Thursday, July 14, 2011

Watashi no Shinobido: My Ninja Way

I was looking for an unrelated project (Einherjar: Of Souls and Swords) when I found this. Originally intended to be a Naruto game, I'm always more interested in taking inspiration from a source and then deviating strongly from it (sort of how Einherjar is obviously inspired by Valkyrie Profile).

I was trying to play up the kids sent to war aspects, and make something interesting. I might come back to this one day.


_____________________________________________

Intro

You are a kid. A child, really. It's just before your tenth birthday that you're sent to one of the academies. You thought it would be great, becoming a shinobi, a ninja. Learning the ninja way, and becoming a great hero.
Three years later, you graduate from the grueling courses. You're assigned to a squad, and given your first mission.

By the end of the night, you've chased the target through the cold, dark woods, been punched so hard in the side of the head that you can't see straight, been cut across the jaw to the point where you can't speak, and your leg is broken in at least three places. The kunoichi of your squad is lies motionless as the rain pours around her. You always thought she was pretty, and hoped you'd be in her squad. Now, you get to see her breasts in all their perky glory, except they're torn open, blood and viscera open to the world. You don't even have enough time to grieve, the other living member of your squad shouts for your attention. You turn, just in time to see the traitor, your mentor--his twitching right eye a black marble with a bile-yellow dot, the side of his face covered in occult markings--he brings a bear-sized arm down at you, ready to tear you to shreds like the kunoichi.


The Dice

The game uses two standard six sided dice, except for one difference. One die adds to your result, and the other subtracts from it. In the following examples, I'll be referring the the subtracting die as red, and the adding die as green. You don't have to use these colours, as long as you remember which one is which. If you've only got white dice, then feel free to take a marker and put an X along the sides of one of the die to differentiate them.




Rolling the Bones

There are six attributes that are used in Shinobido. Intellect, Wits, Strength, Agility, Tenacity, and Charisma. Each one represents a different aspect of what a character can accomplish.

Intellect and Wits represent a character's mental capabilities, while Strength and Agility are their physical ability. Tenacity and Charisma show how well a character can interact with others.


Intellect

Hirame stared at the scroll, trying to understand it's secrets. The whorls and loops of the characters were foreign. After a minute, she was about to give up, when finally it snapped. Turning the scroll sideways, she shouted “aha! I've figured out the code. Now it's time to get this information back to the village and stop the spy.”

Intellect is the force of a character's mental powers. It represents a ninja's understanding of the world around her and how she fits into it. A character with high intellect might be well versed in the occult, or lore, or perhaps a brilliant tactician.


Times when a character might make an Intellect roll: Solving a code, remembering a fact, memorizing information


Wit

Hrm,” thought Kinosuke, “that's pretty good, but how about this one? What can the weakest lark carry that the strongest man might not?” He gave an internal smile as the Oni furrowed his brow and rubbed his chin. This was all too easy.


While Intellect is all about force, Wit relies on avoiding it. Witty characters are clever, and capable of thinking on their feet. Wit measures that ability, and represents not what characters have learned, but what they might know.


Times when a character might make a Wits roll: Avoiding an ambush, sensing someone watching them, searching a room, solving a riddle or puzzle


Strength

The three of them chased after the target. He fled through a threshold, and pressed a button on a console, and a heavy wooden door dropped from the ceiling. Arudio stepped forward, cracking his knuckles and rolling his head along his broad shoulders. He slipped his fingers beneath the door, and with one powerful motion, lifted it up above his head. Grunting, he rested the door on his shoulders, “Go, I've got this.”


Strength is pure muscle. The ability of a character to exert himself physically, from punching someone in the face, to lifting a door or rock. Strong characters are powerful, and more than capable of defending themselves.


Times when a player would roll Strength: Lifting a heavy object, breaking down a door; Strength also determines damage, and health.


Agility

Katsumaru practically soared through the treetops, barely landing on the branches. As he leaped from one to the other, not a single leaf fell. He was one with the wind. From the left of him, something rustled in the foliage. All he had to do was twitch just right and the shurikin needle harmlessly missed him, burying itself halfway into a tree trunk.


Agility is the ability to control the movement of one's body, and characters with high agility can do this with skill and grace. Every move they make is fluid, and their attacks are as artistic as they are deadly.


Times a character might use Agility: Leaping across a cliff, climbing a wall; Agility is also used in combat to determine how well a character can hit with attacks, and avoid the attacks of others.


Tenacity

I'll never give in!” Luliko shouted, moments before the man put a hand to her chest. A surge of electricity tore it's way through her body, boiling blood and making her legs twitch. Her lungs tightened and refused to let in any air. In a moment, it was all over. “Well?” the man asked. Luliko's chest heaved, and she muttered something. Her torturer leaned in close. She spit in his face, and gathered up her will, “Go to Hell, you bastard!”


Tenacity is, simply put, a character's ability to say “fuck you” to anything that stands in their way. Characters with high Tenacity can withstand torture, resist mind control, and exert themselves on others. It represents the character's willpower and willingness to perservere.


Times when a character would roll Tenacity: Resisting torture, giving an impassioned speech, avoiding mind control. Characters also make Tenacity rolls to use a Valiant Surge, as well as measuring a character's Focus pool.


Charisma

Could you please help me?” the young girl asked. She was cute, with that look like a childhood sweetheart from youth. The older man smiled, “Of course,” he offered. Maybe he would get lucky tonight, “What is it you need help with?” She fidgeted, “Well, it's embarrassing,” she whimpered, looking around left and right, and motioning for him to follow her. As the man followed her around the corner, he couldn't believe his luck. As he felt the blade push through his chest, he had just enough time to mutter “Fuck...”


Charm and good looks can get you far. A character with Charisma can lead others along like puppets on a string, for good or ill. This is the ability to convince people to do what you want them to, and sometimes even to get them to think they wanted to do it.


Times when a Charisma roll might be called for: Lying, seduction, persuasion, training an animal



The Difference between Success and Failure

Whenever a character attempts an action that might be important to the story, the player rolls the dice.

  1. Add up your Attribute (see above for the attributes, and which might be applicable) and any modifiers to the roll. Easy tasks give bonuses, and harder tasks subtract penalties.

  2. Once that's done, roll the green and red die.

  3. For each pip on the red, subtract 1 from the total

  4. For each pip on the green, add 1 to the total.

  5. If the final total is greater than 0, then the action succeeds.

    • If the action succeeds with more than 0, then it might be a dramatic die. This is especially good in combat, where every 3 points over 0 means that the enemy will lose another health level.


Combat is the same way.

  1. Declare your action.

  2. Subtract the target's current Defense from your Attribute (usually Agility)

    • Defense begins at Agility, and for every attack that a character suffers they lose 1 Defense. A character that has an Agility of 3 starts with 3 Defense, and after one attack, they drop to 2 Defense. A third attack means they have 1 Defense.

    • No matter how many attacks a character suffers, they won't ever drop below 0 Defense.

    • Once the character's turn comes up again, their Defense resets.

  1. Add any modifiers from Specialties or weapons

    • Describe your action! This is an important step that many people forget! A good description could even be worth a bonus to your roll! Don't be afraid to rough up the scenery, or add minor details, like chandeliers to swing off of, or tapestries to slide down.

  1. Roll the dice, and follow the above steps to determine whether or not you hit your target.

  2. If you hit, then it's now time for the defender to roll. He makes an Tenacity roll penalized by your character's damage (generally Strength, though it might be the rank of a special power)

  3. If the target's Tenacity roll succeeds, then they take no damage. If it fails, on the other hand, they take a wound. The type of wound depends on what type of attack you used. A punch or other relatively non-lethal attack would be Bruising, while a knife, or a special attack that uses fire breath would be Lethal.

  4. For every three that you get over the attack roll, or every three points the target fails their roll by, then they take an additional wound.



