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Realistic or Modern Magical Teacher Professor Landry! - Character Creation (Here Be Text)

Teal

Certifiably Political
Let's see. Tagging... @Elenion Aura, @NickTonCutter, @Arhra, @Maxiom, @iannesh, @Steel Shadow. Also @Girasol because I know her handle here and she's into it.

Hope you like reading. Character sheets come after setting information.


You may ask any questions you have in this thread as well.

Setting
The game is set on present day Earth. As far as most know, the world is the same as our own. However, magic is real, and so is anything that every existed in Myth - and probably pop-culture as well. Regardless, human magicians and non-humans use their powers to blend into society (or set themselves apart in hidden enclaves). As a result, the supernaturally aware are only a minority in the world. While it is forbidden to spread the knowledge of magic, no great conspiracy enforces this. Fortunately, it is remarkably difficult to induct someone into the supernatural, so it usually balances out.

Amaranth Academy - The main setting of the game is Amaranth Academy, a post-secondary institute located on the west coast of Canada (though, curiously, is its own State). Publicly, Amaranth recruits only the most exceptional students - though the definition used is broad (the wealthy, beautiful, conventionally talented and children of alumni are all welcome). Much less publicly, it is also one of the schools prepared to handle the supernaturally aware. The school's recruitment standards are lower for them, with the expectation that they will, carefully, use their powers to make up the difference.

The campus itself is a spawning collection of stone buildings, well-kept gardens, fountains, shallow streams and decorative bridges - more of a high class resort than a school. It bills itself as an All Inclusive entity, and provides all necessary materials for those living on its premises for the purposes of pursuing their education, with only nominal paperwork. Its facilities are varied and world class (except the library - no one likes that maze), to support any sort of art that its tenants may be inclined to pursue.

Most students live in the dormitories - a series of apartment complexes. Normal students are assigned 2 - 3 to a room (gender is irrelevant), which consist of a private chamber for each student, a communal living and cooking space - with full bathroom facilities attached. Students with similar needs are often housed together for convenience sake. Otherwise, the school shows no compulsions about mixing the supernatural with the mundane. The exceptionally dangerous (or wealthy, if they feel like paying) are assigned private dormitories.

The school is surrounded by the city of Ansidor to the west and pristine old growth forest to the east.

Ansidor - Built on the ocean, Ansidor is largely a vacation city - known for its beautiful scenery and mild weather. Organizations which sponsor students at Amaranth Academy - governments, companies, religious organizations, etc. - often purchase property in the city itself, to keep tabs on things (students who live off campus also usually live on their sponsor's property). The school has been known to provide money to students with high grades, though something about inflation means that those with a taste for off-campus life will probably need to work a normal job to sustain it.

Classes - Classes in Amaranth come in two forms: Homerooms and Clubs. Each student is assigned to a Homeroom Teacher who handles attendance (usually in the morning), serves as the primary point of contact between students and the Academy bureaucracy, and teaches their own unique area of specialty. Usually, the specialty of the Professor (examples: Manners and Etiquette (no longer employed); Fate and Chance, Examples and Puns), will be well-matched to the students they're assigned. New players should consider if they're being transferred from to a better or a worse fitting class one - since they'll have been a different homeroom for the last two months. Students of different years are often sorted into a single homeroom, incidentally.

Clubs are the elective classes students can take - you might think of them as faculties in a normal University. Through them, students gain access to Amaranth's world class facilities, research materials and experts in their fields. Whether students want to pursue independent study or follow more traditionally structured lecture-series is up to them, though all students are expected to assist in the upkeep and maintenance of the school's facilities (unpaid labour makes the world go round!). Grades are assigned based on a combination of dedication (participation and how well they do in facility upkeep), practical ability, and academic mastery of their discipline (history and philosophies are common elements).

Amaranth’s competitive sports teams are clubs as well. They play such luminaries of the totally normal world as Night Vale Community College, Madora Academy, Gunnerkrigg Court, Hogwarts and the like. Curiously, they always play home games.

