Journey of Vestiges [ EDIT ]
This game has been retired! That means it's no longer being run.
This is all about the journey of 4 people blessed by birth to become Vestiges of Concepts; a word and all the meaning attached to it, incarnating as a person to experience life. These people have been brought together by another Vestige to make sure that they safely test out the limits of their concepts on the world around them as they progress towards ascension.
...You are not those Vestiges.
You are the ones sent to test-run their changes.
This adventure runs off Broken Concepts. It's a character-focused system that deals with heavy narrative-based interpretation of what your chosen 'class', your Concept, can do. There's no built in build; everyone is absolutely unique and we build each character from the ground up.
You choose a word, and imagine how you would apply it. This means even those choosing the exact same word can get different outcomes based on what they think. Someone choosing Fall may be able to get to control gravity, while another choosing Fall may be able to turn people and things back to their baser selves and/or components.
The potential is limited only by your stamina and imagination.
My time zone is GMT+1, but I'm mostly online at least once everyday. I use a computer to work, and unless things get too busy, I can always branch a tab out and come online quickly if I see a notification.
...You are not those Vestiges.
You are the ones sent to test-run their changes.
This adventure runs off Broken Concepts. It's a character-focused system that deals with heavy narrative-based interpretation of what your chosen 'class', your Concept, can do. There's no built in build; everyone is absolutely unique and we build each character from the ground up.
You choose a word, and imagine how you would apply it. This means even those choosing the exact same word can get different outcomes based on what they think. Someone choosing Fall may be able to get to control gravity, while another choosing Fall may be able to turn people and things back to their baser selves and/or components.
The potential is limited only by your stamina and imagination.
My time zone is GMT+1, but I'm mostly online at least once everyday. I use a computer to work, and unless things get too busy, I can always branch a tab out and come online quickly if I see a notification.
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Alright, here's the breakdown;
STAMINA
Your max stamina at the start is: (Stamina Roll) + (Build Bonus) + (Score from your Quirk)
PROFICIENCY
Roll 2d20. The first roll determines your base Stamina. The second determines your starting Proficiency.
Proficiency can be gained in many ways, including rolling nat20s in specific scenarios and defeating powerful enemies.
MOVE
Determined by Character Build.
One "space" is considered about 5ft.
CONCEPT
CONCEPTS are a single word that the PC is created around. Here's how you get started with one:
- Rolled by the player on a random word generator. If you don't like the word, you can reroll up to 12 times maximum.
- Pre-chosen, but limited to a verb.
- Chosen from the GM's pool of ready-made Concepts.
No two PC's can have the same Concept.
WEAPONS
Like in RWBY, Weapons are items of self expression; that is, they're not limited to just regular weapons like swords, knives and guns, but can be practically anything wieldy enough to use that's under your Carry Limit.
Weapons typically do anywhere from 3 to 7 (1d4-1d8) damage depending on how dangerous they are. Something simple like a simple knife or boxing glove might do 3 (1d6) damage while something sharper like a bat with a nail through it might do 5 or 6 (1d8) damage.
Melee weapons can be used to attack characters in any adjacent space 5ft away, including diagonal ones.
Ranged weapons can be used from more than one space away. Ranged weapons can be fired up to 5 spaces (25ft) away and are generally pretty weak, usually only dealing 2 (1d4) damage. They also tend to be more inaccurate than melee weapons.
Some melee weapons also have extra range if they are very long. Canes, whips, brooms, and similar objects have what is known as 10ft reach and can be used two spaces away. Weapons like this pair well with slower, heavier characters.
For most characters their weapon is their main method of dealing damage. If a character is damage-based and built around damage output; their weapon should be simple and easy to use.
Other characters might use their abilities to do damage or support. Characters like this can have weapons that are a little more off-kilter. Perhaps they do little or no damage but have special effects, such as a Nail Gun that can pin enemies to surfaces so they can no longer move.
Some weapons have both effects and do damage. Usually players are allowed to use one of these per turn but not both.
Players generally stick with their weapon but may pick up new weapons if they are clever enough scavengers, inventors or rich enough to buy a weapon that resonates well with their concept if they see it.
BUILD
Svelte Build
6 Movement
+10 Stamina
Carry Capacity: 50 lbs
Average Build
5 Movement
+15 Stamina
Carry Capacity: 100 lbs
Heavyset Built
4 Movement
+20 Stamina
Carry Capacity: 150 lbs
QUIRKS
These are a set of perks you will come up with for your character. These generally play on their personality traits and life experiences and offer some small passive buff or enhance a possible build for your character.
