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Thread: Dragos Bee's Testing.

  1. #1

    Dragos Bee's Testing.

    Edit: Disclaimer - this is not canon-compliant with Dark Ages: Mage, due to the fact that I don't have that book. Expect me to make things up for areas where there isn't any available information. Also, we are using Spheres instead of Foundations for Mage powers.


    Mage the Ascension: Turmoil in the Dark Ages

    The year is 1211 AD, and Europe has plunged deeper into the Dark Ages. Seven years ago, the Fourth Crusade concluded with the Sacking of Constantinople, the greatest Christian City on Earth, by the very people sworn to protect the Christian Faith. In this bloody debacle, both sides were at fault, betraying and deceiving each other not knowing that they were merely pawns in a greater game; the supernatural intrigues of Vampire and Mage both. For the hidden forces in the World of Darkness work to further their ancient agendas, no matter how many innocent Mortals are slaughtered among the way.

    But there is hope. Theodore I Laskaris, the Emperor of Nicaea and the legal heir of the Eastern Roman Empire, has temporarily turned the tide of Turkish expansion in the Battle of Antioch on the Meander; this heroic victory has bought time for the supernatural organizations still loyal to the Legacy of Greece and Rome to gather together and make one last attempt to repair increasingly wide breaches in beliefs and methods. Factions of the Messianic Voices, Artificers, Hippocratic Circle and Order of Hermes have decided to hold this meeting in the city of Nicaea, where the Christian Faith once clarified its canon and dogma. Time will tell whether this will avert the coming battle between Reason and Tradition...

    In the west of the Balkans, then called the Haemus Mountains, Boril of Bulgaria is preparing to invade the so-called ''Latin Empire of Constantinople', the nation of travesty set up by the Crusaders after their 'Fourth Crusade'. Siding with him is an entire tribe of Werewolves, the Silver Fangs, who fancy themselves the nobility of their race. Unknown to him, the Vampires that now control the former lands of the Eastern Roman Empire have arranged for his defeat; planning to outwit the Werewolves instead of fighting them head-on. Who will win in the coming conflict?

    In Turkish territory further east, the Seljuk Sultanate of Rum is in a civil war as Kaykaus I fights with his brothers for the throne of the Sultanate, giving their Christian neighbors peace for a time. But sinister forces are at work; Vampires and Mages work to influence the succession, with the Werewolves being kept out of the halls of power and into the countryside. But among their ranks are the Baali and Nephandi; dark examples of each group who believe in plunging the world into pain and suffering, madness and rot. But the Assamites, Vampire-Assassins who purge Infernalism from their own kind, work to ensure that the Infernal does not succeed.

    But traders from Western Europe are bringing new ideas, new currents of thought; among these traders are Mages known as the Craftmasons, and they also bring hope - Hope that the common man shall be free from the chains of mortal subjugation and supernatural predation, and be free!


    OOC Note: This game is an Open World RP where multiple PCs can start at multiple places, although they are still encouraged to interact with each other through magical or mundane means. Note that those who seek a plot hook can go to the New Council of Nicaea, where a plot will be hatched that will change the course of History away from its appointed path...

    Available Races and Magical Factions

    - Vampires (With GM Permission)
    - Werewolves (With GM Permission)
    - Magi (Artificers)
    - Magi (Craftmasons)
    - Magi (Messianic Voices)
    - Magi (Cosian/Hippocratic Circle)
    - Magi (Old Faith)
    - Magi (Order of Hermes)
    - Magi (Ahl-i-Batin)

    Available Mundane Factions:

    - Latin Empire of Constantinople
    - Bulgaria
    - Seljuk Sultanate of Rum
    - Empire of Nicaea

    Edit: Basic Character Sheet:

    Skills (Mundane Skills and Magical Ones; add Spheres here if you're a Mage):
    Short bio:
    Types of Magic (Mages Only)

    There are 9 different types of Magic Power.

