A new spin on the Watchers and Warders

Started by OneBatchTwoBatch, November 13, 2017, 01:07:23 AM

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OneBatchTwoBatch

Hello hello!

While EFU always goes in cycles one group that is always quick to wax and wane is the Watchers and Warders. It's a great opportunity for PCs who are looking for long term development or short term strife an mischief. Given the nature of EFU the idea of law enforcement is fairly malleable. It's not often you get a faction where you can have both Assassins and Paladins employed by the same people but the watchers have had both over the course of EFU:R

While most PCs know the "Standard" Watchers of the Defensive Branch and the opportunity for the Crimson Cloaks I wanted to use this post to highlight alternatives (Not that we wouldn't welcome more Defensive Branch watchers).

NON-WIZARDS CAN NOW BE AGENTS - Though the road is far more difficult and requires another tier of promotions, Chief Engineers or Inspectors can potentially find place as Agents of the Reformed Order. Bards and Rogues could potentially now serve as Agents if they proved themselves.

With the Introduction of the Experimental Branch PRC the opportunity presents for individuals who reach the Officer Level: Inspector, Chief Engineer or Sergeant. Other options could  be possible if you go above and beyond the call of duty.

The Investigative Branch is something of a red-headed step child of EFU. Despite having the most potential for intrigue, espionage, spymastery, and more it is often neglected in favor of the Defensive Branch. However it's entirely possible for PC Inspectors to bring an entirely new dynamic to both the server and the faction. Be it ex-criminals, active criminals who want to cut a deal and work for the city, individuals who want to try and manipulate robust spy networks, or just the classic "Do paperwork, collect notes, pursue criminals, give the Watchers evidence they need for a trial".

The Warders: Not every Warder HAS to be an Agent-to-be or PvP focused and the potential exists for all kinds of warders of spellschool, and even the occasional filthy witch. EFU has had everything from warders that specialize in engineering and crafting wands and potions, warders that specialize in alchemy (Now defunct), and other roles.

It's entirely possible for a Wizard, Sorcerer, or Bard who favors

- political roleplay to try and become a Warder PR Rep like Auxiliary Dobbins and negotiate with the Councilors, Populace, and foreign powers to reduce conflict.
- A Warder Merchant who just wants to use his funds from merchanting to study his magic and collect all the scrolls but is afraid of bloodshed
- A Warder Necromancer who simply wishes protection of the uniform rather than the obligations of serving the tower and dark experiments
- A Warder who is interested in Aberrant study but is put off by the "Anyone Welcome" vibes of the Exile Collective pursuing research with resources offered.
- A Warder who wants to use his wage to hide away in Final Sanctuary so works as an Archivist and Scholar researching subjects and experimenting while focusing on work with the House of Knowledge rather than law enforcement

The Engineers: While many people see them and have RP'd them in the past as "Guys who fix stuff" the Engineer Corps has a variety of potential roles to pursue. One of the more prominent engineers at the moment has no Engineer skill but is a scavenger, scrounger, scrapper. We're open to new ideas and there are a few scripted possibilies well to learn of a few shadier options IG for the Engineers

- An Engineer who is a medical technician focusing on healing and similar who aspires to perfect his craft and see animatronic limbs and grafts made more prominent among Sanctuary
- An Engineer who is a literal "Fixer", working as a go between for the Agents and potential enemies of our enemies ala the Iran-Contra and other shady political deals of the past
- An Engineer who is a Lycanthrope Hunter joining up to see the Chosen purged from existence focusing wholly on the Pacification Campaign rather than any other aspect of law enforcement.

A few options to go along with the traditional "Defensive Branch Watcher" and "Warder wishing to be Agent", not that those concepts we won't openly welcome.

(Shameless plug for witch hunters, Apprentices, and etc. also welcome)

Swing on by #WaW if you have any questions

Pup

Quit trying to get me to rejoin the Watch.  But seriously, there really are a lot of ways to approach service, whether Watcher, Investigator, Warder, Engineer, or whatever.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

OneBatchTwoBatch

While there's been a quite a bit of action on many sides and I know we have "The most" of the current factions, the inter-faction conflict with the W&W is always best for EFU when there is representation on many sides.

