Bradicus
Jun 9, 2005, 05:27 PM
Some have been wondering about GxD. If you don't know what I'm talking about... git out!
All right, here's the deal: I've had a problem in the past, with new players
choosing to use the hardest race of the group to play (humans-- absolutely NO
advantages within the game), and as such, I've instated a rule that new
players get to choose only from Guardians or Angels. These are the two easiest
races to play, and more importantly, they're the easiest to work into a
campaign. Humans, being largely unaware of Guardians and the demons they fight
against, are especially difficult to work into a normal campaign, and I find
that they really lag down the game.
That being said, here's just about all the information you should need to
create a character concept for a Guardian or an Angel.
Guardians
Guardians are a race of creatures created for only one purpose: Protecting
Humans, especially from the advances of Demonic forces.
All Guardians resemble an animal of some sort. It could be nearly any animal,
really. The two principle races of Guardians are Mammalians, who resemble
mammals, and Reptilians, who resemble Reptiles. There are also less common
races-- Avians and the Amphibious. Avians, naturally, resemble birds, while
the Amphibious race resembles Amphibians and Fish. Note, there are no Guardians
resembling insects or non-water-dwelling Arthropods (Spiders, scorpions, etc).
A cross between any two races results in a Multiguardian; A Multiguardian may
have traits that resemble two creatures of different qualities. For example,
the offspring of a Mammalian resembling a Panther and a Reptilian resembling
a Terydon will resemble a Panther, possibly with scales, but more importantly,
he will have wings. Multiguardians have their advantages and disadvantages
over the principle races, but at this time, I suggest that new players avoid
taking them as their first G&D character. If you REALLY want one, then all
right, but the other races are likely to be easier to use.
Every Guardian is imbued with an element. There are a total of 10 elements
that can be chosen from; two groups of five. Do not ask how I decided on these
elements, because I honestly have no idea. It confuses even me, because yes,
they are quite strange. Note, that there is a hierarchical order (which will be
explained later) to them, and they will be presented in that order.
These elements are commonly associated with "Good"--
Light, Water, Plasma, Electricity, Fire
These elements are commonly associated with "Evil"--
Shadow, Acid, Vacuum, Radiation, Ice
There are indeed those Guardians who have chosen to oppose their purpose.
Simply put, they have chosen the way of evil. They're incapable of directly
harming humans, as they are Guardians and therefore have a mental block that
prevents them from doing that, but they hinder the Traditional Forces whenever
possible. They more commonly choose Shadow, Acid, Vacuum, Radiation and Ice
for their elements, but there are those who go with the first five elements
instead, and just the same, there are those among the Traditional Forces who
choose the latter five. This means that your character may have any of the ten
elements at their command-- but note, of the races that are capable of having
multiple elements, they cannot have two opposing elements, such as Vacuum and
Plasma.
Each pair of elements is also associated with a particular trait.
Light/Shadow - Speed
Water/Acid - Intelligence
Plasma/Vacuum - Combat Prowess
Electricity/Radiation - Defense
Fire/Ice - Strength
Electricity and Radiation get bonuses to Defense mostly due to a
predilectation for shape-shifting. High level Electricity and Radiation
elementals gain the ability to change their outward appearance entirely. For
the same reason, all Electricity and Radiation elementals retain less damage.
The races retain the following numbers of elements--
Mammalian - 1 Element
Avian - 1 Element
Reptilian - 2 Elements
Amphibious - 2 Elements
Multiguardian - 3 Elements
Consider that though one race may have more Elements than another, the effect
of all Elements on the character's stats remains constant-- A single element
Guardian will retain the full benefit of that element, while a dual element
Guardian will retain only half of each. Let's say, for example, that you've
chosen a Reptilian Guardian with Light and Radiation, while your buddy has
chosen a Mammalian Guardian with just Light. The Mammalian would, just for
the sake of example, get an additional 30 points in Speed-related stats. The
Reptilian, on the other hand, would get 15 additional points in Speed-related
stats, and 15 additional points in Defense-related stats. Meanwhile, a
Multiguardian with Light, Electricity and Fire would receive 10 additional
points in Speed, 10 in Defense, and 10 in Strength. That's the general idea on
how it works; it's not exactly like that, as the system is a little more
sophisticated, but that's the general idea. If you have 3 elements, your stat
bonuses from each one are a third of the max possible, if you have 2 elements,
your bonuses from each are halved, and if you have only 1, the bonuses you
receive are to the full benefit of that element.
