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Tuesday, June 28, 2011

Mystic Technology 101

Somewhere, I read a quote that basicly went like this: when technology advances fair enough, it will be like magic. I took this to heart for this setting.

MysTek is, dispite what you may think, technology at its core. No matter how much magic is involved, it's still science and technology. Admittedly, it's at the super-science level of tech and kind of ignores normal conventions, but that's not the point. The magic part is really the power source for this tech and allows for unusual abilities.

MysTek is very different from the rest of the tech in the world. Where alchemy-based tech is very steam-punk in style and appearance, MysTek is shiny, glowy, and generally pretty awesome looking. You can always tell what is MysTek from the glowing magic circuits that cover them like an inorganic nervous system. This can be easily compared to the glowing lines seen in games such as Zone of the Enders, Too Human, or even the movie Tron.

Although unofficial, there are 3 main catagories for personal MysTek gear: offense, defense, and utility. That said, many of these items fall under more than one catagory.

Let us give some examples of MysTek gear...

Twin Bee Enforcers
This pair of pistols fire magically created bullets. They work as a pair, and parting the two pistols makes them both useless. They're favored by gunslingers. The Barrage special attack allows the user to effectively empty the clips of both pistols into a target.

[stats] total cost: 10 character points
Weapon (pistol right) level 3: range 2 (2*3/2+2=5)
Weapon (pistol left) level 3: range 2 (2*3/2+2=5)
Weapon (Barrage attack) level 4: range 1, auto-fire (3), deplete 1 (10 ep), activation 1 (2*4+1+3-1-2=10)

Astral Armor
This belt, when activated, bestows a ethereal suit of armor and wings. While it's great for those who wish to travel light, activating the armor costs a considerable amount of energy.

[stats] total cost: 10 character points
Armor lvl 5 (10 armor): deplete 5 (1 EP/round) (2*5-5=5)
Flight lvl 2 (30 kph): dependent 1 (on armor) (8*2-1=15)

Cloud Stomper Boots
These heavy boots are prized by those who need a little extra hop in their step. They grant their user the ability to leap higher and to bounce off walls.

[stats] total cost: 3 character points
Jumping lvl 2 (10x normal) (2*2=4)
Special movement lvl 1 (wall bouncing) (1*2=2)

[more coming soon]

Monday, June 27, 2011

The Raider's Guide to the MysTek Ruins (pt 2)

[More clips from Issac Forland's book! ]

Bastards. Pricks. All around assholes. Nothing is more annoying than being attacked by Pirates on your way home from a ruin run. Chances of it, they don't have the nice gear you and your team will have, but they make up for it in numbers. The various Pirate Clans are scattered throughout the world, and most exist to take everything you have. If you can talk your way out of an attack, props to you. But that doesn't really ever happen. Unless you have some really big guns on your air ship.

The only thing more irrating than Pirates are the Hunters. They are few in numbers and are poorly armed, but what they can do instead is what makes them a major threat. These guys are fanaticals who believe that magic and MysTek is pure evil and seek to destroy all of it. So of course, Raiders are a prime target for them.

You would think a bunch of crazies wouldn't pose that much of a threat, but they do. They have figured out how to disable and nulify magic. Be prepared to use a crossbow or something on them, because really, that laser blaster is useless against them. Avoid them whenever possible. They're not worth the trouble to fight.

Governmental Pricks:
Not all of the government officials will be nice. Many will seek to take advantage of you, and it's no surprise. You gather some of the greatest loot in the world and they want a piece of it. Never sell to them - they should be getting their MysTek through the Guild. However, don't be surprised if you have to bribe your way past them to get to ruins or whatnot.

[more coming soon]

Sunday, June 26, 2011

The Raider's Guide to the MysTek Ruins

[This is text from the book that's consider the bible of MysTek ruins. A renowned raider himself, Issac Forland is currently the leader of the Frost Bite team. Sadly, his writing skills aren't so hot. With that said, it is one of the few actual guides to surviving the most dangerous professions in the world.]

Issac talks about:

This is where it's all at. If you want any chance to survive the ruins, you need to get your hands on some of these wonderful items. Ironically enough, the primary way to get MysTek is to search the ruins. The conundrum is not lost to anyone. For the sake of ease, I'll refer to MysTek as 'MT'.

These items come in many different forms. From weapons, to armor, to silly jewelry, to vehicles - MysTek has many functions. All items are covered in glowing lines called Magic Circuits. Thankfully, a MT user can dim these glowing lines for the sake of concealment with a small effort of will. Many items draw power from the source of all Mana, the Leylines. However, some gain power from their users' pool of Mana. The average Raider has 3-4 MT items. Usually a weapon, armor, and some sort of support item. It should also be noted that there is a small selection of reproduction MysTek items. Most of these are communication devices and shield belts. There's also the newer Air Ship engines, but those are pretty pricey. Older Alchemical engines are easier to get a hold of.

The Gatekeepers Guild:
The Guild is the one thing that unifies every single MysTeam in the world. They keep the teams in check and prevents the rookies from doing something truly stupid. Ages ago, these guys sealed the ruins during the Mana Wars, in hopes of stopping the Wars altogether.

