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Kaze9999
Dec 21st, '07, 06:49 AM
I have an opening for one new character in my Narnia homage--with some twists, of course--game on Hero Central.

http://www.herocentral.net/campaignInformation.htm?campaignId=462474

LordSolovar
Dec 21st, '07, 07:05 AM
I might be interested, I'll go on Hero central and check it out.

Kaze9999
Dec 28th, '07, 10:29 PM
Premise: In the long history of Narnia, from it's creation by Aslan when he set the first humans from our world (King Frank I and Queen Helen) to rule and reign, the height of intellectual enlightenment and technological development and political sophistication was undoubtably reached during the reign of Queen Swanwhite, the last of the original line of humans to rule Narnia before the White Witch returned to Narnia to bring about the Dark Age of 'The Long Winter', which literally returned Narnia to a simpler, ruder life wherein which all people and implements which could threaten her rule (firearms, humans, the gifts of Father Christmas, etc) were stamped out and obliterated without a trace.

The game starts in the year 700, the first year of the reign of Queen Swanwhite of Narnia.

The kingdom of Narnia consists of fortified castles at the center of cities, with the majority of the population in small towns spread throughout the country relatively isolated by wild, thick forests.

The Inquisition of Aslan serves the Church of Aslan in the name of the Queen. It has existed as an organization for the last 100 years. It's members are responsible for travelling all throughout the country to investigate possible incidents of secret followers of Jadis, and to handle matters as much as possible on their own judgement due to the great distances and relative isolation they must work with in their duties. Inquistors have an extremely responsible, difficult, and dangerous job. They must be part detective, part wise judge, and part champion at arms. They are usually sent out alone, with a group of men-at-arms to help enforce their judgements. And it is not at all uncommon for them to die or simply disappear without being heard from again when they are sent out on an assignment.

Kaze9999
Dec 28th, '07, 10:32 PM
Players: The PC's are humans, mythological creatures, or animals, and are members in good standing in the Inquisition, which stands as the first and last bastion against the plans of the White Witch to return to Narnia through the subversive actions of her secret followers in Narnia.

The PC's are all true believers in Aslan, or at least in the goodness of the state and church of Narnia, and would gladly die for their belief in defense of the state and church of Narnia, or of the true faith in Aslan.

Characters are 100 + 100 heroic. This represents the pinnicle of veteran development for humans, and may represent a young or barely mature animal or mythological creature depending on which type. No more then 35 points in disadvantages can come from any one category of disadvantage.

House Rules: All PC's must take the Psychological Limitation: Loyal to Aslan/Church of Narnia/State of Narnia/Queen Swanwhite, and it must be at 'Total' commitment meaning the PC would choose to die rather then fail or betray the object of their devotion. This is a campaign where I expect PC's to ocaissionally die heroically fighting the forces of evil.

Also, all PC's receive the Perq: Low Justice. They will often be sent to investigate far from any castle where a trial can be held, and will be expected to resolve matters of low justice (ie anything up to the death penalty, as long as the accused is not nobility) on their own and report on their actions when able.

All PC's have the disadvatages: 'Loyalty to the Queen (or) Church (or) Kingdom of Aslan, total commitment' for 20 points; and 'Subject to Orders, frequently, major' for 15 points.

As for weapons, know that this is a psuedo 'swashbuckling' era setting. Bows of all kinds are not used. Hunting is generally done by use of snares which talking beasts can easily defeat, for safety sake. Early fire arms are in use per the following write ups in 'Fantasy Hero'.

Matchlock Rifle (RMod -3; Damage 1.5d6k AP-only vs low tech armors; Str min 13; Body 5; Def 3; Mass 1.6Kg; shots 6; Max Rng 185"; Act 11-; Concentration; Requires 2 hands; Extra time-1 turn to reload between shots)

Matchlock Pistol (RMod -4; Damage 1d6k AP-only vs low tech armors; Str min 12; Body 4; Def 3; Mass 1.0Kg; shots 6; Max Rng 110"; Act 11-; Concentration; Extra time-1 turn to reload between shots)

Combat Luck is available for purchase up to 3 levels (9PD/ED Armor), however it does NOT 'stack' with armor.

In combat, hit locations, impairing and disabling blows, weapon breakage, bleeding, and critical hit and fumble rules are all in effect. Additionally, a roll of a natural '3' on an attack roll allows a choice between automatic maximum damage for the attack or automatically hitting the hit location of the player's choice.

No PC's can have the ability to cast spells, but mythological creatures may have an inherent magical ability, and humans may have magic items. The 'Fantasy Hero' rule book and 'The Beastiary' will be the starting point for write ups of animal or mythological creatures.

Magic: There are three types of magic in the campaign, two of which will be available to the PC's.

First - Magic Items from various sources including magic fruit from various guarded trees and magic waters from various guarded pools, and the annual gifts of Father Christmas, which are only received by those who are considered 'good' in balance for the previous year. These are mostly only available to the forces of the church and state of Narnia, which includes the PC's.

Second - Inherent magic abilities of magical creatures. Generally only one magical ability per creature (like for example, flight), and they tend to be very focussed on it. This is a big part of why they don't think like humans. Kind of the 'If all you have is a hammer, everything looks a bit like a nail' syndrome. Both the forces of evil and the state and church of Narnia have some varying access to this source of magic.

Third - Contrived casting of spells generally through the use of magical components of some sort combined with invocations of various other worldly powers in offer of sacrifice of some sort. This source of magic is only employed by the forces of evil in the land.

LordSolovar
Dec 29th, '07, 06:33 AM
what im worried about before joining is that i will need a large knowledge of the sereis. I have only read lion, witch, and the wardrobe. is it going to be more free playing after the setting is made or will it closely follow cs lewis.

Kaze9999
Dec 29th, '07, 10:31 PM
what im worried about before joining is that i will need a large knowledge of the sereis. I have only read lion, witch, and the wardrobe. is it going to be more free playing after the setting is made or will it closely follow cs lewis.


No...a deep knowledge of the series is not necessary, though it is meant as an homage game, meaning that if I am doing it at all right, people who are big fans of the world and characters that C.S. Lewis wrote about will enjoy the game all the more.

However I am telling stories about a period of history which is not actually described in the books, so I am essentially making up lots of stuff that is non-cannon to C.S. Lewis' books. I suppose that for some, a 'deep knowledge of the books' might cause them NOT to have fun then. Either way. :)

Kaze9999
Jan 25th, '08, 04:55 PM
I have an opening for one new character in my Narnia homage--with some twists, of course--game on Hero Central.

http://www.herocentral.net/campaignInformation.htm?campaignId=462474


Had to share this! The official site for the next movie due out in May 2008, with the new trailer! I am very excited about it. :)

http://disney.go.com/disneypictures/narnia/