Also consider that a Multiguardian is immune to taking damage from any element
they hold, while Reptilians heal half of the intended damage from an element
they hold, and any damage done to a Mammalian with their own element is
absorbed as healing points.
Guardians use a material known as "Periphera," to apply elements to their
off-spring. I will admit that Periphera was inspired by the Materia of Final
Fantasy VII, but there's a bit more to Periphera.
Note, it is tradition for a Guardian to receive as to own, the Periphera that
was used to element them-- Meaning that a Guardian character will always start
off with a Periphera to match each element they own.
Periphera, generally speaking, comes in only 2 sizes-- Small and Large. The
Small variety comes in little spheres. The Large variety has a Diamond-ish
shape, and its typically equipped to a slot on the chest of a suit of armor.
Periphera's energy can only be used though a conductor of some sort-- several
special metals. These metals are known as Godsteel, Demonsteel, and
Titansteel. Titansteel is the strongest of the three, and is literally
indestructible. Titansteel weapons do not tarnish, they do not dull, they do
not break, they do not scratch. The finish on a Titansteel weapon is
guaranteed for all eternity. It is not compatible with most Periphera,
however; it only works with certain varieties. I'll explain more about
Titansteel, later.
Demonsteel is extremely strong. Nearly indestructible, but quite difficult to
use. Demonsteel doesn't like to cooperate with most users, and may (or may
not) reverse the element of the output of Periphera. It'll cause a Fire-based
attack from Periphera to come out as an Ice-based attack of possibly
equivalent level, but not every time. Conversely, it may cause the attack to
affect the wrong target, including the attacker himself. Very few can make it
behave in a consistent manner; generally only high-level demons.
Godsteel is extremely strong, as well. It is also the perfect conductor of
Periphera. It is the most common of the Periphera-conducting materials for
this reason. It works consistently, and is every bit as strong as Demonsteel.
Most weapons come with a Godsteel slot for Periphera, but those that don't can
usually be augmented with a slot that can be screwed on.
Titansteel, Demonsteel, and Godsteel Armor--
There are 10 suits of Demonsteel and 10 suits of Godsteel armor in existence.
That's it. There are 5 suits of each that are scattered about, and 5 that are
complete at all times. These armors are said to have "Personalities" and if
all parts of a scattered suit are found, the parts will swap themselves with
an unowned complete suit, and scatter again. If there are no unowned complete
suits at such a time that a scattered suit is completed, then it'll just
remain a scattered suit all collected to one person. Each of these suits has a
total of 9 slots for Small Periphera, and 1 slot for Large Periphera. There
are also 5 suits of Titansteel armor in existence-- that's it. All five are
under lock and key at an extremely heavily guarded Guardian facility, hidden
somewhere in Baja California. They are considered to be Off-Limits.
I should also note, that any being can tap the power of a Periphera of their
own element without using a conductor of some sort.
Concerning the nature of Guardians, it's traditional for the males to go out
and do the fighting, while the females basically just do whatever they can to
make sure the males remain healthy. They take spouses, and the female will
prepare food and tend to the male's wounds; they'll also tend to the majority
of raising any children they may have together. I might also note that a
Guardian Wedding Ceremony is a very private ceremony concerning only the two
that are to be wed, and no one else. The ceremony is also combined with their
Honeymoon, or wedding night, if you catch my drift. Upon marriage, the females
will develop a contrasting ring of color (usually a dark color, but if their
skin or fur is dark already, it'll be a light color) around their mid-section.
Males are known to get slightly the same effect, but as it is considerably
less visible among males, it's Guardian custom for the male to receive a belt
with a specific pattern woven into it.