The Flow of Ki:

Aisa has 6 Focus, Hirai has 4.
They get into a battle. Aisa launches a powerful technique that costs 3 Focus. Aisa's player pushes three beads into the center of the table. Hirai defends himself with a protective charm, and puts 2 of his Focus into the center.
Aisa uses another move, adding 2 more Focus to the pile. Hirai is hit, and decides to use this turn to charge, drawing 4 Focus from the pile.
Suichiro joins the fight, launching an ambush technique aimed at Aisa, which costs him 2 of his 5 Focus. Suichiro's Focus is placed in a separate pile, and from then on, everyone adds to the second pile, but Aisa and Hirai can also draw from the first.

Monday, July 11, 2011

In a Heroic World

Originally, this was for a Mutants and Masterminds setting, and I had it lying around.




Even in the Old West there had been heroes. Heroes like The Golden Ranger with his native riding buddy Toro; and Raymond Curse, the scarred bounty hunter and honourary Apache warrior. There was the Masked Rider, Calisto Buenaventura, better known as La Cuervo

They were few and far between, but then, at the turn of the century, there came the Masks. They were men like The Shade, a man in a mask and fedora, knowing what evil lurked in the hearts of men; They started out as little more than detectives, vigilantes looking to write the wrongs and protect the innocent. Many of them were rich, and a style was created of a masked man and his valet working together to stop crime. One of the more famous ones, The Blue Wasp, was actually one of the great, great grandchildren of The Golden Ranger.

And then it came in the 1930s that the "Golden Age" began. It started with the "brass boyscout", Captain Miracle. In March of 1933, he made his debut during the attack on the city by a robot created by a mad scientist. He kept a runaway bullet train from derailing, catching it before it could reach a missing section of the track. Soon there came others, like Super Woman, the Amazonian princess Artemis. There were also more of the men who really wore masks. The hero-detectives, like The Mothman, who stopped crime wherever it dwelled, and worked with--and sometimes against--the police to stop the new breed of criminals grew in number. Soon heroes were everywhere.

The Golden Age lasted through the Second World War, with heroes like the United States Ultra Soldier Project creating Sergeant Columbia, who faced off against his German counterpart, The Scarlet Skeleton. Captain Miracle, Super Woman, and The Mothman were the first heroes to band together, creating the Justice Organization of America--Stan Reynolds, the Sergeant, was thought lost in combat.
The Golden Age ended in the mid-50s, with the rise of the House UnAmerican Committees, and accusations of Communism. Mothman especially was hit hard, being blacklisted by MacCarthy.

For a few years, there were no heroes.

Then began what would come to be known as the Silver Age. Captain Miracle had retreated to his Citadel of Solace far beneath Antarctica, and SuperWoman returned to the Amazonian Isle. But fortune would have it that there were others.

The chief among them, and some would say the first of the new breed of heroes, was Eddie East, Mercury, the lightning man, struck by a bolt of electricity in an experiment and gifted with the power to move faster than sound. Soon there would be others. The Fabulous Five--the Rock, Doctor Elastic, Lady Ghost, The Flaming Man, and Hydroman. Gifted--and cursed--with strength and a rocklike carapace, the ability to stretch to amazing lengths and morph skin, become invisible and intangible, to turn into fire, and to become like water.
Less fortunate was grey monster of science, Doctor David Danvers, who exposed himself to radiation in the hopes of curing illnesses, only to become Gamma, a giant mass of muscle fueled by rage.
But together, these new heroes fought against the likes of The Gorilla, Professor Chaos, and Wendigo.
With the likes of Baldr--who may or may not be the son of Odin--and Red Demon, they stood up for the innocent.
They brought back the good name of heroes everywhere. It was the Mothman II that tried once again to create the JOA. And for a while, it worked.

But soon, things changed once again.

The Silver Age died with Tracy Guenevere. That is what the historians agree. The end began with Annie Stands, girlfriend, and soon to be fiancee, of Spectra. Until he came home and found her body stuffed into the refrigerator, superheroes had been seen as untouchable. They had laughed off the bullets of the Nazis, and faced the monsters of the Atom Bomb with fearlessness. That act, on it's own, may have been nothing. But a few weeks later, The Mothman II's ward, Bluebird II, was killed in an explosion by The Jester. Finally, the last straw was had when the Gremlin made Bug-man choose between Tracy and a metro car full of innocent people.
Bad things come in threes.

But soon, a few years later, new heroes emerged. And they became more human. They had problems. Gear, the billionare Antony Rokkos, struggled heavily with alcoholism. Spectrum Lad, son of Silver Age villain Spectrum, was homosexual. Groups of mutants banded together, calling themselves Outcastes and struggling with being different. Public perception of heroes had changed from heroes and villains, to only villains. The Family rose up, taking in the outcastes among the Outcastes, those who were too 'evil' or hideous to fit in among society. They didn't look for acceptance, seeing themselves not as equals with humanity but lords over them.

This was a time of heroes that were tarnished, but still heroic. Their villains were social constructs as much as they were criminals. Congressmen were looking to keep tabs on the so-called 'mutants' and metahumans, and prejudices against superheroes who were anything more than gadgeteers and the well trained. Aliens were often between the two categories.

While the Golden Age ended with resignation and the retirement of the great heroes, and the Silver Age died when they realized they weren't untouchable, the Bronze Age died with a universal catastrophe.

Two omnipotent beings, calling themselves The Black Guardian and The White Guardian, had spent eternity playing a game with reality. There were rules to their 'game', and though the White struggled to work within the rules and get his 'pieces' up to snuff, the Black was still more powerful. Hero and villain alike came together to stop the erasure of reality, and together they managed it, though the year 1985 would be erased from history, becoming "The Year that Never Was".

Many of the heroes involved in it died. And even in dealing with more 'mundane' threats--as mundane as they get for a superhero--heroes were being shown they weren't invincible in ways not seen in the last Age. It began with the then-elderly Mothman II having his back broken by Poison, a scientist born in a prison and powered by a serum of powerful muscle stimulants. It was then that heroes began to believe that they needed to be tougher.

It began with The Avenger, a soldier of the Gulf War who came home to find his family was caught in the crossfire between two gangs. And others followed. There was an unspoken belief among the heroes that heroes that they needed to be tougher. Some heroes became more willing to kill. Others clung to their technical pacifism, but were willing to lead villains into situations in which they would kill themselves, or break bones.

Some say that the Iron Age never ended. Others say that a new Age began when Captain Miracle returned after fifty years of solitude. Once again, the citizens of Centrolopolis were saved from a runaway metro car by the city's favoured son.
Or when Artemis stopped the legions of Tartarus from marching on Washington.
When Sergeant Columbia was unthawed from a block of ice, coming into the new century to see what his country had become.

There was a return to the sensibilities of before. The Iron had become tempered with something more dignified. The grit was brushed away, and Diamonds were found. Together, Superwoman, Captain Miracle, and Mothman II--who wouldn't let something like a broken back stop him for long--recreated the Justice Organization, this time no longer limiting themselves to America.
Meanwhile, Sergeant Columbia, Gear, and the still living David Danvers became the government backed organization known as the Defenders. Teams of heroes began to spring up, banding together to defeat the villains, darker than ever, but now facing a shining legion of justice and hope.

The heroes of the last decade have seen a lot. They've seen dark reflections of the Spectrum Ring bringing the dead back to life. They've seen heroes taking sides against each other over politics. The heroes of this so called Diamond Age have faced their pasts and questioned their futures. Many of them have made hard choices, such as when Sergeant Columbia stood against the government he loves in defense of it's ideals, and Arachnid revealed his identity on national television. Torches have been passed, such as when Columbia was murdered on the steps of the Capitol, and when Mothman II was killed in the line of duty, and Owl--formerly Bluebird III--became the third Mothman as well.
It's a harrowing time, with darkness everywhere, and a few shining beacons.

And it's up to you to decide how it turns out.

Friday, June 10, 2011

Virtue and Vice

I've posted these elsewhere, but I figure it's about time I put them here.