As Agents are not required to be Wizards/Sorcerers anymore the opportunity exists for a broad scope of opportunity that PCs have not fully pursued yet in EFU

Quote from:  HowlandRanks:
The ranks of the Spellguard are arranged into two tiers - all members of the Spellguard enter as Agents and, through considerable achievement and earning of trust, can be promoted to the second tier. Though the Agent is extended the privilege of selecting his own rank title, most pick from four common fields with just a few deviating from the norm. [INDENT]Agent
An Agent of the Spellguard has been found ideologically and intellectually suitable, has earned the commendations of current Agents and has passed the trials necessary for induction into the Spellguard. An Agent is entrusted with considerable authority including the power of arrest, as well as being conferred with the prestige of membership within the city’s most selective organisation. In return, they are expected to go about their duties in a manner befitting to their status - embarassing the organisation leads to severe reprimand, and if the mistake is damaging enough Agents have been known to be ostracized or worse.[/INDENT]  [INDENT]Operative
An active field mage who pursues a wide variety of duties; the most common of these uncommon titles, with the broadest scope

Emissary
A politically-oriented mage who works to make valuable contacts, improve the Spellguard's reputation, and ensure that other groups cooperate with the Spellguard.

Junior Animator
A mechanically-oriented mage who studies, captures, repairs, and reconstructs the old svirfneblin defense animatrons, creating a mechanical army under the control of the Spellguard. Animator Basian Dhimani is currently the Spellguard's sole Senior Animator, and so any mages who adopt this title serve under his guidance. When the nuances are not important, Junior and Senior Animators alike are referred to as Animators

Junior Officer
An administrative-minded mage who handles complaints, resolves internal disputes, develops long-range plans, and works to improve the Spellguard's reputation. Although many mages consider such duties beneath them, a good, competent, charismatic officer is a valuable find and has potential to rise high within the Spellguard. When the nuances are not important, Junior and Senior Officers alike are referred to as Officers.[/INDENT]
While there have been no operative PCs in the area there's a robust opportunity for PCs who wish to find operative-esque pursuits.  [INDENT]A Caster or non-caster PC who wishes to play as an Emissary style Agent could feasibly work similar to how Observer Therivon or the former Head Librarian did. A more savvy and political style mage who enters the Watchers and Warders as a Non-uniformed asset and works their way to Officer Level and eventually even potentially Agent as they attempt to pursue seat upon the Sanctuary Council as a dual role of Secret Agent and Councilor of Sanctuary, helping shape and facilitate political affairs.

A Caster or non-caster PC who wishes to play as an Operative style Agent in leading efforts of strike forces, or attempting to get some crazy hybrid of Agent + PRC for the Assassin PRC, Arcane Archer PRC, or a countless other opportunities for PCs. Spies, assassins, combat figures, and more field operatives and more have many roles.

A Caster or non-caster PC who wishes to play as a Junior Animator style Agent could leap from the Chief Engineer position to Experimental Branch to Agent in a crazy series of events to become a Dunwarren/animatronic focused Machine Hybrid Agent.

A non-caster PC who wishes to play a Junior Officer style could run a Mercenary company, a Gang of Lower, a Scholarly Organization, a Merchant Company, or any other "PC Faction Leader" style role could easily make a bid for Agent of the reformed order in the style of a non-combat figure pursuing the greater good of the SG on a higher tier of organization and efforts abroad.[/INDENT] Lastly -

The Experimental Branch primarily serves to augment non-casters to "Level the playing field" with Casters in the order but it's also entirely possible for a Sorcerer or Wizard who becomes agent to pursue Fifth Branch. Mechanized assassins, spellblades, some crazy "Contriver Perk" which is literally just someone stuck in an ironman suit running around throwing magic as a wannabe Artillery Animatron

Ultimately there's a robust array of play for Wizards and Non-wizards in a variety of different capacities and capabilities.