Now, it's also worth considering that not all females just kinda wander around
their local community looking for a bachelor in need of a stay-at-home medic
and care provider. This is certainly not uncommon, but it's also not uncommon
for the females to go out and fight alongside the men. Some do this to find a
suitable mate, and others do this simply because they're restless and want to
get out. These are typically rather out-going, energetic and skilled types,
though I suppose that among those that are simply restless, there are those
that are simply pissed off at the world. Also keep in mind that there are no
social expectancies to enforce the females filling their traditional roles,
but it is indeed rather instinctive. After marriage, some females may retire
from the battle field to become traditional wives, while others may continue
to fight alongside their husbands.
The political structure of the Guardian race is fairly simple. There is
typically one selected individual that is placed in charge of a city or
general area, and that individual will choose his chain of command from those
within that city or general area. Normally, upon a leader's death, a higher
level of command will evaluate the quality of job that leader did, and if they
are satisfied with it, they will pass the job along to their oldest offspring
of the same gender. Should that individual refuse the job, then the job will
go to the next oldest, and so on. If they are not satisfied, however,
they will promote the most promising individual from that area of the next
rank lower.
The top of the command chain for the "Traditional Forces" is a group of
Guardians unlike any other. Each one personifies their own element. They are
as follows--
Jubatus Acinonyx (Blue cheetah) Light
Strigi Dae (Grey Owl) Water
Leo Tigris (Gold Tiger) Plasma
Chameleo Chameleon (Chameleon of whatever color) Electricity
Gulo Gulo (Red Wolverine) Fire
They have their opposites that lead the Opposition Forces, as well--
Jubataunt Acinonyx (Black cheetah [blue spots]) Shadow
Tyton Dae (Light Brown Owl) Acid
Pantera Tigris (Silver Tiger) Vacuum
Chameleaunt Chameleon (Another Chameleon) Radiation
Gulaunt Gulo (Blue/White Wolverine) Ice
This particular race of Guardian are known as "Extreme Guardians." They are
the extremes of their kind, and hold all authority of their own elements,
because they literally are their elements. When a Guardian uses a Water
Control technique, that Guardian is controlling a portion of Strigi Dae's
being. Conversely, if he is bothered by the usage, Strigi has the ability to
tell that Guardian, "No," and therefore stop the technique. This is a fairly
uncommon occurrence, however, as Guardians are generally allowed to freely use
their elements.
Obviously, Extreme Guardians are a non-playable race.
All right, I believe that concludes just about everything one needs to know
about Guardians. Now on to Angels. This will be considerably shorter.
When we speak of an Angel in Guardians & Demons, the image we're talking about
is rather stereotypical. A human-ish creature with 2 large wings on their
back, somewhat resembling that of a Dove.
Angels receive benefits from the element of Holy. They also receive the only
weapon they will ever need. Though usually a melee weapon of some sort, upon
"receiving their wings" they also receive a Titansteel weapon of their choice.
It's customized specifically for them, and furthermore, it will adapt itself
to their user, as they learn and grow in experience. Changes typically are not
visibly noticeable, but the weapon will balance itself based on how it is
used, and improve itself along the edge that is used most, for whatever
purpose it is used for.
There is really only one rule that I have for creating Angel-characters. This
rules is that the name must be unique and end in "el". The following have been
taken at the time of this writing--
Mel
Crystel
Imel
Seirel
Eh, there's a few others, but I don't remember them off-hand. Those four are
rather famous. As your character progresses, he or she will be given a new
suffix. A few known suffixes are -ible, -ine, -ime, -alph, -aph, and the
highest of the suffixes, -ifer.
I do encourage creativity in name creation. If you want to name your character
"Nel" so that they may eventually become "Nine", or name him "E'mel" just as a
pun, then by all means, go for it.
That's basically it, as far as Angels go.
If you have any questions about anything, please feel free to ask.
On a final note, keep in mind that Guardians & Demons is not intended to be a
purely serious game. My goal is a balance of serious storytelling, and humor,
so expect plenty of comic relief.