Lesser Envy
The streets are silent, save for your footsteps. And of course the sounds from the fog. You can't be entirely sure that it isn't your imagination playing tricks on you. It's out there, low, nearly imperceptable, but it's there. There's a noise, and it's coming from the fog itself, as soft as it may be. The sound of wind blowing gently, even though the air is still and the smoky mist turns of it's own accord.
At first you don't even notice the sound. Too focused on your footsteps. And your heartbeat. The panting of your breath. It's not until you slow to a standstill that you realize you were running. The awkward weight of the copper piping in your hand is uncomfortable, and you've grasped it so tightly your whitened knuckles ache. That's when you finally notice the sound. You think, hope, that it's just a cat, scrounging for scraps. You've seen glimpses of things in the mists that you wouldn't want to meet this close.
That's when you see it, crawling from the underside of a boxy old car. It crawls across it's belly, a sort of grey, tannish thing covering it. On it's back are two pieces of bone jutting out from the shoulders. Flayed skin and feathers still hanging in tatters from the broken skeletal arms. It struggles to it's feet, awkward and grotesque. That's when you realize what it's wearing.
The... thing... is bound in strips of human flesh, sewn together with wire, arms pressed tightly, and at odd, uncomfortable angles, to the chest. It might have been a woman, at one time. You can see the outline of hips and breasts as it writhes up to a standing position. The horrid monstrosity's eyes are sewn shut, and it's once full lips are tied loosely in the same manner. The eyeless thing looks at you, the light of your pocket torch shinning on the taut flesh of it's bindings. You catch a glimpse of a navel, and nipples and shudder. The metal strings that shut the mouth stretch tightly as the thing opens it's mouth and gives out a deafening shriek that leaves you clutching your temples and falling to your knees.

Gluttony
You hear the sickening slurping noises before you see the cause. You should have turned around. But no, you had to give in. Such a human trait, curiosity and the temptation to give into it. You turn the corner slowly, the sound getting louder, like meat caught in a grinder and being sucked through. That's when you see it. An emaciated man with a swollen, distended belly, eating as if it hadn't ever done so before. He wasn't wearing clothes, and was covered in blood and dirt and grim, his skin looking like something from a garbage can. It's not until the man lifts his head to let the rotted, festering meat he's ravenously tearing into slide down his throat that you notice he's not exactly what you thought he was. His neck is long and sinuous, and ends in a blunt face. There are tiny little beads that might be eyes next to it, and they're almost covered in blood and blinking against the thin light of a streetlamp.
At the end of the fleshy tube that makes up it's head is a razor lined tunnel. Three sharp teeth still chew at the still night air. It goes back to it's fetid meal, large talons tearing chunks off and stuffing them down the throat. It doesn't even care when it's own hand gets too close, and snaps at it before digging it back into the corpse. When it runs out of large chunks of meat, it reaches it's cylindrical head down and starts to clean the flesh from the bone. All this takes place in the span of only a few minutes, and the thing is soon nothing more than a skeleton. It couldn't have weighed more than a small child, and yet it's still as sickly thin as before, it's belly no heavier even after devouring a corpse. It snorts out, digging into any crevice it can for a missed morsel, but finds none and throws back it's head in anguish, still sniffing all the while. The head flops back, twists. The thing falls over and quickly scrabbles to it's feat, long arms dragging across the ground as it hobbles with it's bloated, gassy stomach toward your corner.

The Bandaged Man
The building is quiet. It used to be a school, but... well, now the walls are peeling, and paint is flecked all over the wapred tiles. As if the whole building had just been pulled up from the ocean. Thick, black mold clung tightly in some places, making sickly patterns on the walls. The smell is thick, pungent, earthy, but also diseased, with the air of rotting meat or a dying tree. Childlike crayon drawings decorate the walls. They're ugly and simple, and yet you can already tell what they are. They're large sctions of black and white, with streaks of red and brown and grey and beige. You've seen the things represented before. A reminder of what waits for you. Out there. A bound figure screaming in agony. A pack of horrid dogs chewing at each other. A disgusting tube of flesh and teeth. And a large, red man with his face covered by white. You see more and more of him as you go on. A cartoonish stitching around the man's shoulder. And a downturned mouth and eyebrows made by running several lines of black crayon over one another.
You learn to ignore the drawings, and only focus on the sound of your footsteps. Which is when you start to wonder where that rumbling came from. It's deep, but low. Easy to miss. It's like breathing. Soft, deep, breaths. Curiosity gets the best of you. You go to the source of the sound. It's the principles office. You take a look in, and see it. HIM. The creature from the drawings. He lies on the floor. Sleeping, it would seem. The snoring stops. His arms push out and lift his massive body from the ground. He's almost twice as tall as you are standing up, and still he slouches. His body is muscle, from head to toe. He wears a robe drapped about his waist made up of bandages and chains and half latched belts. His arms look sewn on, a stichting running all the way around his shoulder. As he leans back, stretching, his bones give a sickening crack. His head slowly rolls along his shoulders, twitching, as he cracks his neck.
His body is badly burned, knotted scars covering one side of him, waves and roots and tangles of singed flesh. He's covered in bandages. As if he was patched up and tossed out of the OR. They're bloody, and wrapped about his waist, and another seam goes up from his kidney. They're wrapped around his forearms as well, soiled and bloodied. They're mostly on his face. Long strips of once-white cloth, now dirtied and soiled with blood and other things. With another roll of his head he stops and looks at the window on the office door. One eye is left uncovered, downturned and yellow, with a slit like a cat's. It burns as much as his flesh once did and it pierces through the glass.
You stumble over yourself trying to get away, and can't help but take a look over your shoulder in time to see the door splinter outwards as the thing follows you, dragging a large weapon behind it. The chains and belts around his waist clink together with each step, and he swings his weapon wildly, carving gashes in the walls and cracking the tile. A roaring moan of pain and fury escapes his bound lips and you move your legs as fast as you can, anything to get away from the behemoth you leave behind.

The Bound Abuser
The "California Hotel". You can't speak for what it used to be like, but it's now just a wreck, you think to yourself, as you close the door on one more room that holds no answers. A storm rages outside, and forced you to seek shelter here. It's a surprise that the lights still work, or at least, that the ones that do work still work. There's no point in leaving things unexplored, though. That's something you've learned well. One more room. Then you might as well lock yourself in and try to sleep. Maybe this nightmare will be over when you wake back up. You can dream, at least. The room is empty. They all are, for the most part. A few of them are filled with interesting things, but no answers. This room is a wreck, as well. Not the best place to sleep. The bed is covered with blood, as well as other things. The scent of cum and sweat hangs in the air. Tears. You can feel them welling up in your eyes, and you don't know why. You hold yourself, shaking. What's wrong with you? You turn to leave. To get away from whatever these emotions are.
As you turn for the door, you're taken off guard, and with a flurry of chains and leather you're knocked backwards, onto the bed with a beaten cheek.
Before you stands an old man, skinny and greasy and dirty. His eyes are covered in a leather blindfold, and his chest is in the same black leather so tightly that he weezes with every breath. His crotch is left unbound by the leather, and instead is bound in thin, rusted barbed wire, wrapped around his groin and waist like a freakish metal thong. The wire tears into and runs through the flesh of his genitals, leaving his member scarred and twisted. One testicle threatens to drop out of the torn sack of flesh as he crawls up the bed. His sickly ashen skin is almost transperent. You fight, trying to get away, but he presses you down. The room catches fire around you, and the monster grabs you by the throat and runs a long, sticky tongue along your cheek. He lets out a ragged moan of exstacy. He tears at your blouse and skirt, and youn can feel his flesh and leather against yours, every touch burning.
"I remember this taste." the thing says, flames dancing along it's back. Every word is strained and gravelly, as if it hadn't used it's mouth before. "A little older than I usually like. But then again, I don't often get these with little girls," he says, roughly fondling at your breasts. He smiles, and you shudder. "Let's rekindle an old flame." he chuckles.
As he climbs on top of you, you struggle, but to no avail. He holds your arms down with one hand as he runs that disgusting tongue over your body. With just... a little... more... you get a hand free, and take the lamp on the nighstand and bring it down on the pervert's head. You run to the door, now covered in flames and held fast by chains. You can hear him behind you. He gets up, rubbing his bald head with a wizend hand. Chains reach out to the leather bindings on his wrist and unceremoniously heft him off the now burning bed. There's no way out, and you collapse to your knees. You hit one of them on something metal, and wrap your hands around the copper pipe. Chains and flames block the exit, and there's only one way out.


