffer.

His signature spell however is a spell that causes tiny shards of force to fly forward and embed themselves in his targets. They would also remain in the air, so that if the enemy is still in the area they get a smaller minor sting. This ability even saved his life once, when he was the last of the four arms involved in a fight against an undead dragon. His allies had all fallen, but dealing the beast grave wounds. It was just down to Reed vs this beast… and Reed was just a tick faster. Using the last of his arcane power, he showered the beast with all the power he had left…and the beast fell!

 

Misc

 

Reed is one of my most favorite characters that I have ever made. I placed a lot of myself into this character in one way or another. Before the games were put on indefinite hiatus, he had traveled to the magical world of Eberron, where the advanced technology made him want to stay in this plane of existence. Even though he was placed here by accident, he found a way to briefly counteract a magical sickness that was accidentally given to him during a previous encounter. Perhaps this new place in all its wonder would prove to be a land of salvation for him. Or would he be forced to go home and work for his parents?

Anima beyond fantasy character: Garnet the dark librarian

Garnet Sinclaire is a young writer from the beautiful city of Gabriel.  Physically, she is rather short, with long black hair. She has cool blue eyes that are framed with squared glasses. She dresses in a rather conservative style especially compared to her peers.

As a writer, she specializes in writing dark fiction novels and but has just began her career. She is a well learned scholar and has a talent in the arcane arts of magic (something she keeps well hidden to herself). In fact, using both her literary and arcane talents, she has begun developing magic that utilizes the very words she writes.

 

Character notes-

As I mentioned before, when I create characters I like to look over the books and then find an option I would like to see in play. Then make my character concept around that. This time, the sub paths of magic sounded interesting and I found writing magic to be compelling.

 

Stats

I used point buy for stats.

I gave her average strength, constitution. A little above average Dex, perception and agility. Her Power I made quite high at 8. I gave her maximum intelligence and near max willpower.

 

Creation points

The Gift- she is a wizard so this is a must.

Aptitude in a subject- art – she is a gifted, up and coming writer.

Natural knowledge of a path- Darkness- magic is a reflection of the self and the soul. Garnet is an introvert and a pessimistic person by nature and her gift reflects this.

Magical Diction- she is a …wizard when it comes to spell books.

Elemental compatibility- darkness. She is a natural at darkness spells as and this reinforces it.

 

Severe pollen allergy- she just cannot do well at all around wild flowers and pollen.

Near sighted- she doesn’t have the best eye sight so has prescription glasses.

Slow reflexes- As a bookish sort, she tends to analyze a situation. Sometimes she thinks a bit too long before acting.

 

Secondary abilities-these are the abilities she is trained in

Art Literature- this is her primary skill as it is what she does by trade.

Occult -another big one for her since she writes about it a lot.

Notice

Search

History

M. Appraisal

Memorize

Persuasion

Style

Hide

Stealth

 

Modules

I didn’t spend much here but I thought she should be able to fight with a knife so I chose that as her free weapon.

 

Magic

Magic projection – of course.

Zeon – I made sure to give her a decent amount but I didn’t go crazy.

MA – I gave her some good regeneration. Combined with her compatibility with darkness, she should be able to gather and regain pretty well.

 

Notes- originally I wanted to focus on water magic but I noticed a lot of overlap between water and literature as far as defensive options are concerned.  I liked what was reading about the darkness sphere and it was one of the few left that I could take after taking literature so I went with it.  I like the way she turned out as she is probably more the type to run from a conflict rather than fight, however I think she could hold her own if the need arised.

Anima beyond fantasy character: Graham of the black eyes

I had challenged the reddit group forAnima beyond fantasy to create characters. I created one as well and will be posting that character as well as any new ideas I get in both places.

Here is my first character ( as seen here)

I decided to try my hand at someone with good visual skills. Normally when I make characters, I save the most important part of creation for last- fleshing out the actual person. For me, I like to look at the various options a setting provides then build my story around them. Because of this, I don’t have all of my details yet… but I did complete the character creation part of this.

For this process, I looked at Dominous and found the bloodline rules interesting. I decided to select the Eyes of Death Bloodline. So I have a character that was ‘Blessed’ with the ability to perceive the very mortal coil and can see how his actions affect it. I see Graham to be the sort of person that is struggling with the decision to fight because he knows far more than most just how precious the gift of life can be, yet he cant be a pacifist because many others could suffer if here were not to take action.

For stats I used the point buy method. I ended up with average Con, Wil and Power. His strength is a little above average at a 6. His intellect is at 7, so he is quite bright. He is quite gifted at both dex and Agi and his perception is almost unmatched at a 10.

For the Class I chose Ranger.

Now for creation points/advantages-

Eyes of death bloodline as mentioned before.

To keep with the theme of being a very observant person, I also took acute senses for my last free creation point.

Quick reflexes 1- Graham is actually quite swift.

Martial mastery 2- Graham’s is a natural at manipulating his KI in order to extend his abilities.

Disadvantages-

Bad luck. In general, Graham is just unlucky. One could say this steamed from his birth since he was born with the sight of death.

Insufferable- Graham can be a bit of a pessimist since he is constantly able to see the forces that connect life to the mortal coil. Many find his observations to be extremely uncomfortable and due to this I granted this advantage.

Phobia Undead- What makes the undead more of an abomination to someone like Graham is its blatant affront to the natural order and its manipulation of life’s precious forces.

Secondary abilities- As you can see, many of these focus on himself or the natural world. He is not the best people person and the disadvantage reinforces this. Graham is skilled in the following:

Athleticism

Notice

Search

Track

Animals

Herbal Lore

Medicine

Trap lore.

Ki- I plan on extending this to Presence and Aura extension later. For now, Graham has learned the following abilities:

Use of Ki

Ki control

Ki Detection

Erudition

Modules- I don’t recall if these come from the primary or secondary development points. These three end up costing a fortune however I think a good archer should have them. I may drop Hunt and take different class in order to take Bow plus short sword as that’s what I am really most interested in the Hunt module for a good point savings. He has the following Modules:

Hunt Module

Multi target

Additional attack

Thoughts on the past- Of course this revelation – to fight for others didn’t come over night. As a boy, Graham found himself orphaned at an early age. It was a place where the staff did as much as they possibly could with what little funding they had. Graham was one of three children there that were born with special gifts. Over time, the other two children vanished. One ran away and another was picked up by a member of the Church. Graham feared what would happen if they came from him and so he also ran away. He ran as far and as fast as he could into the night. He travelled this way, day and night until he eventually collapsed in a forest. It was here that he met Bannon, an old hunter whom took him in and taught him his ways. Bannon never judged him and took good care of Graham. Graham lived there for about 10 years, and would have stayed longer, however Graham’s talents once again started causing him problems. Bannon was already an older man when he took him in and each day, Graham began seeing the one man in his life’s life force drain bit by bit. Its one thing when you visit your parents after a long time and notice them aging. Its another when you can actually see their link to the mortal coil weaken daily. So Graham left, not wanting to see the day in which his cared one’s life link dissipate entirely. He also decided that he would find a way to use his talents to help those in need and if there are anyone else that were born with such a curse.