These are just a few ideas and styles supplied by the DM but you could also consider

- Hematologist Agent or other manner of PC pursuing Bloodmage to sway the tide of the SG's efforts

- Necromantic Agent with aspirations at Palemastery using the shield of the Reformed Order for protection and pursuit and to utilize one of the strongest forces against the Dread Empire

There's all kinds of meat and potatoes levels of lore and etc but the crux of this issue is-

While the W&W is a faction that is often populous the Warders and Agents have a fun role of both being supportive and menacing to both the Watchers and the Council and other factions. With a larger presence of Agents and Warders there's just more fun all around.

It's a great role for part antagonist, part protagonist, blurring the lines.

OneBatchTwoBatch

Concept Offer: Lab-grown Hydroponic Myconids.

One of my previous myconid concepts was a Rotbringer Myconid that was grown by Thomas Alqvuin in the Bone Yard, a tiny little mushroom cultivated with negative energy magics for an evil little mycomonster.

While this will be entirely in the hands of the DM staff to approve or refuse but the increase in Ley Magics and similar there have been a number of myconid colonies planted in the Hydroponic Chambers of the Deep Forge. Along with tending the upcoming ley efforts, the Moldmire, the fight for the ARk and more I am really being drawn in to the potential of undertakings to consider and I had an idea which may be a little crazy.

 
If we're going to be farming the ley, we'll need laborers.



I've written up some things and talked to a few PCs about an initiative IG but I would love to try and help cultivate one or two PC myconids, born in Hydroponics Chamber.

The fundamental idea being that with the rise of Warder Adept Brass' encampment of the Moldmire, an increased W&W presence in the area, and more we would "Grow in a Laboratory" one or two myconids.

Then they would be groomed as sort of SG-sponsored laborers operating both around the Moldmire Ley Siphon Camp and in a very small capacity in and around the city itself in the capacity of second-class servants and laborers to tend the influx of Ley magic being brought in by Serena Tower and the efforts of the Ark.

Any individuals interested I welcome to send me PMs here or my handle RwG on IRC. I'd be glad to help come up with both an appplication for a Myconid Character but also the pursuit of securing access to the Myconid Grove to try and build a non-traditional myconid presence in and around the Underdark.

Naturally it would be a Non-Druid, likely a non-clerical myconid presence.

QuoteMyconids

When we wanted to introduce Myconids, we wanted to do so in a way that made the experience of playing them feel genuinely different and unique.

Myconids earn almost no XP from killing monsters, but instead earn continuous advancement XP (reflecting their 'growth') through all levels of their particular life-stage.

What is a life-stage?

There are three Life-Stages, and each one grants a different appearance model (small, medium, huge). Each life-stage is associated with a particular level range: 1-6 for small ('Sproutling'), 7-9 (Medium), and 10+ (Elder). Each life-stage grants different subrace abilities.

How does one advance from one life-stage to another?

Progressing to the next highest life-stage is not only a matter of simply gaining the necessary XP. Instead, Myconid PCs must acquire the necessary rare nutrients and spiritual essence of another Myconid PC - in essence, they must undertake the very sacred Ritual of Absorption and 'absorb' two other Myconids of their life-stage. Generally the Myconids consider absorption a very sacred and secret aspect of their culture - something often done between close friends or allies. When a Myconid PC absorbs another PC Myconid, that Myconid PC is permanently gone - however, to some extent elements of the absorbed PC should be reflected in the absorbing Myconid's personality. Absorption can be performed on willing participants as part of a sacred ritual, OR it can be done on an unwilling, subdued Myconid victim - this is an evil act, though, and completely forbidden by Myconid tradition. Naturally, rogue and evil Myconids do sometimes exist.

So what is the standard Myconid Story?