The Virtues
Temperance - a man who's shut himself off from the world. There's no way to give into temptation if your mouth is sewn shut, your eyes are removed, your ears pierced and bleeding, your genitals cut off and sewn up, your fingers singed until they can't feel anything. A lack of temptation has driven him mad. He seeks to rid himself of any temptations by cutting them off. Cutting away any temptation, big or small.

Charity - You're cold, you're tired. You're sick. You're in pain. A long smile, a warm embrace. Food and comfort. She gives them all to you, blind to anything but giving of herself. She feeds you with her rotting flesh. She quenches your thirst with her blood. She keeps you where she can give you all you want. Everything except your freedom.

Fortitude - Never give up. That's what the thing says. The thing that pushes you. It crawls along you, worming it's way into your skin. You can never give up. You can always continue. Continue forever. Keep pressing forward. The thing inside of you, burrowed into your skin, pulsing on your flesh, it drives you. You don't need sleep or food or anything. You can accomplish anything. You can keep going until you die.

Love - Love is subservience. The way to be who your partner wants you to be. She gives. She wants to be held. To be killed. To be ravaged. To be cuddled. Anything her lover desires, no matter the depravity, for she is love. Unconditional. Little by little, she takes whatever she's given, feeding on scraps of affection, no matter how twisted, her body changing to be what her lover wants it to be.

Faith- The angel knows there is more. It knows there is a plan. And so it makes people into the pawns and queens and rooks because they are part of the plan. The angel is part of the plan as well. He knows it doesn't matter if he's a pawn or a bishop. He follows the plan that comes to him. He follows without sleep or rest. The plan doesn't make sense, but he follows it. Carving himself up when it's his turn to move along the black and white squares of his reality, his body twisted and broken if that's the move he needs to make. Sometimes he helps the other pieces move along.

Hope - Life will be better. The thing was frightening at first. A blue rash. Dead flesh. Itching, burning. Numbness. It spread across your body, but it wasn't scary. No, it was different. It made you feel better. You can do anything now, because it always feels better. You never stop smiling, even when your lips broke. It's always sunny. You know it will all be better. It feels so good to know.

Prudence - Don't touch that, it's dangerous. Don't go there, it's dangerous. It spreads like a virus, but it keeps you from the viruses. It keeps you from the germs. It keeps you from the sharp objects and the trips and the falls and the animals and their teeth. It tells you when to put a knife into something to keep it from hurting you. It always knows when the best time to act is. It knows when not to act. You can't act a lot. But if you did, you know it would be dangerous. Never act unless it tells you. Perfectly still until the moment it tells you.

Friday, April 29, 2011

On Your Feet, Private

On your feet, Private.

With those words, I bolt upright, feeling a sudden rush of life and air surged back into my lungs. I claw at my throat, ripping at the sick, filmy caul, still wet and dripping. Then I feel a memory that never happened to me.

I'm 23, my name is Andrew Franklin. There's another man here, in this convenience store with a gun, holding it at a co-ed. Part of me is heroic, part of me is stupid. A little bit thinks I might get lucky. As he starts to pull the trigger on the crying twenty something, I sneak up behind and tackle him. We struggle, but he gets the gun under me. I hear something in the distance, and I look up and laugh, thinking it's over. He doesn't, though, and isn't trying to run. It feels like a goliath punched me in the chest, and my smile fades as I realize I've been shot. The police sirens are the last thing that I hear, along with the girl and the clerk screaming in Chinese.

Reacting, I put a hand to my chest. It wasn't me in that store, but I feel like I felt it anyway. The shot that killed me was five inches to the left. It's already healed up. The blood is still there, my shirt still torn. I run a finger along it as I catch my breath, then feel one of the other five shots. I managed to stop them from being so bad, but these ones will still leave scars, already looking like they're months old.

That's the first time that's ever happened to me. I didn't expect it to be so intense, somehow more real than my own deaths, living someone else's. Then I see the last girl, and realize I have more important things to do.

She's wearing a miniskirt that's pink and green pleats and loud in every sense of the word, and a little top that clings to her in a way that her mother wouldn't want it to. Her stockings are long and stripped, though dirty now, and ripped. She looks like sex and sweetness and all those things little girls try to be thinking it's 'adult'. Before that bastard came home, she was clinging to me and crying and begging me to stop him from hurting her. Now she's covered in Death, and her body just feels empty, soulless.

I swallow, trying to get a lump out of my throat as I lift up her clothes. He beat her, bruises all over her body. I don't know whether it made her 'taste' better or if he just wanted to torture her first for the hell of it. I come to her skirt, and I can't go any further. I've seen enough.

On your feet, Private, the Unknown Soldier orders again. His voice is a calm, but I know there's always fear and trepidation underneath it all. I cross myself, and say a quick prayer for her, then get to my feet. I come up too fast, too angry, and too soon after coming back, but I need to go after him.

I take a look around, leaning against a support post. I'm in the basement. Everything is sparse, and there's no light. The girl is chained to the wall. There's a parts cabinet, and a workbench, with melting candles as the only source of light. I don't even want to look at it, covered in blood and sigils. It's bad mojo. I've seen enough shit to know blood sigils and soul eating aren't the hallmarks of a priest or a saint. I avert my eyes, and in the flickering light, I see something that makes me smile.

It's the pipe I used to beat that bastard before he shot me. There's a bit of blood on it, but even better, it reminds me there's a tooth somewhere around here. It doesn't take me too long to find it, and slip it into a white handkerchief.
Now it's time to get busy. I run up the rickety wooden stairs fast enough that I'm afraid they'll break, then start busting open doors until I find a desk, then I rummage through it for a marker. I lay the tooth, still covered in dried blood, down in the middle of the handkerchief, then start tracing magic symbols around it, invoking Jesus and Hades and anyone else who's ever been in a death myth. I could say it was something I learned from a legitimate source. A Vatican priest, or a Kabbalah rabbi. I got it from a video game. In the last few years, I've realized it doesn't matter what you do, as long as you do something. Just one more thing to finish it off.

I've been chanting throughout, but now I need complete silence. Quietly as I can, not even disturbing the wind, I reach out my left hand. The pipe is there again as soon as I close my fingers, and it feels good to have it. I wave it like a magic wand, and say the words only in my mind. With a gentle tap on the tooth, I feel my blood run cold. It feels like I'm bleeding out again. I involuntarily shiver. I tie my makeshift bag, filled with a tooth, some silly writing, and a bit of dirt, and let it dangle on the string. It gently moves, tugging a bit.
hat means it worked.

I'm halfway out the door before I realize I look like shit, and I'm covered in blood and dirt. I rummage through the rooms of the cabin and find a shirt, putting it on and fixing myself up in the mirror. He's going into town, and I don't want to stand out.

How many times have I died now, I wonder. It's been three. This is the first time I've ever died up here, though. Dying in the land of the dead, that doesn't really 'count', now does it? The first time I was shot in some hellish hospital by one of the nurses, and came to naked up Above in a broom closet. Second time, some wannabe Lawmaker threw me into the River of Scorpions. And now this is three deaths.

Four the Soldier says. Confused, I look into the mirror, and can almost see him there. The Unknown Soldier. Wearing BDU and a red-coat. With warpaint and dogtag eyes. His mouth is a knife wound, and his nose a gunbarrel. Sometimes he carries a Lacadanion sheild, and others European greaves and a samurai sword. He has no expression, but that slit of a mouth repeats You've died four times, Private.

I nearly forgot. The first time I died. I was seventeen. That was a world away, lifetimes. That was someone else who died. Some young kid going out tagging and getting hit by a car, watching as it hauled ass to get away from the dying kid, leaving me to bleed out.

It was then that I met the Soldier. I'd heard him before, or maybe others. I could never make out words, but I'd get the gist of it. They wanted me to do this, and that. The unquiet dead. I lay there bleeding out, and I slipped into that other world, that place of ghosts. I grew colder as my blood filled the curb, and stained the world around me. Everything was pale. Buildings were different. The old ones were solid, but some of the new ones weren't even there. And the Soldier stood over me. He hadn't been there, but then he was. Just fading in, as I faded out.

On your feet, Private. But I couldn't stand. Do you want to die? It was said in that same tone as always. Giving an order, but scared of it. Someone not used to power, but trying to use it properly. Someone about to die, but not letting on to the people now under him.