    Correspondence: The magic of Communication and Transportation
    Entropy: The magic of Fate and Death
    Forces: The magic of fireballs, lightning strikes, and freeze rays
    Life: The magic of healing or Biological construct
    Matter: The magic of matter and manipulating it.
    Mind: The magic of Enthrallment, Empathy, and Mental Organization
    Prime: The magic of magic, making magic permanent, affecting people's magical circuits
    Spirit: The magic of the Soul, and manipulating the unseen supernatural worlds of ghosts and ethers
    Time: The magic of Time, and Time Manipulation

    Each type has a measured level of power from 1 to 5. Note that from Level 2 onward, every example listed on the list are merely suggestions; if you have the required level for one type of Magic, then you can do every sort of spell equivalent to the examples listed. For example, Level 2 Correspondence allows not just messaging and warding, but also scrying; any Mage that can do one of those things can do all of them and equivalent miracles.

    Level 1 is sensory; you can see magic of the type you select, as well as see the hidden secrets of the Universe.
    Correspondence: You can detect portals, teleporting people, and attempts to spy on you with Magic. You also have a perfect sense of direction.
    Entropy: You can see Ghosts, magically sense dead bodies and decaying objects even when they are hidden from you, and abnormalities in luck/fate.
    Forces: You can see outside the range of visible light (infrared, ultraviolet, etc) hear sounds outside the normal hearing range, and see magic spells that affect those things.
    Life: You can sense living beings and organic matter and instantly diagnose any form of disease.
    Matter: You can see the composition of inorganic matter, as well as small details in craftsmanship; you can instantly know if a bill is counterfeit.
    Mind: You can sense the minds of Humans and Animals, and detect Mind Control.
    Prime: See all Magic, but not know what type a certain spell belongs to.
    Spirit: See nature spirits and other dimensions (Hyperspace).
    Time: See people stopping or speeding up time. You also know what time it is even without seeing the sun or having a watch.

    Level 2, is where you can do the little power stuff. You can affect things in small ways:
    Correspondence: Send messages that cannot be intercepted, or cast a mystic ward, stopping incoming teleporters or preventing magical eavesdropping.
    Entropy: Affect probability in small instances (like dice rolls), Break simple machines, predict future, talk with Ghosts.
    Forces: Featherfall, Ball Lightning; Control existing Sound, Light (including Radiation), Heat, and Kinetic Energy. Cast holographic illusions (as opposed to mental).
    Life: Heal yourself (Just yourself, not others), control insects, fungi, and plants.
    Matter: Make an excellent counterfeit bill, transmute lead to gold.
    Mind: Give someone a mental compulsion, cast mental illusions (as opposed to holographic ones).
    Prime: Create Magitech, Set magical patterns, enchant a weapon to do damage unhealable by magic.
    Spirit: Commune with Nature Spirits.
    Time: Get a prediction of the future (not perfect), see events in the past (this, however, is unless counteracted with magic).

    Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well.

    Level 3, is more powerful and allows you to push others...
    Correspondence: Teleportation, SuperSpeed. You can also see multiple places simultaneously.
    Entropy: Break Complex Machines or Structures, Raise Skeletons
    Forces: Palpatine Lightning Attacks, Fireballs, Telekinetic Assault, create Light, Sound, Radiation, and Heat, as well as other natural forces.
    Life: Heal others, enhance your eyesight, grow your fingernails into claws, control Animals. You can also turn lesser forms of life (snails, insects) into other lesser forms of life (turnips, orchids).
    Matter: Turn lead into fog, solid into liquid, ice into burning plasma.
    Mind: Mental Command on a conscious level not subconscious or Dreamwalk.
    Prime: Create complex magitech. Create biological magi-constructs (non-perpetuating), blast people with bolts of silver light whose damage cannot be healed by magic.
    Spirit: Summon Nature Spirits, Enter Hyperspace by yourself.
    Time: Slow Time to a crawl for you, loop time for a few seconds (Requires the permission of the majority of players and the GMs).

    Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well.

    Level 4, is super powerful and has to be earned during gameplay.
    Correspondence: Mass Teleportation or Portals. You can also use this spell in conjunction with Mind and Life to appear in multiple places at once, cloning yourself.
    Entropy: Destroy Living Things, Create Complex Undead (with Prime).
    Forces: Summon Storms, Fire Rain.
    Life: Affect Life in Complex ways.
    Matter: Create stable forms of matter that have magical properties (Orichalcum, Mithril, Nihilitic Fluids)
    Mind: Dominate a person or Brainwash.
    Prime: Merge Magitech into any human form, suck out magical energy from ordinary objects.
    Spirit: Create Nature Spirits, and stay in Hyperspace for years without needing to eat, sleep, and drink.
    Time: Set time (Conditional effects that go off on specified conditions, for example; pressing this trigger causes your gun to emit a fireball.). Stop Time.

    Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well.

    Level 5 is deity-like, and unavailable to players and requires GM permission to even try to do.
    Correspondence: Warp Space, Teleport to anywhere.
    Entropy: Destroy Thoughts and ideas, Perfect Prediction of the Future.
    Forces: Summon Hurricane or equivalent natural disasters.
    Life: Perfect Transformation to another form.
    Matter: Make materials that shatter the Laws of Physics.
    Mind: Mass Mental Control, Permanent Enthrallment.
    Prime: Make a place of Power of any scale, Siphon Magical Energy from Other Mages.
    Spirit: Bring Cthulhu-level entities into the material world.
    Time: Time Travel (Forbidden forever).

    Note: As said, the examples listed above are just suggestions; if something falls under [Insert Sphere Here], isn't listed, and is equivalent to this level, feel free to have that spell as well...Not.

    After reading the above hider, if your character's a Mage (not a Vampire or Werewolf, but a Mage), distribute 12 points among the 9 Spheres; you can have up to Level 3 in one of them:

    Last edited by Dragos Bee; April 13th, 2022 at 06:49 AM.

  2. #2
    Intrigues of Venedig - Fantasy RP

    I. Intro


    Welcome to the City of Venedig, the most cosmopolitan place on the Planet of Erde. A metropolis built on land reclaimed from the mouth of the great Wien River, Venedig is known as a place of opportunity, where you can buy anything, sell anything, be anything, as long as you have the triad of skill, intelligence, and wealth.

    Take a boat to the Grand Bazaar, and you can smell pepper, cloves, cinnamon and nutmeg. Take a carriage to the Jewelers' District, and you are treated to the sight of necklaces, rings, bracelets and pendants, all worth a fortune. If your preference is books, the Grand Library of Venedig has copies of every book ever made; and an interesting mystery is that when you take out a book, a new one magically appears, right in front of you. To be in Venedig is to listen to a dozen languages whenever you go to a crowded place, to see the canals blaze red in the sunset, and to rejoice in the clean streets, safe from petty criminals.

    But Venedig has a darker side. On the planet of Erde, there are few places where slavery is forbidden, and this city is not one of those places. How can it be, when the slave trade is so profitable when selling people for every conceivable purpose is the source of so much money? The rulers of Venedig uphold the natural order, not subvert it!

    And in the wider world, their overlord and liege, the Emperor of the Reich des Goldenen Grahles, has taken advantage of that. Having won a civil war against the rebellious 'lesser princes' of his Empire, this ruler, Karl Maximillian XV Schwanhueter, has decided to make an example of his disobedient nobility, in order to impress that the Emperor is the absolute ruler of his nation - instead of being killed, they and their families will be enslaved and sold in Venedig, where they are supposed to vanish into the pages of history.

    Six months later, the first batches of slaves, kept well-fed and clean to preserve their looks, are going to arrive in Venedig, where the rich and powerful are gathered to watch these ex-nobles suffer the humiliation of being sold as property. But the fact remains, Venedig is a city where anything can happen, where one can achieve almost any dream, and it applies to these new slaves as well, even if they dream of freedom, justice, and revenge.