Due to overpopulation in Mycopolis, Myconid PCs are being sent out into the wider Underdark to establish a new grove/Myconid Colony. They will do this through the Monster Lair system which has been set up for them. Myconid PCs must thus go around the Underdark and collect the necessary material to slowly grow their Grove and turn it into a true Myconid Colony. Of course, the Underdark is a dangerous place and establishing a new home will not be easy!

Myconid Stats:

Application required: Yes
Base Race: Half-Elf (adjusted to Vermin)
Preferred Alignment: LN, TN
XP: Special

All Myconids:
Bonus Feat: Armor Skin (For +2 AC)
Immunity: Critical Hits
Immunity: Death Magic
Immunity: Disease
Immunity: Fear
Immunity: Level/Ability Drain
Immunity: Mind-Affecting
Immunity: Paralysis
Immunity: Poison
Immunity: Confusion (Spell)
Immunity: Entangle (Spell)
Immunity: Stinking Cloud (Spell)
RA: Myconid (stinking cloud 1/day, cloud of bewilderment 1/day)
Light armor only

Myconid Sproutlings are small size with ability adjustments of -2 str, +2 con, -2 int, -2 cha.

Ability scores are adjusted appropriately as the Myconid progresses.

Myconid have stubby little hands that can't grasp standard weapons properly and so instead have bludgeoning creature weapons.

Myconid PCs are a monster race and, although not evil, may well be hunted and destroyed for what they are - survival challenge is part of the theme. Players of Myconids should expect a very different play-style; far from the town and only rarely interacting with the rest of the playerbase.

QuoteAdditional Information:
Druid, Ranger, Barbarian, Fighter are suitable classes for Myconids. Tribal themed sorcerers, bards, and clerics of Psilofyr are more unusual possibilities.

Most Myconids are relatively peaceful, contemplative, and shy. They are suspicious of outsiders and highly cautious in their dealings with them.

In EFU spore-communication/telepathy is not scripted and not supported. Myconids should therefore be considered as using vocal communication with the additional use of emotes about puffing spores to communicate intangibles with other Myconids. In order to reflect their curious and stilted communication style it has long been the EFU tradition that dashes are placed in between words when a Myconid speaks (please see Mycopolis Myconid NPCs for examples).

This subrace is closely tied to the idea of developing and expanding the Myconid Grove, of which there is currently only one available to all Myconid PCs (but can be shared if IC'ly appropriate).

As the Grove is expanded and developed, it begins to produce special Myconid-themed loot objects that can be used, traded, or given away as appropriate.



 

OneBatchTwoBatch

Let's talk about WAR baybee, let's talk about you-and-me.

While events quickly casting the SG back into the role of "Server villain" I've been doing some thinking of interesting ways to see the ranks bolstered further. As EFU is always cyclical we find ourselves with a fun opportunity

QuoteSergeant Yodert Pond
This moon-faced fat man leads a squad of goons within the Watchers, priding himself on maintaining peace with an iron fist. He was demoted from Lieutenant some time ago, thanks to his then-inferior Sergeant Odelstad. Now he spends much of his time plotting to reclaim his former position.






Majority of EFU:R's early antics and the Workmill rebellion were shaped by Lieutenant Pond and PC Sergeant Armory Balfour of the aptly named "Bloodplumes". A force of watchers of the defensive branch with zero tolerance for criminal activity and yet a rare blend of corruption and fines, arrest quotes, public beatings, private beatings, private location beatings beyond the jail cells of questionable nature, and an overall mixture of thuggish corruption and zero tolerance for criminal activity (that didn't benefit the Watch).

With WAR on and THE RETURN OF THE LIEUTENANT YODERT POND, the opportunity presents for a resurgence force of men and women of questionable morals and armed with big sticks as testament to Lieutenant Pond's long awaited rise to power and once more his rival Lieutenant Troff's murder under suspicious circumstance.

Everything from war criminals to war profiteers to taxation for the war effort and countless other questionable actions I imagine, so long as it was kept in line with Lieutenant Pond's iron fisted decorum and ensuring everyone in the right place gets a "Taste".

Big_Jim_Thunt

The above concept has the Big Jim seal of approval.