Students are required to be members of four clubs (at least one must be physical and another academic in focus). Those working part-time jobs may reduce their number by up to two, depending on how seriously they take their work. For players interested in being Grad Students, they are only required to be members of one Club - and they must pursue independent research in it. Even so, most Grad Students maintain a few other club memberships, so they can access campus facilities access.

Player Characters
Characters can be divided between two categories: Whether they're human or not, and whether they're supernaturally aware or not. Note that there is no easy way to tell the difference between these groups at a glance - you need magic for that (obviously inhuman characters use illusions to blend in, after all).

The Non-Magical - More properly Dreamers, normal people who are unaware of magic make up the majority of the world's population. To them, Amaranth is just another school – albeit it a slightly unusual one (everyone gets lost in the library). Having grown up in the modern age, it is unlikely that a Dreamer – even having witnessed an impossible event – would immediately jump to magic is real to explain it. There are dozens of more likely explanations out there (magic is just science we don't understand yet, after all). They might even just never give it serious thought.

In spite of this, normal people do possess supernatural powers - they just don't know about it. Dreaming magic is subtle and responds to both emotion, need and external stimuli. Often, it takes the form of reality and perception manipulation (always outside of their own perception). Typically, it also accords to the Dreamer's interests - an actress might appear more perfect while on stage, a fencer might find they always have a sword (or at least a sturdy stick) when they need it, a writer might find their computer always saves their work, and a director might have a sixth sense for interesting film subjects. Regardless of the specifics, it is always outside of the Dreamer's awareness. If necessary, a Dreamer's powers will influence their memory and perception to keep themselves hidden. So long as a Dreamer remains unaware of the supernatural nature of their powers, their powers are not considered "magic" by counterspells and the like.

The Supernaturally Aware: Properly, the Awakened, are the minority of people who can control their powers, and are aware of the supernatural nature behind the world. The process of Awakening varies by culture, but is always long and cannot occur without a mentor of some kind (generally treated as an off-screen affair). As a result, the Awakened are always linked to a supernatural organization – a school, association, church, tribes, etc. – which police themselves and offer guidance to their members. Schools like Amaranth are often used as a dry run for the newly Awakened – a test to see if they can blend into the modern world and use their magic responsibly. Classes in Amaranth are designed to challenge the Awakened and require them to use their abilities to keep up with the workload (Dreamers do this instinctively).

For Demons (anything that isn't quite human), the range of powers they can use is determined by the abilities ascribed to their species in lore (myth, legend or popular culture). Most can't use all the powers their myths provide, though; they're specialists by nature. As demons mature, they develop affinities (usually determined by their personality) for particular aspects of their racial set. Provided they stay within their individual specialty, magic comes much easier for demons than humans.

All demons of a particular species also share a handful of bonuses and weaknesses. The bonuses are usually minor, often double-edged, and a result of the physiological differences between them and humans. New limbs are at the high end of the spectrum, since new actions become possible with a prehensile tail or wings. Lower end bonuses are a different preferred temperature or an unusual diet. Weaknesses are usually come in the form of allergies (often severe) to unusual things - like silver for werewolves. There's no inherent trade-off between weaknesses and bonuses, and unusual limbs aside, without using their powers demons still are largely bound by the human spectrum of potential.

Humans do not have a set of racial powers. In order to use magic, they need to study a particular discipline of supernatural manipulation - in RPG terms; they need to adopt a Class. The spells and abilities they can use are limited by the type of class they adopt - much like a Demon's are by their species (there are also cultural variations within particular classes - like Spanish and Mexican Witches). Supernatural disciplines do not need to conceptualize their abilities as "magic" either - Wizards or magicians are common enough, but Priests (who draw on divine power), chi-using martial artists or mad scientists wielding high levels of technology work just as well. A class is valid if it provides a template of supernatural abilities for the human to use, essentially.

Generally speaking, Humans will learn their class from the group that Awakens them. Learning an art takes many years though; there is nothing natural about magic for humans. "Talents" for humans in magic are usually just areas of particular interest or places where they possess unusual insights. Still, because all magic is more or less equally difficult for them, they have a free hand to decide what sort of powers they learn to use - which gives them a lot more choices than demons. Some even elect to study multiple magical arts - though they need to find a willing teacher of a new discipline first. Given the clandestine nature of magic in this world, that's easier said than done.