- Meira/VG
<font size=-1>[ This Message was edited by: Bradicus on 2005-06-09 17:46 ]</font>
All right, here's the deal: I've had a problem in the past, with new players
choosing to use the hardest race of the group to play (humans-- absolutely NO
advantages within the game), and as such, I've instated a rule that new
players get to choose only from Guardians or Angels. These are the two easiest
races to play, and more importantly, they're the easiest to work into a
campaign. Humans, being largely unaware of Guardians and the demons they fight
against, are especially difficult to work into a normal campaign, and I find
that they really lag down the game.
That being said, here's just about all the information you should need to
create a character concept for a Guardian or an Angel.
Guardians
Guardians are a race of creatures created for only one purpose: Protecting
Humans, especially from the advances of Demonic forces.
All Guardians resemble an animal of some sort. It could be nearly any animal,
really. The two principle races of Guardians are Mammalians, who resemble
mammals, and Reptilians, who resemble Reptiles. There are also less common
races-- Avians and the Amphibious. Avians, naturally, resemble birds, while
the Amphibious race resembles Amphibians and Fish. Note, there are no Guardians
resembling insects or non-water-dwelling Arthropods (Spiders, scorpions, etc).
A cross between any two races results in a Multiguardian; A Multiguardian may
have traits that resemble two creatures of different qualities. For example,
the offspring of a Mammalian resembling a Panther and a Reptilian resembling
a Terydon will resemble a Panther, possibly with scales, but more importantly,
he will have wings. Multiguardians have their advantages and disadvantages
over the principle races, but at this time, I suggest that new players avoid
taking them as their first G&D character. If you REALLY want one, then all
right, but the other races are likely to be easier to use.
Every Guardian is imbued with an element. There are a total of 10 elements
that can be chosen from; two groups of five. Do not ask how I decided on these
elements, because I honestly have no idea. It confuses even me, because yes,
they are quite strange. Note, that there is a hierarchical order (which will be
explained later) to them, and they will be presented in that order.
These elements are commonly associated with "Good"--
Light, Water, Plasma, Electricity, Fire
These elements are commonly associated with "Evil"--
Shadow, Acid, Vacuum, Radiation, Ice
There are indeed those Guardians who have chosen to oppose their purpose.
Simply put, they have chosen the way of evil. They're incapable of directly
harming humans, as they are Guardians and therefore have a mental block that
prevents them from doing that, but they hinder the Traditional Forces whenever
possible. They more commonly choose Shadow, Acid, Vacuum, Radiation and Ice
for their elements, but there are those who go with the first five elements
instead, and just the same, there are those among the Traditional Forces who
choose the latter five. This means that your character may have any of the ten
elements at their command-- but note, of the races that are capable of having
multiple elements, they cannot have two opposing elements, such as Vacuum and
Plasma.
Each pair of elements is also associated with a particular trait.
Light/Shadow - Speed
Water/Acid - Intelligence
Plasma/Vacuum - Combat Prowess
Electricity/Radiation - Defense
Fire/Ice - Strength
Electricity and Radiation get bonuses to Defense mostly due to a
predilectation for shape-shifting. High level Electricity and Radiation
elementals gain the ability to change their outward appearance entirely. For
the same reason, all Electricity and Radiation elementals retain less damage.
The races retain the following numbers of elements--
Mammalian - 1 Element
Avian - 1 Element
Reptilian - 2 Elements
Amphibious - 2 Elements
Multiguardian - 3 Elements
Consider that though one race may have more Elements than another, the effect
of all Elements on the character's stats remains constant-- A single element
Guardian will retain the full benefit of that element, while a dual element
Guardian will retain only half of each. Let's say, for example, that you've
chosen a Reptilian Guardian with Light and Radiation, while your buddy has
chosen a Mammalian Guardian with just Light. The Mammalian would, just for
the sake of example, get an additional 30 points in Speed-related stats. The
Reptilian, on the other hand, would get 15 additional points in Speed-related
stats, and 15 additional points in Defense-related stats. Meanwhile, a
Multiguardian with Light, Electricity and Fire would receive 10 additional
points in Speed, 10 in Defense, and 10 in Strength. That's the general idea on
how it works; it's not exactly like that, as the system is a little more
sophisticated, but that's the general idea. If you have 3 elements, your stat
bonuses from each one are a third of the max possible, if you have 2 elements,
your bonuses from each are halved, and if you have only 1, the bonuses you
receive are to the full benefit of that element.