Quirks come with a Stamina bonus. The better the quirk is, the lower its bonus will be. If an ability is especially useful it may actually subtract stamina from the overall score in exchange for its usefulness.
Characters start with ONE Quirk.
Some basic ideas for Quirk and Passive generation include...
Something that only comes into effect if a certain number is rolled
Something that plays off of another character’s abilities
A certain extra ability that increases the usability of the player’s Concept
Ones that couple well with a certain ability
Ones that give few bonuses, if any, but a lot of stamina.
Ones that overcome a major flaw the character has, but significantly reduce stamina
Ones that give a major buff on a certain type of roll in RP like perception or bluffing
Ones that increase damage under certain conditions
Ones that allow players to dodge a certain type of attack under certain conditions
Ones that allow extra moves or actions under certain conditions.
Ones that allow an extra way to gain proficiency. EX: "Every time you gain a new friend, you gain +1 proficiency." Be careful with this type of upgrade so players can’t abuse it.
PASSIVE
PASSIVE is a unique ability your character will have. It functions similarly to a quirk, but it does not affect overall stamina score. Because of this, they are almost always weaker than Quirks. Only some characters start with passives, mostly those with weak or situational ones. You only get one passive.
ABILITIES
ABILITIES are special actions a character can take. They can deal damage, inflict status ailments, heal, and do many other things, especially if players get creative with them. Most abilities cost Stamina to use, either (1) Stamina or (3). Some may cost 2, and some more powerful abilities or dual techniques may cost even more.
(1) abilities are smaller, more common abilities. Things that a player might need to do multiple times. Traps, reloads, basic attacks, things like that.
(3) abilities are more powerful moves that cost more but affect more targets or deal lots of damage. Most players only have a few of these. You don’t want to screw yourself and only take abilities that cost a lot of stamina.
Anytime actions are abilities with an (!). You can use these any time on anyone’s turn.
Some abilities can only be used Once Per Round or Once Per Combat. Anytime actions are usually once per round. These are abilities that can be broken if they are spammed.
Players start with ~3 abilites. Proficiency upgrades will often power up your abilities or provide you with entirely new ones! Generally Players create their character’s abilities, and a GM reviews them to check that they are balanced and reasonable.
The GM can make abilities or even whole character sheets because making a character in this system is far more reliant on creativity and understanding of this game’s balance. As such it should be common for new players to the system to use Pre-Made Sheets or have heavy GM involvement.
An ability should probably Cost 3 Stamina if...
It summons something.
Using it effects a large number of targets
It has a powerful status effect that can change the course of the battle
It can change a target into something else or remove them from the field of play
It does 7 or more damage
It can be used as a move action
The ability has a large effect that could otherwise be spammed
It adds a hazard to the field, such as ice, smog, fire, or grease
It can only be used once per combat
It transforms something for the duration of the combat
It can put many enemies at a massive disadvantage fairly easily
An ability should probably be Once per Round if…
It’s an anytime action. Almost every anytime action should be once per round.
It can interrupt an enemy attack
It can add a buff or debuff to an action
An ability should probably be Once per Combat if…
It can severely incapacitate an enemy or remove them from combat entirely
It summons a specific or very powerful monster or minion
It heals the user a LOT
Being able to use it more than once would make it unfun or unfair for enemies
It hits most or every target on the field
It’s a transformation spell
It has a duration that would last all of combat
EYE STATUS
EYE STATUS is a measure of how developed a Vestige's connection is to their concept. Mechanically, this functions as the achievement/level system. After reaching a certain amount of Proficiency, it gives a modifier to all your abilities and can even give you new ones.
It is recommended to do two smaller upgrades before a nice big one. A smaller upgrade might be something like a basic weapon improvement or a minor damage boost to an ability. A larger one could be a new ability altogether or removing a downside to a Quirk that the character has had trouble with for a while.
You do not need to have all your upgrades written when you just start out, but remember that as you slowly write them out, a GM will have to review them!
Some basic ideas for upgrades:
Character’s weapon gains a slight bonus to range or damage
Character’s weapon gains a new effect
Reduce the stamina cost of one of the character's abilities (careful with this)
Make one of the character’s abilities an Anytime Action (careful with this)
An ability that was previously Once Per Combat can now be used more frequently.
