Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
weird_things [2017/03/11 08:24] – [Phasma] changed wording luca | weird_things [2019/03/29 22:24] (current) – [Phasma] moogle | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Weird Things ====== | ====== Weird Things ====== | ||
- | Weird Things (or Weirds) are a classification of naturally occurring //beings// with otherworldly or extraordinary powers and qualities. In less advanced societies, they are often likened to demons, devils, angels, ghosts, spirits, cryptids, and other representatives and avatars of forces beyond mortal comprehension. No two Weirds, even within the same classification, | + | Weird Things (or Weirds) are a classification of naturally occurring //beings// with otherworldly or extraordinary powers and qualities. In less advanced societies, they are often likened to demons, devils, angels, ghosts, spirits, cryptids, and other representatives and avatars of forces beyond mortal comprehension. No two Weirds, even within the same classification, |
- | Weirds are surmised to come from a series of pocket dimensions called the Weald. Upon destruction of the physical body within the world, a Weird' | + | Weirds are surmised to come from a series of pocket dimensions called the Weald. Upon destruction of the physical body within the world, a Weird' |
Magicians and Psions are most readily associated with being in contact with Weirds, along with those who are (un)lucky enough to become the object of a Weird' | Magicians and Psions are most readily associated with being in contact with Weirds, along with those who are (un)lucky enough to become the object of a Weird' | ||
+ | |||
+ | **Note:** A Weird Thing can still reside wholly in Reality, without having to return to the Weald. The Weird Thing moniker can also be applied to locations, objects, localised and recurring natural or unnatural phenomena like lights and sound, or other unspecified sources of information. | ||
^ :!: **Notice**: Player Characters are not permitted to play as Weirds unless they have the GM's permission. | ^ :!: **Notice**: Player Characters are not permitted to play as Weirds unless they have the GM's permission. | ||
+ | |||
+ | ==== Classification Scale ==== | ||
+ | A classification scale for Weirds is as follows, as agreed upon by [[society/ | ||
+ | |||
+ | ^ **Rating** ^ **Description** ^ **Examples** ^ **How to Deal With Them** | | ||
+ | | **0**\\ Null | Acts passively or poses little to no threat individually or as a group to people, or a natural feature of a location. | Pretty Butterflies, | ||
+ | | **1**\\ Youngster | ||
+ | | **2**\\ Teenage | ||
+ | | **3**\\ Adult | In this category, Weirds start becoming threats which require monitoring, as they can be a threat to an entire city if left unchecked. | People possessed by Familiars, Sadistic Imps, Dead Flesh, Vengeful Ghosts, Basic Elementals | Many societies have a measured and practised response for dealing with these Weirds when they arise, suitable for able-bodied laymen (read: police force) and magical professionals alike. | | ||
+ | | **4**\\ Old | Weirds start to have trouble influencing reality due to their growing power, owning vast freeholds on the Weald and the ear of many followers. As such, they can pose a threat to multiple cities. | Spellcasters possessed by Familiars, Intelligent Dead Flesh/ | ||
+ | | **5**\\ Elder | Weirds in this category are more likely to work through numerous proxies and followers, willing or otherwise. As a result, many of the examples here are capable of posing a threat to an entire civilisation or space-spread society. | Phasma, Star Men, Gaia's Wrath, Fonts of Knowledge, Blood Moons, Creeping Terror, Charged Elementals | Some of these Weirds cannot be fought physically, or their presence renders a fighting force irrelevant or docile through subversion. Otherwise, it poses too overwhelming a force to deal with conventionally - and no two ways of dealing with these Weirds is alike! | | ||
+ | | **6**\\ Master | ||
+ | | **7**\\ IMMORTAL | ||
===== Physics of Weirds and the Weald ===== | ===== Physics of Weirds and the Weald ===== | ||
- | In relation to the conventionally understood models of physics, Weird Things by all accounts shouldn' | + | In relation to the conventionally understood models of physics, Weird Things by all accounts shouldn' |
==== Contacting Weirds and the Weald ==== | ==== Contacting Weirds and the Weald ==== | ||
+ | | "Do not call up that which you can not put down." \\ — H.P. Lovecraft, "The Case of Charles Dexter Ward" | | ||
+ | |||
Contacting the Weald is an easy task, and it is assisted by learning more about the entity the caster wishes to make contact with, and getting a hold of offerings and associated objects the Weird would like. These things aren't necessarily of monetary value, but they are of value or interest to the Weird. | Contacting the Weald is an easy task, and it is assisted by learning more about the entity the caster wishes to make contact with, and getting a hold of offerings and associated objects the Weird would like. These things aren't necessarily of monetary value, but they are of value or interest to the Weird. | ||
Line 19: | Line 36: | ||
The Weald is not an easily reachable location by casting some form of gate spell - to go to the Weald in person is an undertaking which can take months of travel, gathering materials, undertaking tasks. It is a journey and a quest first, and not a mere convenience. When travelling through the Weald, many precautions must be taken. | The Weald is not an easily reachable location by casting some form of gate spell - to go to the Weald in person is an undertaking which can take months of travel, gathering materials, undertaking tasks. It is a journey and a quest first, and not a mere convenience. When travelling through the Weald, many precautions must be taken. | ||
- | In the worst of cases((Or best of cases, depending on how you look at it.)), a person be drawn into a pocket of the Weald by a powerful Weird. | + | In the worst of cases((Or best of cases, depending on how you look at it.)), a person |