The GK Guild has laid down some ground rules for the Teams:
1) only enter the ruins you have access to. Do so with caution and report to the local branch before entering.
2) Do not attack other Teams.
3) Report any irregularities discovered within the ruins (such as Revenants).
4) Check in all salvaged items from the ruins for inspection.

There are many many branches throughout the world. They all keep contact with the main HQ, which sits upon the largest land-bound ruin of the world, the Black Citadel.

While a select few scour the ruins alone, the majority of the raiders are smart enough to work as teams. Someone in the Gatekeepers came up with the cheesy name of MysTeams. It stuck. To form a team, and thus gain access to the ruins, you must register yourself and your team with the Gatekeepers. They do a few tests, mostly to make sure you won't get killed right off the bat in the ruins. Each team also has an air ship to call their own. Without one, it'd be impossible to reach most of the ruins. The GK does not supply any of the equipment or air ships a team needs, but will point a prospective raider in the right direction on how to acquire such items.

The Ruins:
The remnants of the Golden Age of Magic. For being from such a glorious age, you would have thought they would aged better. Regardless, this is the biggest source of MysTek items, and thus a raider's income and equipment. Within these ruins lie many dangers. Actualizers, Revenants, traps, decomposing structure, etc.

Also known as Actors for short (sometimes even Acts), these mechanical golems defend the ruins. Every one has a purpose, and every one can be a threat to raiders.

There are 4 known classes: Worker, Guardian, Monster, and Seraph.

These come in animal and insectiod forms. Generally not a great threat except in numbers. They perform various menial tasks. They vary from the Scarabs to the Bears to the Wasps.

The primary threat in the ruins are the guardians. They come in humanoid form, and often times armed to the teeth. Assume that each one can kill you and approach with caution. Each one is named based on armaments and tactics.

Large and powerful, these are few and far between. Thank god for their rarity. They are incredibly difficult to kill and if you ever face more than one at a time, you will likely be killed. Some of the known Monsters are the Hydra and the Titan.

Even rarer and nothing short of insanely powerful are the Seraphs. Records show that there were only a handful produced, but to reflect this, they are fully sentient, highly intelligent, extremely dangerous, and worse yet, could pass for a normal human with ease. In all likelihood, the Seraphs rule the other Actualizers. Few humans have ever met one and lived to tell the tale. No one has ever destroyed one, but it may be for the best not to even attempt it.

No one knows much about these abominations, but we do know that they are a strange fusion of living and MysTek. Unlike the occasional person with implanted MysTek (dangerous stuff that is, but it is handy if you can deal with it), Revenants are no longer human in both mind and body. They are fully intelligent, but work as a swarm. Some believe that their minds are connected and their combat tactics can confirm something to that nature.

Regardless of their origin, they are considered the greatest risk you can encounter in the ruins. Thankfully, they are rare. They travel in small packs and are heavily armed, and worst yet, they can adapt their weapons to suit their needs. They will switch between energy weapons to solid ammo weapons to giant meat cleavers in mere seconds to take advantage of whatever weakness you may have. Avoid combat with them at all costs.

If Actors and Revenants weren't enough, there are also traps designed into these ruins. You must keep your wits about you as you venture into these ruins. These vary between different ruins - some have gun turrents that pop out of the walls, spiky pits, crush plates, and some ruins are set to self-destruct if you push the wrong button. Be careful in there.

[more coming soon]

Saturday, June 25, 2011

Return of Project MysTek

A few people may know this, those who used to go to my (now dead) forums, I ran a game dubbed 'MysTek'. The game ended in failure because of my own issues, but now I'm bringing it back. Hopefully, I can run it in RL this time. Anyways, if someone wishes to make use of the campaign setting for their own game, you are welcome to. Just give me credit for it.

Project MysTek Campaign setting

Summery of setting:

About 2000 years ago was the end of the Golden Age of Technology. Back then, there was a form of tech that was powered by mana. However, a terrible cataclysm stripped the world of the laylines, the source of mana. And melted the north polar cap, which flooded much of the world. Nobody knows how or why such an event occurred, but it changed everything.

Shortly after the great Cataclysm, war broke out for what remaining mana was left in the world. This was known as the Mana Wars. Eventually, the world entered a Dark Age. This lasted well over a thousand years.

Humanity began to rebuild the old world, using the remaining science of Alchemy to create the world that is today. The leylines had returned to the world. And then 75 years ago, everything changed again - the ancient technology resurfaced.

Mystic Technology, or MysTek, it was called. The ruins of the Golden Age were discovered and with that, their technology. Soon the world scrabbled to get what they could, but it wasn't long before they realized that most of the ruins were sealed.

The Gatekeepers appeared before mankind at this point, revealing that they had sealed the ruins during the Mana Wars to prevent their misuse. And that they were willing to open up the old ruins so that mankind could regain their former glory. The Gatekeepers formed a guild that would regulate the distribution of MysTek, and gathering it. Teams of Raiders gathered to enter the ruins, and retrieve the technology to restore the world.

You are a member of one of these Raider teams. You venture into the ruins in search of MysTek. Be it for fame and glory, riches, knowledge, or to even escape your past - no matter what your ultimate goal is, you must survive the ruins.

More stuff coming soon.