You have a chance to live. And the pipe dropped down from his hand. I looked up, and saw him. I might have pissed myself if I wasn't dying. I think I pissed myself because I was dying. Take it, and keep fighting.
I don't know why I did it. Why I reached out and grabbed that pipe and pulled myself up. Why I became Bound to this spirit of those lost in battle, dying for nothing and everything. Sometimes, I regret it. I regret it when I see a young girl beaten, crying, begging me to stop him, and not being able to. Other times, I don't. Times like when I beat that bastard to death and tear out his eyes.

"Four deaths," I say to myself in the mirror. They say when you die Below, it just makes you crazy. Nothing a little piece of mind can't get you back. But when you die Above, when we die Above, it shreds our souls, makes is closer to monsters. Someone else dies each time. I cross myself again, and say a prayer for Andrew Franklin. Let's make sure he doesn't give me his life in vain. "Keep fighting."

My pipe is back in my hand, and my knuckles are tight gripping it. I'm going to find that bastard. I head out, and raise up the bag, letting it gently rise in the direction he is. I'm not going to let him take another girl's soul. He killed me once, it's time to return the favor.

Tuesday, November 10, 2009

The Hero With A Thousand Faces

With 2009's National Novel Writing Month already ten days old, and with nothing but a pile of notes to show for it, I'm going to try writing something a little different here, just to get the creative juices flowing. I'm going to write about the Hero's Journey, something that I really love, but that I don't research nearly as much as I should. It's something that's an incredible asset to a writer of any kind. Without even getting into the psychological aspects of it—Joseph Campbell, the man who introduced the concept of the Monomyth in his book, The Hero With a Thousand Faces, was a student of Carl Jung, and the concept features numerous Jungian archetypes, such as the Hero, the Mentor, the Temptress, the Shadow, etcetera etcetera—the concept itself is useful because it's archetypical. The Hero's Journey is, in it's purest form, a template. At least, that's the way that I see it.

Of course, this is all my own take on it, and in a way, every story is the exact same thing told a million times over with a million variations. It's been said that there are only three distinct plots: Man vs Man, Man vs Himself, and Man vs Nature. “There is nothing new under the sun”. “Creativity is about hiding your sources.” Not only does this come from research into the Hero's Journey (without actually reading much of Campbell's book), a lot of it comes from http://www.TVTropes.org. Almost everything capitalized has an entry, so check it out.

Well, that's what the Monomyth is. The source of all stories, consciously or unconsciously. You can see it in everything from the journey of Christ and Buddha, and since Campbell's book was one of the inspirations, you can see it in Star Wars. Pieces are rearranged and flipped over, some are left out, some are doubled up while others are barely mentioned, but every story has the Hero's Journey at it's heart. Especially a fantasy story.

The Journey is broken down into three main elements, from there broken up more. They are:
The Departure: The Hero meets with the Herald, and either accepts the Call, or it is thrust upon him. He is forced to leave his idyllic world, and experience the supernatural. The supernatural in this case need not be ghosts and wizards. It could be the world of fashion, as seen in The Devil Wears Prada. It could be just on the edge of an affair in I Think I Love My Wife. More obviously, Luke learns the ways of the Force, and goes from a life of boring moisture farming to the world of the Rebellion. The 'supernatural' might even be just the opposite. A supersoldier is thrust into a world of the mundane.

The Initiation: Wherein the Hero deals with the world he's been thrust into, and goes down the Road of Trials. Now in the supernatural world, the Hero is tested in ways he hasn't been before. They deal with Temptresses and slay Dragons. They encounter death in ways, from the literal—Luke could have died when rescuing Leia, and without his more competent allies, Frodo would have been Orc chow. This is the bulk of the story, where the hero undergoes the great adventure, meets his allies and enemies, and is tempted and tested.

The Return: Having survived the Road of Trials, the Hero uses all that he's learned to go back to the beginning and put everything that he's learned to the test. He returns the McGuffin to where it belongs, he starts a New Jedi Order, or realizes that he doesn't need another woman because he really does love his wife. Often, the Return is in the form of a race. The Hero makes a flight with the Elixer, running from the last of the forces that want to destroy him. The archetypical castle falling apart as the Big Bad is destroyed, or the villain inputting the self destruct sequence when the Hero thinks he's won. With the end of this stage, the Hero returns to his life, changed by the experiences he's had throughout the journey.

Each of the three stages is broken down, often into 12 stages. Each one represents another stepping stone for the Hero. Another trial, or a hurdle to leap over.

At the start of the story, the Hero is in The Ordinary World. This is where they live, and whether or not it's ordinary for the reader, viewer, or player, it is for them. Often, they wish that something would happen, something to take them away from their home, and give them an adventure. This is the stage where the bored farmboy sits looking out at the stars, or listening to the tales of travelers in the pubs.

Soon, the hero gets their wish, and the Herald comes into their life. Not necessarily a person, the Herald is the character or object in the story that brings the Hero The Call to Adventure. A man might stumble into the room shouting that zombies are coming, or a robot might play a message asking for help. Whatever it is, this is what will begin the Hero's journey. Often times, despite their wishful thinking, there is a Refusal of the Call. The Hero is reluctant, either out of fear, or insecurity. Sometimes, they might not even know the Call was the Call. If this happens, The Call Knows Where You Live. The stormtroopers hunt down the droids, and kill Uncle Owen and Aunt Beru. The Call is an important part of the story, and in some cases it's a little more complicated. Luke Skywalker gets the Call for Obi-Wan, and Obi-Wan trains Luke as his apprentice. In Kingdom Hearts, Sora unknowingly takes Riku's call from him. He later receives another. In Harry Potter, Hermione and Ron decide to make it a Conference Call. In some cases, the Hero's Call might just be that they couldn't deal with waiting for it. One case of a different Call is when the Hero Can't Stay Normal. They already have some supernatural power, and they strain to hide it. This is seen in modern stories such as X-Men and Heroes.

Whatever the case, in the end the Hero is thrust into The Supernatural whether they like it or not. They encounter Supernatural Aid, often in the form of a Mentor. Luke is given a lightsaber by Obi-wan. Neo becomes a Red Pill, and becomes a member of the Nebuchadnezzar, with Morpheus as his mentor. In some cases, the Mentor and the Supernatural Aid are one and the same. The Hero might find an ancient book of spells, and set about teaching himself magic.

With the aid, the hero undergoes The Crossing of the First Threshold. This is where the Hero can no longer turn back. They enter the world of monsters. It is here that the first true test of the hero is made. They face one or more Threshold Guardians, who while not necessarily antagonistic, will attempt to test the Hero to see if they are worthy to go on. This is the Council of Elrond, where Frodo speaks up and announces that he will take the ring to Mordor. This is Mos Eisley, where Luke has to convince Han Solo to aid them in saving Princess Leia from the first Death Star. The Hero may actually 'die' here, failing their journey, only to once more be pulled back. They may sit like Achilles in his Tent, only to renew themselves to the adventure, and return—often just in the nick of time to save those they love—This happens all the time in Spiderman.

Once the Threshold is crossed, there's no turning back. The Hero is exiled, the spaceship has launched, the train has started moving. This begins the Road of Trials. This is the bulk of the story, and the most open. Here, anything can happen, and the Hero will be tested. They will meet Allies and Enemies, and the adventures that they have will strengthen them for the climax.