Make an ability more useful by giving it additional applications
Give another Quirk or ability that was scrapped or deemed to OP for lower levels.
Add a new ability altogether
Add a new passive altogether
Eyes Closed 1
Proficiency 1-20.
Eyes Opened 2
Proficiency 21-40. When you reach Class 2, gain a new ability! Modifier +1
Eyes Crystallized 3
Proficiency 41-60. When you reach Class 3, gain a new ability! Modifier +2, Stamina +3
Eyes Cracking 4
Proficiency 61-80. When you become Class 4, you gain a Moment. Modifier+4 Stamina +5
Eyes Shattering 5
Proficiency 81-100. When you reach 100 Proficiency, you gain a Shattered Ability. Modifier +8
Eyes Closed: The level that every player character starts at. Their eyes are normal, and the influence of their concept is near-nonexistent.
Eyes Open: Their eyes flash with their concept whenever they use it, and its influence is minimal.
Eyes Crystallized: A change occurs; their eyes crystallize into an indestructible material that their concept flows through. Their bodies begin to be more detached.
Eyes Cracking: Cracks appear in their eyes that don't impair vision. Their eyes become their seat of consciousness, and the body starts becoming vestigial. The masquerade slips. They gain a Moment.
A moment is what it says on the tin; a moment where you and your concept are so in sync that you skip straight through shattering and start weilding your concept directly. It's like a super saiyan mode, and your first moment comes with a single Moment Ability that you and/or the GM craft right there when you achieve it. That ability can cost any amount of stamina, as they all work differently; however, they are usually very stamina-intense. A moment might cost 10 stamina, 5 stamina-per-turn, 50 stamina, or All of your Stamina to use. They can be literally anything you can think of, even if it’s a touch overpowered, but it must be directly related to the user’s Concept.
Depending on the ability, using that ability may or may not require a roll. Either way, it can never fail entirely, even on a nat 1.
You can use a moment once every adventure. Not campaign, not session, not once every combat, but adventure. Nominally, a moment lasts a single turn, but you can spend a Hand of Fate to add a turn to it. The length of time in a moment can also be increased by one of your big upgrades, but that's up to the GM.
When in a moment, you gain a +1 mod to everything you do, as long as you can narratively squeeze your concept in there; Move, rolls and your damage can all gain that mod. Try and make it fun, but remember that the GM ultimately makes the judgement if the +1 applies to that action. For example, a vestige with pull wants to run in his moment, and he suggests using his concept to PULL himself across the distance. It makes sense, so his move 5 is now move 6.
Shattering Eyes: Unlocked once a Character hits 81 proficiency. Cracks spiderweb across the eyes in patterns. They are their eyes, and puppet their body. The masquerade is paper thin, and they start to see everything through the lens of their concept. Their moment gains a +1 to turn duration and the overall modifier.
When they reach proficiency 100 they gain another moment ability called a Shattered Moment. It can only be used once ever. Or for longer games, something like once a decade or campaign. This is very strong, and can be either an upgrade of their first moment ability or something entirely new.
After this, there are no more upgrades for the characters. They have reached the peak.
STAMINA
Your max stamina at the start is: (Stamina Roll) + (Build Bonus) + (Score from your Quirk)
PROFICIENCY
Roll 2d20. The first roll determines your base Stamina. The second determines your starting Proficiency.
Proficiency can be gained in many ways, including rolling nat20s in specific scenarios and defeating powerful enemies.
MOVE
Determined by Character Build.
One "space" is considered about 5ft.
CONCEPT
CONCEPTS are a single word that the PC is created around. Here's how you get started with one:
- Rolled by the player on a random word generator. If you don't like the word, you can reroll up to 12 times maximum.
- Pre-chosen, but limited to a verb.
- Chosen from the GM's pool of ready-made Concepts.
No two PC's can have the same Concept.
WEAPONS
Like in RWBY, Weapons are items of self expression; that is, they're not limited to just regular weapons like swords, knives and guns, but can be practically anything wieldy enough to use that's under your Carry Limit.
Weapons typically do anywhere from 3 to 7 (1d4-1d8) damage depending on how dangerous they are. Something simple like a simple knife or boxing glove might do 3 (1d6) damage while something sharper like a bat with a nail through it might do 5 or 6 (1d8) damage.
Melee weapons can be used to attack characters in any adjacent space 5ft away, including diagonal ones.