^:!: **For GMs**| As explained, travelling to the Weald is not a convenience. A story arc could involve undertaking the steps necessary for travelling to a portion of the Weald, and contacting the relevant Weirds and authorities to have a welcome that won't kill the players on arrival. | | ^:!: **For GMs**| As explained, travelling to the Weald is not a convenience. A story arc could involve undertaking the steps necessary for travelling to a portion of the Weald, and contacting the relevant Weirds and authorities to have a welcome that won't kill the players on arrival. | | ||
Line 29: | Line 46: | ||
==== Dead Flesh ==== | ==== Dead Flesh ==== | ||
- | Creatures of **Dead Flesh**((Also called the un-dead, zombies, slackjaws, rotters, and //many// other names.)) are the animated remains of deceased creatures in part or whole. They can be artificially made using foul rituals, can arise naturally from areas of dreadful magical phenomena, or be passed via horrid diseases. Diseases like this take effect once the person dies. As long as the person is alive, they can still be an infected carrier and cured later, as well as vaccinated((Get your local zombie shots up to date, folks!)). | + | Creatures of **Dead Flesh**((Also called the un-dead, zombies, walkers, slackjaws, rotters, and //many// other names.)) are the animated remains of deceased creatures in part or whole. They can be artificially made using foul rituals, can arise naturally from areas of dreadful magical phenomena, or be passed via horrid diseases. Diseases like this take effect once the person dies. As long as the person is alive, they can still be an infected carrier and cured later, as well as vaccinated((Get your local zombie shots up to date, folks!)). |
- | Dead Flesh are hostile towards the living by default, but stronger Deads can accept and obey simple orders from their creators, or retain fragments of their motivations if the life force belongs to the body. In particular, Dead Flesh are repelled and weakened by faith and conviction or sunlight, and are easily dealt with via blunt force trauma and any form of damage to the head/ | + | Dead Flesh are hostile towards the living by default, but stronger Deads can accept and obey simple orders from their creators, or retain fragments of their motivations if the life force belongs to the body. In particular, Dead Flesh are repelled and weakened by faith and conviction or sunlight, and are easily dealt with via blunt force trauma and any form of damage to the head/ |
Individually, | Individually, | ||
Line 38: | Line 55: | ||
Living, pseudo-intelligent forces composed of the building blocks of the world according to primitive societies, **Elementals** escape the cycle of decay - constantly reconstructing themselves. Their temperaments are without prejudice or malice, merely existing, consuming as they need, and protecting themselves. Unless provoked, summoned, or curious, they have no reason to leave their surroundings. Their measurements vary by their age and strength, with the smallest being two feet across in all dimensions, and the largest being around ten feet across in all dimensions. | Living, pseudo-intelligent forces composed of the building blocks of the world according to primitive societies, **Elementals** escape the cycle of decay - constantly reconstructing themselves. Their temperaments are without prejudice or malice, merely existing, consuming as they need, and protecting themselves. Unless provoked, summoned, or curious, they have no reason to leave their surroundings. Their measurements vary by their age and strength, with the smallest being two feet across in all dimensions, and the largest being around ten feet across in all dimensions. | ||
- | They are often bound into service by mages to provide their element for a purpose. For example, a fire elemental | + | They are often bound into service by mages to provide their element for a purpose: A fire elemental and air elemental can stoke and fuel a forge. They can also be named and called upon to provide materials or power for a spell, via a Familiar, or direct contact. However, when the bindings of their containment fray, the magician fails to provide fuel or tribute, or the being is improperly dismissed, an Elemental can break out and unwittingly wreck havoc on the mage's workshop, and then the surrounding area - or stop lending their power to the practitioner in the case of long-distance calls. |
- | In their native environments on the Weald, they thrive. Rarely however, these Weirds can crop up in unspoiled areas of their natural element in reality, especially if area has not been disturbed by colonisation, | + | In their native environments on the Weald, they thrive. Rarely however, these Weirds can crop up in unspoiled areas of their natural element in reality, especially if area has not been disturbed by settlement, |
Elementals come in a variety of types and compositions. The following types of elemental have been observed, and categorised into three levels of intensity. | Elementals come in a variety of types and compositions. The following types of elemental have been observed, and categorised into three levels of intensity. | ||
Line 51: | Line 68: | ||
* **Air** - Essentially a living gust of wind. When calm, they are a gentle breeze, merely a vague outline of a figure coalescing in place. When sufficiently plying themselves or roused to anger, they form a whirling vapour or swirling clouds. They can arise naturally from the hearts of tornados and cyclones, and attack by lifting up and dropping or buffeting their targets. | * **Air** - Essentially a living gust of wind. When calm, they are a gentle breeze, merely a vague outline of a figure coalescing in place. When sufficiently plying themselves or roused to anger, they form a whirling vapour or swirling clouds. They can arise naturally from the hearts of tornados and cyclones, and attack by lifting up and dropping or buffeting their targets. | ||
