AcornEye02
The Coolest Cat
Arcana Próxima
"Arcane Future"
Basis:
- This roleplay takes place in a not-so-far-fetched future where society has become less centred around technology and more in touch with the arcane arts. They merge this magick with modern tech to create powerful re-renditions of this technology. That being said, I don't mean full fledged "bippity-boppity-boo, you're a frog" magick. Think more of inherited supernatural abilities. Using more crude spells that are very energy consumptious. I do not accept omnipotent characters who can do spell after spell without becoming extremely fatigued.
- The arcane arts are seperated into nine different types: Alchemysts, Avatars, Enchantre, Illusionists, Necromancer, Occultysts, Oracles, and Sorcerer. (Alchymyssts, Avatars, Enchantress, Illusionists, Necromancess, Occultysts, Oracle, and Sorceress for female characters). These types all specialize in different areas of the huge umbrella of Magicka. Keep in mind not every person posseses natural Magickal abilities. Some people can learn certain aspects of Magicka and become part of certain groups. People who became part of this can only become an Alchemyst/Alchemyst, Enchantres, or Occultyst, now exceptions. Here is a list of the above types of Magickal groups:
-Alchemysts/Alchemyssts posses the ability to create spells and potions that are capable of causing a variety of effects, including healing, amnesia, infatuation, strength, and invulnerability. Invulnerability, healing, and strength are things that need to be taken lightly. Drinking a healing potion will not make yor character go from a death bed to a freaking athlete, this effect is more like modern medicine whereas it helps but doesn't cure entirely. Invulnerability isn't overpowering invincibility; think of it more as pain-killers. Strength doesn't give someone incredible randomly, it allows a person to use all of their muscles whenever they desire for a limited amount of time. I need to also stress the word limited. These potions do not last forever. Alchmysts in this universe normally become doctors.
-Avatars are an extremely rare Magickal group that have the ability to bend time for a very very very very very small time. I'm talking 30 seconds max. They do not have the ability to revert wounds or death of anyone or anything. They also cannot make all time go back for everyone in the universe, they have a very limited radius. This radius is up for debate, I don't have one set. They also can stop time for a full 5 seconds. During this period they cannot move, they can only gather their bearings. If a person streched their limits and went over the advised time, three things can happen: death, seizure, or a seizure that leads to death. They can also slow time for about 10 seconds. All of these times are used as a guide, they are up for negotiation.
-Enchantres have the ability to create items using Magickal metals such as Adamantium, Mythril, Orichalcum, Cold Iron, snd Meteoric Iron. These metals all have magical properties. For example, Orichalcum glass is needed to make a crystal ball; no other metal has the sufficient ability to do so. Enchantres are the only ones able to create things with this metal, no others can. They are normally suppliers to the government of multiple countries and other various companies. Think of them as a sort of blacksmiths.
-Illusionists are able to manipulate the way living creature see the world around them. This is another group that is pretty rare. This power is very difficult to use and if large illusions are created, the user can go into a coma or die. Illusionists are also able to manipulate the way people think. This ability is very dependant on who is being manipulated. Very intelligent people are harder to control than those with low intelligence.
-Necromancers have the ability to resurrect living bei