Also consider that a Multiguardian is immune to taking damage from any element
they hold, while Reptilians heal half of the intended damage from an element
they hold, and any damage done to a Mammalian with their own element is
absorbed as healing points.
Guardians use a material known as "Periphera," to apply elements to their
off-spring. I will admit that Periphera was inspired by the Materia of Final
Fantasy VII, but there's a bit more to Periphera.
Note, it is tradition for a Guardian to receive as to own, the Periphera that
was used to element them-- Meaning that a Guardian character will always start
off with a Periphera to match each element they own.
Periphera, generally speaking, comes in only 2 sizes-- Small and Large. The
Small variety comes in little spheres. The Large variety has a Diamond-ish
shape, and its typically equipped to a slot on the chest of a suit of armor.
Periphera's energy can only be used though a conductor of some sort-- several
special metals. These metals are known as Godsteel, Demonsteel, and
Titansteel. Titansteel is the strongest of the three, and is literally
indestructible. Titansteel weapons do not tarnish, they do not dull, they do
not break, they do not scratch. The finish on a Titansteel weapon is
guaranteed for all eternity. It is not compatible with most Periphera,
however; it only works with certain varieties. I'll explain more about
Titansteel, later.
Demonsteel is extremely strong. Nearly indestructible, but quite difficult to
use. Demonsteel doesn't like to cooperate with most users, and may (or may
not) reverse the element of the output of Periphera. It'll cause a Fire-based
attack from Periphera to come out as an Ice-based attack of possibly
equivalent level, but not every time. Conversely, it may cause the attack to
affect the wrong target, including the attacker himself. Very few can make it
behave in a consistent manner; generally only high-level demons.
Godsteel is extremely strong, as well. It is also the perfect conductor of
Periphera. It is the most common of the Periphera-conducting materials for
this reason. It works consistently, and is every bit as strong as Demonsteel.
Most weapons come with a Godsteel slot for Periphera, but those that don't can
usually be augmented with a slot that can be screwed on.
Titansteel, Demonsteel, and Godsteel Armor--
There are 10 suits of Demonsteel and 10 suits of Godsteel armor in existence.
That's it. There are 5 suits of each that are scattered about, and 5 that are
complete at all times. These armors are said to have "Personalities" and if
all parts of a scattered suit are found, the parts will swap themselves with
an unowned complete suit, and scatter again. If there are no unowned complete
suits at such a time that a scattered suit is completed, then it'll just
remain a scattered suit all collected to one person. Each of these suits has a
total of 9 slots for Small Periphera, and 1 slot for Large Periphera. There
are also 5 suits of Titansteel armor in existence-- that's it. All five are
under lock and key at an extremely heavily guarded Guardian facility, hidden
somewhere in Baja California. They are considered to be Off-Limits.
I should also note, that any being can tap the power of a Periphera of their
own element without using a conductor of some sort.
Concerning the nature of Guardians, it's traditional for the males to go out
and do the fighting, while the females basically just do whatever they can to
make sure the males remain healthy. They take spouses, and the female will
prepare food and tend to the male's wounds; they'll also tend to the majority
of raising any children they may have together. I might also note that a
Guardian Wedding Ceremony is a very private ceremony concerning only the two
that are to be wed, and no one else. The ceremony is also combined with their
Honeymoon, or wedding night, if you catch my drift. Upon marriage, the females
will develop a contrasting ring of color (usually a dark color, but if their
skin or fur is dark already, it'll be a light color) around their mid-section.
Males are known to get slightly the same effect, but as it is considerably
less visible among males, it's Guardian custom for the male to receive a belt
with a specific pattern woven into it.