    But there is a deeper conspiracy behind the scenes, one which orchestrated the entire conflict to bring war and death to the world, and one must not let one's quest for freedom distract from saving the world from such intrigues...


    Basically, this is a Semi-Open World RP, with a central plot moved by two things: 'City Events' that multiple people can react to in their own ways and a 'Main Party' that moves the plot and can select what City Event they want to participate in (except for one City Event at the beginning of the RP that's only for people who want to join the Main Party.

    There will be crimes, riots, terrorist plots, misuses of Magic, and should we reach a certain point, plagues and open war. You can be anything you want as long as it makes for a good story, from a wandering bard skilled in sword and harp, to a wise mage or cleric, or one of the ex-noble slaves, confronting their new fate. Just contribute to the setting!

    II. Interesting Countries that Trade with Venedig

    Reich des Goldenen Grahles

    The overlords of the city of Venedig, the Reich des Goldenen Grahles was born from a boy's broken dream, a dream whose end resulted in a new beginning for the men of the north.

    A long, long time ago, the Gods and Goddesses empowered Heroes to fight for them, all except their Queen, the Keeper of the Golden Grahl, from whose cup all magical energies flowed. One day, a young man, Phillip, went to the Holy Vale, where Kaiserstadt now stands, to wonder why this was so. Passing through the Three Trials set by the Keeper, Philip faced the Goddess, who answered his question thus:

    "As you have come through my tests, you deserve the truth. The reason I do not raise up heroes and heroines is because I am no Goddess, nor are my family Gods. We are but men and women who have drunk from this Grail," she would present the cup to him, "which in turn draws its power from Existence itself. Therefore, Existence is the only True God."

    Outraged at this answer, Philip snatched the Cup away from the woman, and drank from it. And so he became a 'God' himself, and the most powerful of all.

    After this, Philip exiled from Erde the Keeper of the Golden Grahl and her brethren, the Gods and Goddesses, before casting the cup into a chasm deep within the world. And this is the reason why anyone with the right knowledge can tap into the earth for magical energy at need. Philip then looked back at the world, and saw his younger brother, Peter, who was learning how to be a healer. Deciding that the age of warrior-heroes was over, he empowered Peter as the first Hero of a New Age, commanding him to unite the people of the Northwestern Continent in worship of Existence, which they are also a part of...

    The next few centuries were of expansion and innovation, as Philip, from his realm in the Higher Planes, empowered more 'non-warriors', artisans, thinkers, and even traders, to increase the development and sophistication of the empire founded by his Brother, an Empire that saw the Golden Grahl as the symbol of Existence itself, and who spent every waking moment trying to discover more about the laws that guided it, and how to reshape said laws to their liking.

    And so, life was good...until the last direct descendant of Peter, Wolfram the High, tried to conjure up the Grahl from the center of Erde so that he can become a God himself. He failed, and the calamity broke the Northwestern Continent in two, creating the Great Inland Sea, and turning the future site of Venedig into a set of isles in a lagoon.

    However, the Holy Vale had enough lingering magic to save a great multitude of people, and from this was continued the Reich des Goldenen Grahles, now ruled by the Schwanhueter dynasty, descendants of Wolfram's Keeper of the Swans, Karl Maximillian I. But not all believed in the legitimacy of this new ruler, and others believed that the Reich as a whole had been a mistake and that the disparate peoples of humanity should go their own way. But Karl Maximillian I and his descendants managed to regain the allegiance of huge swathes of land, including the nascent city of Venedig.

    One Millenium Later, the Reich has yet to restore the full extent of Wolfram the High's Empire, and its current ruler, Karl Maximillian XV, was content to let it be so, but less content to bow to the demands of his own nobles, who had been given many privileges by his father and grandfather, so that they would help them snatch up the 'Rebellious Provinces'. And so, after matters came to a head, the nobles rose up in rebellion, which was crushed by the Emperor with the help of a new weapon: Gunpowder.