Ranged weapons can be used from more than one space away. Ranged weapons can be fired up to 5 spaces (25ft) away and are generally pretty weak, usually only dealing 2 (1d4) damage. They also tend to be more inaccurate than melee weapons.
Some melee weapons also have extra range if they are very long. Canes, whips, brooms, and similar objects have what is known as 10ft reach and can be used two spaces away. Weapons like this pair well with slower, heavier characters.
For most characters their weapon is their main method of dealing damage. If a character is damage-based and built around damage output; their weapon should be simple and easy to use.
Other characters might use their abilities to do damage or support. Characters like this can have weapons that are a little more off-kilter. Perhaps they do little or no damage but have special effects, such as a Nail Gun that can pin enemies to surfaces so they can no longer move.
Some weapons have both effects and do damage. Usually players are allowed to use one of these per turn but not both.
Players generally stick with their weapon but may pick up new weapons if they are clever enough scavengers, inventors or rich enough to buy a weapon that resonates well with their concept if they see it.
BUILD
Svelte Build
6 Movement
+10 Stamina
Carry Capacity: 50 lbs
Average Build
5 Movement
+15 Stamina
Carry Capacity: 100 lbs
Heavyset Built
4 Movement
+20 Stamina
Carry Capacity: 150 lbs
QUIRKS
These are a set of perks you will come up with for your character. These generally play on their personality traits and life experiences and offer some small passive buff or enhance a possible build for your character.
Quirks come with a Stamina bonus. The better the quirk is, the lower its bonus will be. If an ability is especially useful it may actually subtract stamina from the overall score in exchange for its usefulness.
Characters start with ONE Quirk.
Some basic ideas for Quirk and Passive generation include...
Something that only comes into effect if a certain number is rolled
Something that plays off of another character’s abilities
A certain extra ability that increases the usability of the player’s Concept
Ones that couple well with a certain ability
Ones that give few bonuses, if any, but a lot of stamina.
Ones that overcome a major flaw the character has, but significantly reduce stamina
Ones that give a major buff on a certain type of roll in RP like perception or bluffing
Ones that increase damage under certain conditions
Ones that allow players to dodge a certain type of attack under certain conditions
Ones that allow extra moves or actions under certain conditions.
Ones that allow an extra way to gain proficiency. EX: "Every time you gain a new friend, you gain +1 proficiency." Be careful with this type of upgrade so players can’t abuse it.
PASSIVE
PASSIVE is a unique ability your character will have. It functions similarly to a quirk, but it does not affect overall stamina score. Because of this, they are almost always weaker than Quirks. Only some characters start with passives, mostly those with weak or situational ones. You only get one passive.
ABILITIES
ABILITIES are special actions a character can take. They can deal damage, inflict status ailments, heal, and do many other things, especially if players get creative with them. Most abilities cost Stamina to use, either (1) Stamina or (3). Some may cost 2, and some more powerful abilities or dual techniques may cost even more.
(1) abilities are smaller, more common abilities. Things that a player might need to do multiple times. Traps, reloads, basic attacks, things like that.
(3) abilities are more powerful moves that cost more but affect more targets or deal lots of damage. Most players only have a few of these. You don’t want to screw yourself and only take abilities that cost a lot of stamina.
Anytime actions are abilities with an (!). You can use these any time on anyone’s turn.
Some abilities can only be used Once Per Round or Once Per Combat. Anytime actions are usually once per round. These are abilities that can be broken if they are spammed.
Players start with ~3 abilites. Proficiency upgrades will often power up your abilities or provide you with entirely new ones! Generally Players create their character’s abilities, and a GM reviews them to check that they are balanced and reasonable.
The GM can make abilities or even whole character sheets because making a character in this system is far more reliant on creativity and understanding of this game’s balance. As such it should be common for new players to the system to use Pre-Made Sheets or have heavy GM involvement.
An ability should probably Cost 3 Stamina if...
It summons something.
Using it effects a large number of targets
It has a powerful status effect that can change the course of the battle
It can change a target into something else or remove them from the field of play
It does 7 or more damage
It can be used as a move action
The ability has a large effect that could otherwise be spammed
It adds a hazard to the field, such as ice, smog, fire, or grease
It can only be used once per combat
It transforms something for the duration of the combat
It can put many enemies at a massive disadvantage fairly easily
An ability should probably be Once per Round if…
It’s an anytime action. Almost every anytime action should be once per round.