Exceptions
Dreaming Demons - While most Dreamers are (probably) human, it is very possible for demons to be Dreamers as well. Typically, they're either spontaneous mutants (psychics), or the adopted children of an unknowing human family. The powers of Dreaming Demons follow all the rules that a normal Dreamer's would, but must remain within the set appropriate to their true species. Dreaming Demons usually display a watered down set of racial bonuses and weaknesses as well - and, even if they should have extra limbs, they won't be able to make use of them (they're probably phased out of existence or something). Unlike a normal Dreamer, their powers are somewhat effected by counter-magic.

Demon Wizards - Human supernatural arts are designed with humans in mind. They work because Human magic naturally is of the Empty element - which allows it to be reshaped into an almost infinite number of variations. Demon magic, by contrast, is fundamentally shaped already - which vastly limits the forms of spells it can be shaped into again. Still, demons with particularly limited talents (or a rare affinity for a form of human arts), will usually still be able to find ways to augment their natural powers by studying human arts - provided they can find a teacher. Learning a human art is about as difficult for a demon as it is for a human.

Greys - A colloquial (usually pejorative) term for Dreamers who engage in rituals that could be associated with magic, or display a limited belief in the not-quite-natural. "Greys" are the television psychics, tarot card-readers and true believers of religions of the world. The degree to which they believe in their powers vary, but even those who are convinced the whole thing is hogwash can evoke magical effects through the rituals they practice. However, their powers rely on plausible deniability to affect the world around them. If they were so inclined to test them, they would find their abilities always fail - inexperienced Greys commonly perish before they learn this lesson. They're named for the grey space their powers occupy between Awakened and Dreaming powers - making them somewhat subject to counter-magic, incidentally.

Magic
Mentors and Supernatural Organizations - To play an Awakened character, players need to have a mentor to introduce them to magic. Mentors need to be Awakened themselves, and usually will have a connection - however tenuous - to a larger collective of magic-users. There are any number of forms a particular organization can take - hidden villages, churches, schools, etc. - but most will be based around a particular supernatural art (or a related set). Unless a Demon grows up in a hidden village where magic is treated as common place, they need mentors too.

Mentors are also responsible for dealing with their students, if they prove to be problem magicians - though if a mentor is unable to do so, the broader organization assumes responsibility. It is for this reason that Supernatural Organizations purchase land in Ansidor - if a student needs to be dealt with, the school will send word to them. If this is not possible, Amaranth itself must deal with them.

Government Organizations deserve special mention, since every government has a secret department or ministry responsible for dealing with supernatural threats to the State. In countries with a ruling family, a member of the Royal Family usually heads this group. Republican countries show much more variance - but most Heads of State are at least a little aware of the existence of these departments. Regardless, in addition to fielding secret agents to neutralize dangerous mages, Government Organizations also generally conduct research into the Supernatural itself.

Magical Exhaustion - A quick lesson in metaphysics: All things in the universe exist because they desire to exist. Supernatural power (however conceptualized) makes this desire a reality. Magic diverts this power from its normal function. This is safe in small amounts, but as more power is expended, the body breaks down - blood will begin to leak (sometimes explosively) from your skin, you'll feel drained, get headaches, your bones may break within apparent reason and you might pass out. This is called Magical Exhaustion. Using extremely large amounts of magic at once will hasten this.

I'll let you know where your character's energy-levels are as necessary. Dreamer powers will automatically shut-off before they get too close to the bottom (useless they're in mortal peril). The Awakened can always push themselves further - until they die, anyway.

Auras: An aura is composed of a sensation and a colour – whenever supernatural power is used, that sensation permeates the air and, if enough of it is used, iridescent colours will become visible around the caster and spell as well. Those sensitive to magic (determined by how empathic a character is, essentially) can detect these things after the caster departs. The truly sensitive are able to discern additional information from these traces, such as the emotion or personality of the caster – though they can be easily overwhelmed by such things in live battle. The insensitive may not detect auras at all.