* **Earth** - Walking masses of stone and rubble, Earth elementals are slow, ponderous, and heavy. The largest of these elementals are almost like living hillocks, and they can glide through solid earth. They are most likely to be found close to a planet' | * **Earth** - Walking masses of stone and rubble, Earth elementals are slow, ponderous, and heavy. The largest of these elementals are almost like living hillocks, and they can glide through solid earth. They are most likely to be found close to a planet' | ||
- | * **Fire** - A walking tower of flame, shower of sparks, or roaring bonfire on legs, Fire elementals heat their surroundings, | + | * **Fire** - A walking tower of flame, shower of sparks, or roaring bonfire on legs, Fire elementals heat their surroundings, |
- | * **Water** - A living wave of the ocean, which can appear to be a soft and flowing ball of water, or a swirling white capped squall. They are most often encountered at the bottom of primordial oceans. Water elementals fight by rolling over and sweeping up targets then attempting to drown them, and whipping themselves into whirlpools within bodies of water to smash foes against nearby hazards. They have an aversion to heat, and actively avoid dry areas. | + | * **Water** - A living wave of the ocean, which can appear to be a soft and flowing ball of water, or a swirling white capped squall. They are most often encountered at the bottom of primordial oceans. Water elementals fight by rolling over and sweeping up targets then attempting to drown them, and whipping themselves into whirlpools within bodies of water to smash foes against nearby hazards. They have an aversion to heat and evaporation. |
=== Combination Elementals === | === Combination Elementals === | ||
Line 96: | Line 113: | ||
==== Imps ==== | ==== Imps ==== | ||
- | **Imps** serve as messengers or emissaries on behalf of powerful Weirds, or are independent agents looking for people to tempt, harass, or roll with for their own amusement. They are around two to four feet tall, with exaggerated proportions in the hips or shoulders, technicolour bodies with strange patterns, prehensile hair, elongated arms, claw-like fingernails, | + | **Imps** serve as messengers or emissaries on behalf of powerful Weirds, or are independent agents looking for people to tempt, harass, or roll with for their own amusement. They are around two to four feet tall, with exaggerated proportions in the hips or shoulders, technicolour bodies with strange patterns |
They spend time studying their potential victims to figure out what makes them tick, so as to use their bonds, goals, and flaws against them. It isn't uncommon for two different Imps to compete against each other if they find the same victim, eventually ignoring the target and becoming fixated on one-upping each other. However, small groups of of ' | They spend time studying their potential victims to figure out what makes them tick, so as to use their bonds, goals, and flaws against them. It isn't uncommon for two different Imps to compete against each other if they find the same victim, eventually ignoring the target and becoming fixated on one-upping each other. However, small groups of of ' | ||
When confronted or revealed, Imps often continue heckling their target, using illusion and misdirection to frustrate direct fights. However, it is possible for the target and an Imp to come to an arrangement should the Imp find itself outclassed, or for the Imp to decide its more fun to assist the target if they find them amusing by themselves. | When confronted or revealed, Imps often continue heckling their target, using illusion and misdirection to frustrate direct fights. However, it is possible for the target and an Imp to come to an arrangement should the Imp find itself outclassed, or for the Imp to decide its more fun to assist the target if they find them amusing by themselves. | ||
+ | |||
+ | === Summoned Imps === | ||
+ | Many spellcasters summon Imps as assistants and servants, and they can act as Familiars; imparting knowledge and lending power to the caster from beyond. This requires negotiation with the imp to make a contract. Generally, the caster uses something the imp considers valuable, and uses it as payment in return for the outsider' | ||
+ | |||
+ | Imps paid and treated well by their summoner will follow their orders to the best of their abilities, while shortchanged imps will look for loopholes and other technicalities to deliver the task nominally, or sabotage it outright. | ||
+ | |||
+ | ==== Perfect Strangers ==== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Looking perfectly human, if well dressed and kept, except for everything above the shoulders which stubbornly remain in shade, even when physics demands it be revealed in light, only the dim glow of what appear to be two eyes where the head should be shine through. They rarely talk except when required and only heard by one person at a time, suggesting a telepathic ability, or limitation. They are generally polite, competent, and will provide helpful advice and comfort for those in need. Their movements are generally slow and measured. | ||
+ | |||
+ | Often seen around areas with heavy magic use, Strangers will generally find jobs where their heads can be constantly in shadow so as not to startle normal citizens, while being strangely people orientated. They are often found working enclosed fast food stands, as barbers, or as research assistants to particularly powerful magic users. | ||
==== Phasma ==== | ==== Phasma ==== | ||
- | In a broad sense, **[[species/ | + | In a broad sense, **[[species/ |
In a sense, the Witchspace created by a Phasma is an offshoot of the Weald. Many other Weirds cannot tell Phasma apart from Elder or Master Weirds. | In a sense, the Witchspace created by a Phasma is an offshoot of the Weald. Many other Weirds cannot tell Phasma apart from Elder or Master Weirds. |