    After this, Karl Maximillian XV was the unquestioned master of the Reich des Goldenen Grahles, but his eldest son, Otto, was stabbed to death with shivs while visiting a cell filled with imprisoned rebels in order to reassure them of clemency. Needless to say, the Emperor was outraged, and promptly issued the infamous Iron Decree, which ordered that all the imprisoned nobles and their families would be sold to slavery in Venedig. And so it was done.

    Celestial Empire of Tian

    "People say the Gods are Uncaring, and that is a general truth. But as it is a general rule, there must be an exception," this was the words of the first traveler from Tian to reach Venedig.

    Once, there was a Dragon, who was also a God. This Dragon reigned over a mild land, and watched over its people with a pleasing eye, appreciating the way that they formed societies and organizations. One day, to see them up close, the Dragon took human form, in order to find out more about these creatures.

    And what he saw was this: They smiled, they laughed in joy, they cried, they lived and they loved. And he loved them back. But when he turned back into a dragon and went back to the heavens, he saw that no matter what he did, great and small, he would always harm those who looked up to him, either by not doing enough or by doing too much. After that, he cried, and the tears of the Dragon fell down into human lands, dispersing into magical energy, and empowering the first Magi.

    And that is the real reason why humans are able to do magic...

    With myths and legends that contradict the Goldenen Grahles' and the Confederation's, the Celestial Empire of Tian believe that Love is the true moving force of the universe, and that all pain, all suffering, will be ended once everything in existence, from the lowest insect to the highest God, are united in one harmonious whole. Disunity and Separation, they believe, is an illusion, or at best, a wound, a wound that can only be healed by communion with others, a communion that recaptures, at least for a moment, the greater unity with Love.

    But despite this, the citizens of the Celestial Empire do not eschew individuality altogether, or at least, the majority doesn't. Everyone must find their own ways of communing with other people, their own paths to unity, and true harmony comes from realizing that people can change roles, lives, and characters, and yet still remain part of the whole.

    Thus, under a good Emperor, chosen from among the descendants of the Dragon, the Celestial Empire of Tian is a good place to live, where food is plentiful, medicine and literacy are widespread, and the roads and borders are kept safe by large, well-organized armies of professional troops. Under a good Emperor.

    The current ruler of Tian, Emperor Gao Ming, is anything but 'good'. In the interests of spreading harmony and love across all corners of Erde's globe, Gao Ming had delved into forbidden arts, conducting experiments on blood and souls in hopes of 'condensing' people into raw magical energies, which he considers to be the purest manifestation of Unity. Crushing dissent using an aborrhent artifact of immense magical power, the Whip of Chainbringer, God of Slavery, Gao Ming has sent his armies to expand in all directions, and even sent spies and emissaries to Venedig, hoping to find a way to take control of the city...

    The Confederation of the Xul Warrior-Artisans

    The Xul Warrior-Artisans are a race of natural survivors and warriors, the most prominent sapient nonhumans on the planet Erde. With a rich store of lore and legends, they have a unique origin myth that emphasizes the importance of mortals in the world:

    Long ago, in the Age of Creation, the God Mansbane was exiled by his brothers and sisters so that the latter can claim the rich plains and forests of Erde. Raging at being forced to live in a desert waste, Mansbane sought revenge by seeking to lay waste to the world, and so extend his domain to the areas he had been denied. And so he created his own race, a species of fighters, siege engineers, and tacticians, who would exterminate the other races from the land. With skin and hair the color of the sand, sharp teeth for tearing apart flesh and plants, cat-like eyes that can see in the dark, and strong arms that tire less quickly than most humans', these 'First Xul', our ancestors, would have made a fine instrument for the destruction of life.

    However, Mansbane did not realize that his creations had their own hopes and dreams, and when he told the First Xul, whom he had given axes meant to shed the lives of other Gods, of his plans, they turned their weapons against him, realizing that if Mansbane expanded his domain, everyone whould suffer in the end, including them. And so, in the first rebellion against the first tyrant, the 'First Xul' threw off their shackles, and in defiance, added the 'Warrior-Artisans' to their name.