Common elements of the Road of Trials are:
The Temptress, often a female figure who will attempt to distract the Hero from his quest. In a romantic movie, this is the other woman. Of course, if the Hero is swayed by the other woman, it can be a story in itself. After all, in Act I, Romeo was pining for Rozalin until he saw Juliet. The Temptress may not even know herself as such. The reason that Spiderman acts as Achilles in his tent so often is because of Mary Jane Watson(Parker, depending on the writer).
The Goddess, the Hero meets a woman of power. She may offer him aid, or might serve as another test. Galadril offering to take the One Ring serves as both a test of Frodo's resolve, as well as the Woman As Temptress of above.
Atonement With the Father. The Hero reconciles with the father, or their father figure. Perhaps they never saw eye to eye, and the Hero wants to resolve their differences, or perhaps the character's father is dead, and they want to live up to a name. Luke Skywalker convinces his father, Anakin, to turn on Palpatine, and he takes him over the edge with him. In this case, the Atonement also serves as the climax.
The Innermost Cave. The Hero journeys into the heart of his fears. Literally into a cave, or perhaps into the stronghold of the enemy. There they face their problems, hopefully coming out on the other side victorious. Quite literally, Luke journeys into the Jedi cave on Dantooine, and encounters the shade of Darth Vader. In angrily attacking it, he sees that he will only symbolically kill himself, the same way that Obi-wan claims Vader killed Anakin on Mustafar.
Often, there is a Rescue from Without. The Hero is saved by something outside of themselves. A good example of this is Han Solo coming to Luke's rescue after he got his reward and went their separate ways. Something saves the Hero, whether it's another character, or fate, or even that they're spared by one of the villains.
The Dragon. A right hand man to the Big Bad, or possibly even a real dragon or other monster that serves as a final test before the climax. They are the one who guards the lair to the final battle, and the one who serves to give the Hero that last bit of XP before they face the end boss.
Before the final showdown, there is often a time out. This is the Action Movie Quiet Drama Scene. It's the moment where the Hero and his crew sit around a campfire, preparing for the attack on the Big Bad's stronghold, where many of them will surely die, and the Hero will face the Final Boss of the story. Confessions are made, and the characters try not to think about the fact that they're most likely going to die. In modern stories, this could be the agents planning for a raid on the terrorist cell, or the plucky young heroine getting up the nerve to do something that will make her lose her job, but keep her dignity or integrity.
Then comes the Final Battle. The Hero fights against the Big Bad, and one of them may die. Whether it is the hero or not, there comes a Resurrection. The Hero is dead, the Big Bad has triumphed. When all seems lost, the Hero's hand comes up over the edge, and he climbs back up, determined once more. It is after this symbolic death that the Hero finally triumphs. Likewise, it's not uncommon for the Big Bad to return, only for the Hero to defeat them for real. Often in a jRPG, this will happen at least twice, with the Big Bad changing forms. In a romance, the Hero will confess their love, only for the girl of his dreams to be with someone else. Often, this false 'death' turns out to be just a good friend of her's, or a brother, or the Hero convinces her that he's the one.
With the defeat of the Big Bad, the Hero is granted The Ultimate Boon. Whether it is some mystical ability, some special item, or just a quality of character that the Hero needed to possess doesn't matter. The Hero now takes what he's gained or learned, called The Elixer by Campbell, and races along The Road Back. Oftentimes, the Hero will make a harrowing flight home, returning to the original world with the Elixer, often using it to save someone from their normal life. The Elixer itself may have served early on as the Call, where the Hero's Journey revolved around the quest for the Elixer.
Once the journey is complete, the Hero has The Freedom to Live. They are no longer under threat from the supernatural, and they often become The Master of Two Worlds. Mulan manages to save the world by using the skills she learned masquerading as a man, as well as no longer needing to hide her femininity. Luke Skywalker is no longer ordinary, he is now a full fledged Jedi, and creates a New Jedi Order.
That isn't always the end, though. The Hero's Journey is cyclic. When one journey is complete, the next can begin. This is most obvious in trilogies, where the first movie often encompasses it's own journey, while the sequels are a two part Hero's Journey. In The Matrix, Neo becomes the Master of Two Worlds by defeating Smith, and in Revolutions and Reloaded, he again undergoes a journey. The second movie even ends with a spiritual death, leading into the next. In Curse of the Black Pearl, Will Turner answers the Call and becomes a Pirate, saving Elizabeth and ending one cycle, only to begin another contained in Dead Man's Chest and At World's End.

After the Emperor is defeated, and a New Republic instated in the Galaxy, Luke, Han, and Leia are forced to deal with Grand Admiral Thrawn, the Heir to the Empire. Years later, Jacen Solo has to save the galaxy from the Yuzhang Vong.

Now, none of this needs to be taken at face value. The Wise Old Man that serves as a Mentor can just as easily be a Wise Old Man or a Magical Negro, but in modern times we don't always have old people or racist caricatures to aid us. Sometimes instead we have the cop's Rabbi, or the student's unique teacher. The Mentor can be a coach, or a doctor, or even a boss. The Mentor might be a Marine sniper who runs the team and smacks you on the back of the head when you act stupid.

Even the term Hero can be altered. The Hero could just as easily be a Villain, going along the same journey. He's called to adventure by himself, deciding that he needs to take over the world. The final battle is nothing more than the Hero—in this case a villain—attempting to defeat the one hero who could stop him. It can also just as easily be a heroine.

The character's atonement with the 'father' could be with their mother. Or it could be with a brother or a friend that they betrayed, or that they feel betrayed them. It can be Luke and Anakin making nice, or it can be Han coming back to save Luke, deciding he doesn't need to be a smuggler.

While the original reason for the Temptress is as an aspect of the Hero's Anima, his female soul, the Temptress could just as easily be something else. Aunt May is just as much reason for Peter Parker to put away the Spiderman costume as Mary Jane is. It could be doubts and fears that the Hero faces, things they experienced during the Refusal of the Call and never quite got over.

The Final Battle could easily, easily be anything else. The last game of the championship game, the Hero standing up for something they believe in. It could represent nothing more than a turning point. The Hero 'defeats' the Big Bad, where the Big Bad is themselves. They make a choice they have to make, to save something or someone, whether metaphorically or literally. It could be Peter Parker realizing that the world needs Spiderman.

The pieces themselves are all just symbolism. Change them around and the story becomes more interesting, more varied. Rearrange the pieces if you want. Creativity is about hiding the sources, after all, because there's nothing new under the sun.


That's what the Hero's Journey is, though. It's the Monomyth. It's a template, tried and tested from the dawn of civilization, speaking to us from something archetypical. It's a guideline for anyone who chooses to write anything. Change the pieces, flip them around. The story is the same and yet different every time. From drama to action, and everything in between. One Hero, of a Thousand Faces.

Tuesday, September 15, 2009

Project Rundown

I need to write more. This is a given. I want to be able to add more things to my portfolio, specifically more creative things than just modeling (which I also need to do more of). There are so many good and bad ideas that I've forgotten, though, and I'm going to try to remember as many of these as possible and write them down here.

I'm going to try something similar to Stephen King's method. I'm going to just write something each day and hope it sticks. I expect a lot of crap, but hey, Stephen King has also written 66 books and over 100 short stories, as well as a book on writing (called
On Writing, naturally), most of which have been best sellers and gone on to become movies or miniseries. Hopefully something will come of it, since it's by this method that he wrote Carrie. Of course, in his own words, most of it is crap.

Without further ado, the rundown.

Vindae, and Einher/Sephirot: the single largest project here. It encompasses not only a story, but an entire fictional world. The story side of things is intended to be my take on fantasy stories. It mixes magic with science fiction, but stays closer to the Final Fantasy games than it does to the 'sword and planet' genre of scifi presented in books like Edgar Rice Borough'sJohn Carter of Mars series.
The Science Fantasy feel of this picture is what I want Vindae to be like.

Also, for those of you slow on the uptake, that's Pokemon as a fantasy setting.

The story concerns a boy named Aiden, and the young girl who falls from the sky with no memory. The girl is a homonculus, an artifical human, created by the group Sefirot in an attempt to unlock the gates of Heaven and use the power that resides in the Tree of Life to erase Creation and start over. The story follows Aiden and Riza, the girl, as they uncover her past (and the fact that being a homonculus, she doesn't have one, as she only woke when Aiden found her), and avoid being killed by the Sefirot.
The villains in the story each have a personality based on one of the seven sins, though except for one of them none of them are truly evil. Their leader, Kether, only wants to 'destroy' the world so that he can remake it without strife and hatred. He's actually something like Adrien Viedt. He knows that what he's doing is wrong, but that his goal is ultimately Good. He plans to punish himself when the ordeal is over, banishing his own soul to the Abyss, a place characterized by an eternity of conscious non-existence.
Kether's backup plan is that the entire world will raise up against him as one, proving that he does not need to destroy the world to make it a better place. In the journey to uphold the promise to protect Riza, Aiden ends up gathering together a multiethnic party and defeating Kether. In this way the story is intended to be like Final Fantasy as well. The story is written with the conscious feel of an RPG in mind.