It can interrupt an enemy attack
It can add a buff or debuff to an action
An ability should probably be Once per Combat if…
It can severely incapacitate an enemy or remove them from combat entirely
It summons a specific or very powerful monster or minion
It heals the user a LOT
Being able to use it more than once would make it unfun or unfair for enemies
It hits most or every target on the field
It’s a transformation spell
It has a duration that would last all of combat
EYE STATUS
EYE STATUS is a measure of how developed a Vestige's connection is to their concept. Mechanically, this functions as the achievement/level system. After reaching a certain amount of Proficiency, it gives a modifier to all your abilities and can even give you new ones.
It is recommended to do two smaller upgrades before a nice big one. A smaller upgrade might be something like a basic weapon improvement or a minor damage boost to an ability. A larger one could be a new ability altogether or removing a downside to a Quirk that the character has had trouble with for a while.
You do not need to have all your upgrades written when you just start out, but remember that as you slowly write them out, a GM will have to review them!
Some basic ideas for upgrades:
Character’s weapon gains a slight bonus to range or damage
Character’s weapon gains a new effect
Reduce the stamina cost of one of the character's abilities (careful with this)
Make one of the character’s abilities an Anytime Action (careful with this)
An ability that was previously Once Per Combat can now be used more frequently.
Make an ability more useful by giving it additional applications
Give another Quirk or ability that was scrapped or deemed to OP for lower levels.
Add a new ability altogether
Add a new passive altogether
Eyes Closed 1
Proficiency 1-20.
Eyes Opened 2
Proficiency 21-40. When you reach Class 2, gain a new ability! Modifier +1
Eyes Crystallized 3
Proficiency 41-60. When you reach Class 3, gain a new ability! Modifier +2, Stamina +3
Eyes Cracking 4
Proficiency 61-80. When you become Class 4, you gain a Moment. Modifier+4 Stamina +5
Eyes Shattering 5
Proficiency 81-100. When you reach 100 Proficiency, you gain a Shattered Ability. Modifier +8
Eyes Closed: The level that every player character starts at. Their eyes are normal, and the influence of their concept is near-nonexistent.
Eyes Open: Their eyes flash with their concept whenever they use it, and its influence is minimal.
Eyes Crystallized: A change occurs; their eyes crystallize into an indestructible material that their concept flows through. Their bodies begin to be more detached.
Eyes Cracking: Cracks appear in their eyes that don't impair vision. Their eyes become their seat of consciousness, and the body starts becoming vestigial. The masquerade slips. They gain a Moment.
A moment is what it says on the tin; a moment where you and your concept are so in sync that you skip straight through shattering and start weilding your concept directly. It's like a super saiyan mode, and your first moment comes with a single Moment Ability that you and/or the GM craft right there when you achieve it. That ability can cost any amount of stamina, as they all work differently; however, they are usually very stamina-intense. A moment might cost 10 stamina, 5 stamina-per-turn, 50 stamina, or All of your Stamina to use. They can be literally anything you can think of, even if it’s a touch overpowered, but it must be directly related to the user’s Concept.
Depending on the ability, using that ability may or may not require a roll. Either way, it can never fail entirely, even on a nat 1.
You can use a moment once every adventure. Not campaign, not session, not once every combat, but adventure. Nominally, a moment lasts a single turn, but you can spend a Hand of Fate to add a turn to it. The length of time in a moment can also be increased by one of your big upgrades, but that's up to the GM.
When in a moment, you gain a +1 mod to everything you do, as long as you can narratively squeeze your concept in there; Move, rolls and your damage can all gain that mod. Try and make it fun, but remember that the GM ultimately makes the judgement if the +1 applies to that action. For example, a vestige with pull wants to run in his moment, and he suggests using his concept to PULL himself across the distance. It makes sense, so his move 5 is now move 6.
Shattering Eyes: Unlocked once a Character hits 81 proficiency. Cracks spiderweb across the eyes in patterns. They are their eyes, and puppet their body. The masquerade is paper thin, and they start to see everything through the lens of their concept. Their moment gains a +1 to turn duration and the overall modifier.
When they reach proficiency 100 they gain another moment ability called a Shattered Moment. It can only be used once ever. Or for longer games, something like once a decade or campaign. This is very strong, and can be either an upgrade of their first moment ability or something entirely new.
After this, there are no more upgrades for the characters. They have reached the peak.
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