    And they had lived alongside the other races, as equals, ever since.

    Millennia later, the Xul pride themselves on making the unlivable livable, using their knowledge of irrigation and engineering to create gigantic resevoirs and windtraps to collect water so that they can live, no, thrive, in the deserts of the Southern Continent. Pioneers of the Druidic arts, the Warrior-Artisans are also masters of using grasses and plants to hold back the dunes of their desert home, preventing said desert from advancing. But make no mistake, they are still fierce soldiers, and their axes are the nightmare of hardened warriors.

    Following a matriachal culture based on the 'Great Mothers', female Xul who have endured the pain of both battle and childbirth, or followed the alternative path of Drudism, the tribes of the Confederation live in relative peace, with disputes being settled through non-lethal, but still fierce, duels. However, this peace has not dulled the edge of the Xul's axes, for the Great Mothers hire out thousands of mercenaries and engineers to Venedig, some of them bringing the Creed of Survival, whose prime commmands can be summed as such:

    "The proper response to suffering is to use tools to remove the cause of suffering. When you thirst, dig a well. When you hunger, plow a field. When you have an enemy - that's what an axe is for!"

    Note: Xul look like brown-skinned Orcs.

    III. The Factions inside Venedig


    The City Government of Venedig - "Wealth must not lead to lawlessness, lawlessness must not lead to the fall of Venedig." This is the driving belief of the Mayor and the City Council, which are elected by the city's citizens every four years in order to oversee law enforcement, infrastructure, and foriegn relations (as far as the Emperor of the Reich allows). Efficient, ruthless, and hardworking (even their critics admit that), the City Government keeps the climate of peace, trust, and mutual benefit that allows for widespread trade.

    The Venedig Marine Knights - Venedig had always been metaphorically married to the sea, the source of its immense wealth. And so, it is natural that its armed forces are able to fight on both land and sea, and the Venedig Marine Knights are best at both. Unlike the majority of knightly orders, the Marine Knights prefer to fight dismounted or on ships, but few who have seen them board an enemy flagship, or hack a kraken into pieces, can doubt their courage.

    The Razors' Guild - As long as there are conflicts between people, assassins will always be needed. Barbers by day, killers by night, the Razors' Guild are beholden to the City Government for giving them a place to call home, but not their puppet. Taking money from both their barbershop and assassination jobs, the Razors' guild adhere to a sense of loyalty to their clients, in order to keep the flow of 'customers' going...

    Die Kommission für menschlichen Umgang mit Menschen - The Commission for the Humane treatment of Humans (KUM or CHH) - The newest power group to arise in Venedig, the Commission is founded on the belief that if slaves are treated with basic rights and a minimum of respect, they would be more obedient and productive. And so, they lobby and press for laws against the cruel treatment of enslaved people, and despite their name, they do the same for Non-Humans as well. However, some of them are drifting to the belief that the institution of slavery itself is inhuman and corrupting in the long run, but these aren't influential...yet.

    The Church of Existence - The Church of Existence is the most common Religion of the Empire, and has been proven to be both factually true yet somewhat compatible with the Tian and Xul teachings. Its main belief is that as Existence is the only True God, and Sapient Beings are capable of consciously altering Existence, then Sapient Beings are the most divine parts of the Universe. This, in turn, spurs a belief in the essential dignity of every person.

    The Church in Venedig is very powerful and influential but has attracted controversy by supporting the KUM/CHH despite owning a few slaves themselves. They justify such behavior by saying that their slaves are treated well and are only temporarily slaves; they will get their freedom eventually...

    IV. Magic System


    There are six disciplines of Magic:

    High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by magic to Mages and Magical creatures... But not ordinary targets, whose burns can be healed as normal.