The story is also meant to be written as if it was translated from a fictional language, with footnotes explaining nonexistent translations, idioms, and other things.

The volume of information I have on the story as well as the setting is enough to fill it's own Note, or even Notes, and covers religion, magical items, holidays, countries and races, and even the different types of magic.


Ashcroft is the second of my large projects, and though I've already written notes about it, I'm going to put it here anyway.
Silent Hill is one of the things that inspired Ashcroft, and the main character originally wore a white vest, green skirt, and boots in homage to Heather.

The story is intended to be a game, and has always been written as something between Silent Hill and a point and click adventure game. The first draft even made mention of the protagonist's inventory.
Ashcroft follows the journey of Ashleigh Harker, who wakes up after crashing her car on the outskirts of a haunted town with no memory. In dealing with the town's demons, she learns what part she had in the town's current state, and why she's been brought to the town after four years.
Ashleigh faces the minor demons of the town, as well as the seven people who turned the town into Hell by destroying the life of a young girl, a young girl created in a laboratory as a psychic weapon. The malevolence of the town itself also plays a part in it, an entity that wants to take the girl's power for itself.
This twisted abomination is likely to end up an enemy in Ashcroft.


With that, I leave the more defined projects, and go into ones that exist as nothing more than a vague concept and maybe a few notes.

The Celestial War: In the beginning, the Creator made Creation, and with it, Eden. When Creation was formed, the Creator faded away. In the Creator's place where left the Celestials. For a while, there was peace. After a great earthquake, Eden was split. The Celestials in the West became known as Demons, and the Celestials in the East became known as Angels. For a time, things were still peaceful. There was trade and travel between the two nations.
As the years grew longer, distance created dissent, and the Angels and Demons went to war with each other. No one knows how it started, who first attacked or why.
The Celestial War is nothing like this, but I like giving everything a picture.

Lead by the brothers, Michael and Lucifer, the two armies battled for years. Eventually the Demons were defeated, and Lucifer and the demons were taken to Mount Purgatory and cast down into Hell. In that empty world, Lucifer and his celestials set to work rebuilding. Meanwhile, Michael declared himself God, ruler of all Creation.
In Hell, in the golden fields of Elysium, the city of Pandeamonium was built. For a time, things were good. Despite being exiled from their home as punishment for losing, the demons lived content in Hell, far from their enemies in Heaven. After the city was completed, Lucifer was declared God, and ruled his new nation.

Now, everything has changed. For two thousand years, the war has been over, but for Lucifer's Lieutenant, Azazel, a new home cannot fill the whole left by the loss of the old. Scarcely had Lucifer been crowned regent of that new world before Azazel began to stir dissent. Lucifer was deposed by those he had once led, and once called friends. He was exiled from the home that he built with his own hands and the sweat of his brow once again. He was banished to Earth, the world of humanity.

Now, 2000 years later, Azazel makes his move. He seeks to awaken the beast Apollyon, chained beneath Creation, ultimately leading to the end of the world, as prophecised by Metatron, the half-mad blind oracle kept chained in Eden's capital of Arcadia, who is believed to hear the voice of the creator. Yeshua, a strange urchin has appeared, taking care of Elyon, stirring her to deeper prophecy than ever before. To save the world, Lucifer must find his way back to Heaven and Hell, and convince his brother Michael that Azazel must be stopped. Unfortunately, the deposed God of Hell is nowhere to be found. The Four Riders are coming, and Apollyon stirs. The only one who can save creation is the missing Daystar.

The Rat God: A story set in Vindae before it's main story. It tells the story of Gaetta the Rat, a demigod and trickster, who sets out to defeat Bahamut, the last of the Old Gods that holds Vindae in a grip of terror.
Bahamut, along with it's brothers Ziz and Leviathan, fell to the planet Vindae a millennium ago in an event that shattered two of the three moons and left the planet with three massive craters. For ages they slept, but eventually they awakened, and resumed their eons old war. They were Ziz, God of the Skies and Father of the Wyvern, the massive bird capable of blotting out the sun with it's wings; Leviathan, the God of the Oceans, and Mother of the Wyrm, the great sea serpent with the power to cause tidal waves and flooding with a flick of it's tail; and Bahamut, Lord of the Earth and Flames, and Father of the Behemoi, who's burning grip engulfed the world the longest. Ziz and Leviathan had been sealed away, and Bahamut was left to rule the world. A great alien creature so powerful that it could defeat the Gods of Vindae.
This is where Gaetta comes along. Setting out to bind up Bahamut as Ziz and Leviathan had been, he traveled to the burning kingdom of the South, with a waitress as his companion, and used a magical necklace to defeat the Lord of Earth and Flame.

The story was originally thought of as a parable for why Behemoths, large elephant like creatures, would be afraid of mice and rats. The answer being that a rat defeated their creator.

The World's Greatest Theif Jack of Diamonds The only thing I've thought of that would actually be a series, the Jack of Diamonds is a young boy who happens to be the worlds greatest thief. Originally it was intended to be yet another story set in Vindae, though somewhat lighter. In fact, it's possible it could be a children's or young adult story. Jack's misadventures would involve him attempting to steal something impossible, all while avoiding the pursuit of a beautiful female detective, and at the same time, he would be stealing from people who were thieves themselves, exposing them as he took their riches for himself, and gave what he didn't need back to the victims. Something like Robin Hood, but in it for the challenge.
Further owing to it's possibility as a children's series, Jack of Diamonds is likely to be accompanied by a wise cracking animal sidekick.
I think I settled on either a red panda or a fruit bat.

Possible exploits include being framed for murder, escaping prison, and whatever other misadventures I could think of. Think of him as my version of Sly Raccoon, Jing: King of Bandits, Lupin III, Phantom Thief Dark, the Leverage team, and other similar thieves who aren't necessarily villains.

I don't know, I think I could write a pretty good young adult series.



Theme: One Character Gives Up Their Life for Another
1. A soldier who saves a child in a wartorn land
2. A woman goes after the man who killed her father and falls in love, thereby giving up her life of revenge for him. Or, he kills himself. Or she kills him, then herself.
3. A man and woman fall in love, and have some sort of great adventure together. They have sex, he dies saving her, and she lives on with his children having no father. I think I actually stole this one from a Trigun fansite that theorized Milly and Wolfwood made love the night before he died, and that Milly was pregnant.
4. A woman finds a man lying half dead in a river, nurses him back to health. The man gives up his life to save her. From a monster, perhaps. The idea being that whatever almost killed him is what he saves her from. Perhaps mixing this with 3, because nothing says drama like a baby with only a mama.
Phantom Brave actually did inspire Shadow Wars a bit. The spirits in that game are called Phantoms, and they need to be bound to a material object before they can interact with the world.

And that's all I can find at the moment. I think I have some other journals lying around with other ideas in them.
This is what I have, though. I don't think it even touches the tip of the iceberg, though.

In addition, there's still the game related ideas.

Odyssean, the game about powerful mages in modern society who are cursed to never be able to settle down at the cost of the gift of magic.
and
Shadow War, which features magicians teaming up with spirits to fight hungry ghosts.

Monday, August 31, 2009

A List of Curious Objects

A pen that lets you communicate with people over a distance. When you write something with it, it shows up somewhere in the vicinity of the person you want to communicate with. Making sure they see it is the hard part. There's also no way for them to communicate with you.

A key that opens and unlocks any door that it fits in. The key is an average pin and tumbler type, and can fit into any similar lock. However, every time the key is used, then a lock that the user has closed will become open. This doesn't cause anyone to come seeking whatever was locked up, but it does allow anyone sneaking about to find a now unlocked lock. People who use the key take extra precautions when they plan on using it.

A bus ticket that can be used on any bus. When the driver takes it, he'll look at it, and hand it back to you absentmindedly, wiping his hands on his shirt like he's glad to be rid of it. Unfortunately, over the course of the next week, the user of the bus ticket will lose one and a half times the cost of the ticket from various places. Pennies go missing in the couch, never to be seen, a dollar falls from the wallet into a storm drain. The money is lost slowly, and from different places, but still amounts to one and a half times the cost of the ticket.