Now, it's also worth considering that not all females just kinda wander around
their local community looking for a bachelor in need of a stay-at-home medic
and care provider. This is certainly not uncommon, but it's also not uncommon
for the females to go out and fight alongside the men. Some do this to find a
suitable mate, and others do this simply because they're restless and want to
get out. These are typically rather out-going, energetic and skilled types,
though I suppose that among those that are simply restless, there are those
that are simply pissed off at the world. Also keep in mind that there are no
social expectancies to enforce the females filling their traditional roles,
but it is indeed rather instinctive. After marriage, some females may retire
from the battle field to become traditional wives, while others may continue
to fight alongside their husbands.
The political structure of the Guardian race is fairly simple. There is
typically one selected individual that is placed in charge of a city or
general area, and that individual will choose his chain of command from those
within that city or general area. Normally, upon a leader's death, a higher
level of command will evaluate the quality of job that leader did, and if they
are satisfied with it, they will pass the job along to their oldest offspring
of the same gender. Should that individual refuse the job, then the job will
go to the next oldest, and so on. If they are not satisfied, however,
they will promote the most promising individual from that area of the next
rank lower.
The top of the command chain for the "Traditional Forces" is a group of
Guardians unlike any other. Each one personifies their own element. They are
as follows--
Jubatus Acinonyx (Blue cheetah) Light
Strigi Dae (Grey Owl) Water
Leo Tigris (Gold Tiger) Plasma
Chameleo Chameleon (Chameleon of whatever color) Electricity
Gulo Gulo (Red Wolverine) Fire
They have their opposites that lead the Opposition Forces, as well--
Jubataunt Acinonyx (Black cheetah [blue spots]) Shadow
Tyton Dae (Light Brown Owl) Acid
Pantera Tigris (Silver Tiger) Vacuum
Chameleaunt Chameleon (Another Chameleon) Radiation
Gulaunt Gulo (Blue/White Wolverine) Ice
This particular race of Guardian are known as "Extreme Guardians." They are
the extremes of their kind, and hold all authority of their own elements,
because they literally are their elements. When a Guardian uses a Water
Control technique, that Guardian is controlling a portion of Strigi Dae's
being. Conversely, if he is bothered by the usage, Strigi has the ability to
tell that Guardian, "No," and therefore stop the technique. This is a fairly
uncommon occurrence, however, as Guardians are generally allowed to freely use
their elements.
Obviously, Extreme Guardians are a non-playable race.
All right, I believe that concludes just about everything one needs to know
about Guardians. Now on to Angels. This will be considerably shorter.
When we speak of an Angel in Guardians & Demons, the image we're talking about
is rather stereotypical. A human-ish creature with 2 large wings on their
back, somewhat resembling that of a Dove.
Angels receive benefits from the element of Holy. They also receive the only
weapon they will ever need. Though usually a melee weapon of some sort, upon
"receiving their wings" they also receive a Titansteel weapon of their choice.
It's customized specifically for them, and furthermore, it will adapt itself
to their user, as they learn and grow in experience. Changes typically are not
visibly noticeable, but the weapon will balance itself based on how it is
used, and improve itself along the edge that is used most, for whatever
purpose it is used for.
There is really only one rule that I have for creating Angel-characters. This
rules is that the name must be unique and end in "el". The following have been
taken at the time of this writing--
Mel
Crystel
Imel
Seirel
Eh, there's a few others, but I don't remember them off-hand. Those four are
rather famous. As your character progresses, he or she will be given a new
suffix. A few known suffixes are -ible, -ine, -ime, -alph, -aph, and the
highest of the suffixes, -ifer.
I do encourage creativity in name creation. If you want to name your character
"Nel" so that they may eventually become "Nine", or name him "E'mel" just as a
pun, then by all means, go for it.
That's basically it, as far as Angels go.
If you have any questions about anything, please feel free to ask.
On a final note, keep in mind that Guardians & Demons is not intended to be a
purely serious game. My goal is a balance of serious storytelling, and humor,
so expect plenty of comic relief.
- Meira/VG
<font size=-1>[ This Message was edited by: Bradicus on 2005-06-09 17:46 ]</font>