    Note: High Magic has been nerfed; the last sentence has been edited so that only other Mages and Magical Creatures, as well as magitech, receive damage that cannot be healed by Magic.

    World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.

    Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.

    Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow (this is a high-level spell). You can even use this to transcend death, allowing you continued existence in this world without the need for food, drink, and sleep...

    Timespace - The magic of traveling vast distances in a single bound, of teleportation, portals, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it can not do is reverse the past; basically, no time travel. Bullet Time and Time Stop are also possibilities for incredibly strong practitioners but have certain requirements that limit their effectiveness in combat.

    Bullet Time and Time Stop Nerfs: Bullet Time can only be activated defensively when confronted by attacks too fast for the mundane body to dodge normally. And by that, it only works when people are shooting bullets at the guy and it can only be used to dodge bullets and other attacks - it cannot be used to attack in turn. This keeps what I want - PCs being able to dodge bullets - without making them overpowered in offense, as well as giving PCs the choice not to shoot bullets in the first place.

    As for Time Stop, not only can the 'time bubble' be cut apart by Ex. Swordsmanship, but it doesn't work on sapient beings; it can still be used to stop bullets, explosions, crashing trains, rampaging animals, and lightning strikes, but not melee strikes from sapient beings - neither the user or his opponents can use ranged attacks in a Time Stop. The in-universe reason for this is that having a Soul protects you from unauthorized changes to the timeline.

    Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but strong willpower can break its effects...

    Basically, each PC is supposed to mix and match effects from multiple sources of magic, although specialization is a thing.

    Counterspell/Dispel Magic rules.

    Countering and Dispelling Magic

    Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.

    Spell Mastery

    Spell Mastery
    Pretty self-explanatory. Each spell your character possesses has their own degree of mastery. The more you master a spell, the less effort (Mana, Time, other relevant resources) it takes to perform that spell. If you have enough spells from the same school mastered, you can choose to make it a <Magic School> Mastery trait. How many spells, you ask? Well, there’s not a hard-coded number for that. But I’d say about 3+ spells of the same school. We can lower the number if the spells are difficult enough, or raise it if they’re easier to cast. Having Mastery as a trait makes learning and mastering new spells of that school a lot easier.
    How long is it going to take to master a spell: This gives me headaches every time. It really depends. From the length of an arc to the number of times the character practices/uses these spells. I’d say on average 1 spell is mastered every arc as a benchmark, but don’t take this as a gospel. Use a LOT of nuances when interpreting this. We’ll try to adjust and accommodate your needs, just let us know.

    Enchantment Rules

    Enchantment Rules

    Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.

    Perfected Electrum

    Perfected Electrum

    Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). Thus, Perfected Electrum is made only in very small quantities, under the watchful eye of the most powerful states...

    Group Spells

    Group Spells

    Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.

    Example Spell:

    Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (they must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.

    V. What if I don't want to play a Mage?

    Character Traits (Formerly Exceptional Skills)

    Character Traits (Formerly Exceptional Skills)

    Character Traits can both be a few neat bullet points to describe some of your character’s defining traits, and also accommodate your character’s non-magic skills. They essentially describe a portion of your character, and some of them might be capable of special effects that can benefit you and other characters in different ways.

    A character Trait consists of 3 parts as described

    <Trait Name>: <Trait Description>. <Trait Effects>
    <Trait Name>: Self-explanatory
    <Trait Description>: A few sentences explaining what characteristics of your character that this Trait is describing. You can go longer if you wish
    <Trait Effects>: These are optional, but the most interesting. These essentially encompasses the Ex Skills, but a lot more specific and individual-based.