A compass that always points to whatever you want most. However, it only works so long as something precious has been sacrificed. Love letters from a childhood sweetheart, a lock of hair from a dead lover, a momento of a childhood hero. In more obscure sacrifices, breaking an engagement, ruining a longstanding friendship, or even killing someone dear to you is necessary for the compass to work. It's been said that it can find anything that exists, and that there is more that exists than can possibly be dreamed of.

A knife that can cut through anything except for glass. When any amount of pressure is placed on the knife, the tip will press it's way through anything, even concrete or steel, provided that some force is placed upon it, with the exception of glass. Even the most fragile glass refuses to be cut, and attempting to shatter the glass with the blade makes it seem as if it's twice as strong as it should be. Whenever the user removes the blade from it's completely unassuming leather holster, they will cut themselves, no matter what methods they take to prevent it. Even by wearing chainmail or armoured gloves, the user will nick their thumb, prick their forefinger, or otherwise cause one of their digits to bleed.

An Ace of Hearts that stops you from bleeding. No matter how much damage you sustain, no matter how many times you're shot or stabbed, your blood will never run. However, this only stops you from bleeding. Helpful in healing, it doesn't prevent organs from being damaged. It also seems to make the damage sustained from any blunt force worse than it would otherwise be. Those who hold the Ace of Hearts often find themselves bruising more easily.

An Ace of Spades that stops you from aging as long as the Ace is on your person. However, the user may never actually look at it or they will begin to feel the effects of aging happen rapidly. This isn't likely to kill them, but it is very painful. This usually results in the ace being wrapped up, or kept bound in leather. Being unable to age does not mean being unable to die. The character will stay spry and young, but at the end of their lifespan, they will die of a heart attack.

An Ace of Clubs that can be used to knock someone unconscious with a touch. The touch can't be a light tap, it must be a solid smack across the head, as if using a real club to knock someone unconscious. Other than that, the card functions as a blackjack, despite it's apparent flexibility.

An Ace of Diamonds that can be used as valid currency in any part of the world. The cashier will then hand it back to you as if you had payed. Unlike the bus ticket, which is similar, the Ace does not cause the money to fall away or get lost forever. Instead, for the next day after using it, the user will become obsessed with keeping their money. They will not use the card, and they will not use any physical cash that they have. They will become distracted, constantly thinking about checking their wallet or bank account, often at inappropriate times.

A Polaroid Impulse from 1988. The camera is indestructable, and never needs film. It will allow the user to take instant photos as usual, but if a single drop of blood is spilled on the lens, then any image taken will show a live image from whatever angle the image was taken, like a surveillance camera.

A penny that will cause the holder to benefit from extreme luck against firearms. Bullets will seem to veer off just so, and the gun jams when used too close. Any injuries that are sustained by a bullet--and only a bullet--are never fatal, and heal within half the time. It has a habit of getting lost, though.

A pair of old walkman headphones. When put into any headphone slot, they'll allow you to hear distant sounds, specifically conversations. They will work even when whatever they're plugged into has no batteries, the user simply turns the device on and listens. After using them for too long, though, the user will often have their hearing dulled, and when they can't hear anything else, they will often hear static. Occasionally users will hear EVP in the static that comes from no where.

A waster--a wooden practice sword--dating from somewhere in 18th century Europe. It's rather unremarkable looking, and shows the signs of age and use. It's made from mahogany, has slight engravings on it, made more to pass the time than out of artistry. When the user pricks their finger on a splinter sticking out from the handle, the sword will act as a real sword, cutting despite it's blunt edge. This effect lasts as long as the user's blood continues to run.

An alarm clock that puts anyone within earshot to sleep. This even effects people who are wearing sound canceling ear protection. It does not, however, effect the deaf. Whoever used the alarm will find that they cannot find rest for the next 12 hours. This means nothing if they use the clock when they've recently had a good rest, but using it after they've been awake for 14 hours means that they will find sleep impossible that night.

An original Nintendo Entertainment System controller missing it's plug. When the START button is pressed, the holder may control the actions of any person within their vision. They may not make them do anything that is harmful or against their nature (for instance, causing them to step in front of a truck, or attack a police officer). The control lasts no more than about five minutes, but when the duration is up, the controlled person will feel strange, but they won't feel like they've been controlled. They may wonder why they did the things they did, though. When the user next sleeps, they will be afflicted with dreams of being unable to control themselves. In these dreams they will often die multiple times, with the feeling that they are running out of time. When using the controller, the holder needs only keep it in their hands and concentrate, but that doesn't stop most people from pressing buttons.

A glass of wine that turns any liquid poured into it into water. The liquid is incredibly refreshing and no matter what it was before, it now tastes like a crisp, cool spring. It will refresh the character as if they had never been thirsty. However, it only staves off the thirst, it does not quench it fully. If the character does not find suitable drink within the next eight hours, they will become dehydrated, as if they'd gone a full day without water. Within those eight hours, they will not thirst at all, and will be completely refreshed.

A pair of running shoes that seem to double the wearer's stamina. They can run further, jump higher, and last longer as long as they wear these shoes. When the wearer finally stops and sits down, or even stands still, they will feel restless and uncomfortable until they start moving again. If they sit still for too long, they will become fatigued until they remove the shoes or start to move.

A pair of glasses that allows the user to see through any illusion. This isn't just learning the trick behind how that big shot magician does his thing, it also dispels for the user everything from real magic that creates phantasmal images, as well as mundane illusions such as lying. The user can spot any hidden object, and 'see through' any lie within their presence. Knowing how to spot a lie also gives the user better understanding of how to craft one, making them more gifted with the silver tongue. This ability comes at a price, though. Being able to see through illusions great and small is depressing. Many have tried trying to destroy the glasses, torn between being addicted to their power, and devastated by their curse.

A pocket watch with only one hand. The hand works as a compass, floating freely and pointing in different directions. The direction it points is towards the direction of the least intelligent choice that the user can make. The implications of this are obvious. Narrow down your choices by taking away whatever the least intelligent is. This can even work with choices written down on paper. However, one can never know just what question is being answered.

A hazel glass eye that allows the person wearing it to be able to see the structurally weakest point of an object, and to strike it with great accuracy. This item only shows the weakest points in objects, but is otherwise very handy. The "Destroyer's Eye" can even be used to bypass any form of armour, from ancient plate to modern Dragonskin. However, it's greatest drawback is the fact that it requires the user to cut out their own eye. If they already had a missing eye, and place it in that socket, it won't do anything. It seems to need the shedding of blood to function. One good thing is that using the eye allows one to see through it. When the eye is in use, the user experiences a sharp pain.

A red glass eye that allows the person wearing it to be able to see the time until someone's death. The time isn't exactly in any known measure, though the numbers are readable as Arabic numerals, or at least, they are to any Western users. Others report seeing the numbers as Roman or Chinese numerals, or whatever their native numbering system is. The numbers correspond to roughly one third of a second. The eye even seems to know when a subject is going to die due to illness or chance, such as being hit with a piano or being hit by a stray bullet. The greatest drawback of these "Reaper's Eyes" is that they require the user to sacrifice their own eye. Without giving up an eye and cutting it out themselves, the red glass eye is useless. When it is used, it allows the user to see through it as if it was real, but causes a sharp pain.

A green glass eye that allows the person using it to be able to tell the health of any person or creature they gaze upon. The user can instinctively distinguish between a healthy and an injured individual, and will be able to see where a person is injured, even if they've hidden their injuries. Injuries, as well as any diseases, can be seen as dark spots around the individual. By concentrating, the user can even see deeper into a body, getting a clearer picture of any illnesses. This isn't the stereotypical 'X-ray vision', but the user can get a sense of how deep a stain lies and see the inner workings of the body with an inhuman efficiency. As with other glass eyes, the "Healer's Eye" requires the price of an eye, one of the user's. As well, when it's being used it allows the user to see as if it was their own flesh and blood eye, but with an intense pain in the socket.