    A few examples of generic trait to illustrate this further

    Swordmaster: His extended training with his family’s traditional blade and under their guidance have made him exceptionally capable with these weapons. Greatly increases proficiency when using blades
    Turtleback: His natural skin of his species allowed him to essentially be a walking mini-fortress. Enhanced resistance against physical attacks.
    A Healthy and Focused Mind: Her zen training allowed him to ascend to a higher spiritual state that allows her to act solely based on his instincts. Only usable in combat situation. Allows the character to ignore mind magic during these time. Only affected when said magic can affect subconscious thoughts.
    Disgraced Warrior: From a family of traitors, he is received by the public with mistrust. Reduce effectiveness when coercing people through diplomacy
    Supreme Chef: She’s just really good at cooking duh. <Blank> (Yes, you can leave it blank. You don’t have to have an effect for every trait)

    Of course, these are generic examples that apply to no one in particular. Your character traits, however, are bound by their background. A character trait has to be connected somehow to your character and what makes them who they are. Unrelated traits will be rejected. Your trait names does not have to follow these format. Feel free to go ham and be creative with the name and description.

    What these skills are not, however: They do not fully describe your character. There is and should be more depths to your character than just a bunch of bullet points. They have defining characteristics but they have nuances and more depths to and outside those characteristics. That’s how a great character is made

    Some potential questions.

    How many traits are needed: There should be no limits to how many traits you have, but please refrain from making too many of them. Remember this is supposed to represent defining characteristics that screams that’s them when mentioned. You don’t want to describe yourself like that. For starters, around 3-4 traits would be a healthy number (this number is preliminary).

    What about combat with vague measures to quantify your strength: Well, this is not a tabletop RP to begin with. There is no dice. We have narratives and plots to drive your characters around. How battles would turn out is entirely down to you and your fighting partners. Discuss with your partner how you would want fights to turn out. Maybe this guy have a really cool move that he wants to show off, or this lady is cocky and needs to be slapped down a peg. After all, it’s more about building your character than a game of who gets to win. If you have problem deciding the fight, the GMs can step in and help

    Can you bypass these skills somehow: Yes. Having traits that give you enhanced characteristics (durability/strength/speed/etc.) does not make you infallible (unless you opt in for it, to which you would need to give a GOOD justification). Having enhanced resistance against Mind Magic could fall apart if you’re intoxicated/not paying attention. Use common sense and logic at all times.

    Gaining/Losing traits: This is possible, as your character changes, but you shouldn’t gain too many traits throughout the journey anyway, so when you want to add/remove/change a trait, contact your GM. Don’t worry we’re friendly

    What about Magic Mastery: If you have 3+ spells mastered from the same school of magic, you can gain a mastery trait of that specific school, giving you increased magic literacy for that school. If you CHOOSE to have that trait at the very beginning, and thus giving you at least 3 spells to be mastered, it’s best you contact the GM so we can discuss it.

    V. Rules


    1.) No godmodding, powerplaying, metagaming, etc. etc.
    2.) Take anything above written nudity to PMs.
    3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
    4.) You can control NPCs when I explicitly say that you can control them or if they belong to your Custom Faction.
    5.) That said, you are allowed to create three PCs each, but only one Custom Faction per player.
    6.) Please notify me if you will be gone for more than a week, I myself will let you guys know if I will be gone for that same amount of time.
    7.) It's a fantasy world; you can learn Magic - two new spells of any School per City Event/Story Arc, more if you find a willing mentor and time. Venedig will have Eight Arcs, and you can also mentor each other in new Spells.
    8.) The primary races are Humans and Xul (brown-skinned Orcs). Elves are a minor civilization and not superior to Humans, and need GM Permission to play. Same for Dwarves and Gnomes.
    9.) New Rule: No Real Life Face Claims - You must use Anime or Western Fantasy Art.

    VI. Character Sheet Skeleton

    Character Sheet Skeleton

    Name: What’s your characters name?
    Age: How old is your character?
    Physical Description: What does your character look like?
    Place any photo’s here.
    Important items: What possessions are important to your character?
    Short Bio: Tell us your characters story up to this point.
    Starting Faction: If you're creating your own faction, please describe it here or in a separate post
    Spell List: 6 Spells overall.
    Exceptional Skill List: Replace any number of your 6 Spells with an Exceptional Skill

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