Rules and Combat
Hopefully I don't need to say this on a roleplaying forum, but no meta-gaming, power-gaming, god-modding or what have you. If I see this from new players, I'll pull you aside and ask you to edit accordingly. Actions that break character, control other PCs/NPCs directly or just generally are impossible will be nullified during my posts either way.

Combat - Very brief tip, combat in Magical Teacher Professor Landry - especially melee exchanges - is fast and brutal. Your opponents may be stronger, faster or smarter than you - and you really won't be able to tell until the battle begins. Remain calm, think things through and play to your character's strengths. Nothing in this world is truly invincible - but fighting a master martial artist in straight-up combat probably won't work. It'll be up to you to figure out what will.

Modern Weaponry - Since this is an RP set in modern times, weapons like guns and grenades are available for use. Without going into detail, they will be balanced with weapons like swords and bows.

Non-General Knowledge: Similar to reaction commands, I'll sometimes send you messages containing information that wouldn't be known to all the characters. Please keep this to yourself as much as you can - if you're going to reveal it, do it in your game posts.

* * *
Character Sheets!
Name:
What's Your Name? First and Last required. Make them culturally appropriate (so do a little research - http://www.behindthename.com/ and http://surnames.behindthename.com/ are favorite resources of mine. )

Race: Tell me your character's species. You should probably do a little research on it too - I might request a link to your resource.

Age: Approximately, how old is your character?

Aura: Select a color and a sensation that will represent your character's magic signature.

Appearance: Tell me how your character looks. Hair colour, style, skin tone, build and eye colour are staples of what I like. Include any accessories they always wear too.

Primary Ability
This is your character's main power. It allows them to do what they do best. Primary Abilities are straightforward powers - like the ability to manipulate heat is the given example - which can have a variety of applications, with a little creativity. The precise mechanic here is important - all Healers heal, but how your healer does it (with herbs, medicine, holy magic, etc.) is what matters (the mechanic should reflect your character's race/class). Primary abilities are energy efficient and easy for your character to use - unless they push their ability to its outer limits.

Secondary Abilities
Secondary abilities are more specific and limited powers that let characters go beyond their primary mechanic. If your Primary ability allows you to literally manipulate heat, a Secondary ability might allow you to cast a particular kind of conceptual heat spell. Unlike Primary abilities - where the manipulation of heat grants the ability to create all sorts of effects - a Secondary ability granting a conceptual heat spell would only allow them to cast that specific effect. Secondary abilities cost more energy and require more focus than a Primary ability.

Players get four Secondary Abilities. In order to do well in Amaranth, these abilities should correspond to the clubs your character is enrolled in - the best kind will directly improve their performance in part of it, though just building a spell off of what they learn will give them a small boost too. The simplest structure here has one club for one ability, but overlap isn't uncommon. If there's enough overlap, you can take some abilities disconnected from the clubs without cost. If the ability is inspired/created for a club, please note it somewhere in its description or at the front.

Obviously inhuman characters will need to use a Secondary to hide their inhuman characteristics, unless their Primary covers it or they're prepared to use a mundane method to do it. Charms made by someone else can be used as a workaround here - though this is the only kind of item like this I'll guarantee providing, since they can be used to work around a demon's thematic limitations. If the item is within their theme though, it should be fine.

Remember to keep a Demon's talents in mind when selecting their Secondary skills.

Secret Art
Optionally, characters may have an additional power classified as a Secret Art. These are powers that characters possess which are "secrets" for one reason or another. Super Mode-style abilities generally will not qualify, unless the price is lasting and hefty. More creative, but still game changing, options are advised.

A Secret Art may be specified after Character Generation (signifying the character's continued research). However, once a Player sets one, it cannot be easily changed - these are effectively the top of a character's craft and take years of study to create.

Dreamers sometimes have Secret Arts, but as their powers are already secrets, these that take that to the next level. In that spirit, I'll be issuing them to characters.

Bio: The backstory - tell me about your character's history and who they are. Ordered this way so I can reference powers easily during the game.

Club List
List your elective clubs (minimum 4) or part-time jobs (maximum 2). A minimum of one physical and one academic club is required. As noted above, Amaranth has a club for virtually every possible hobby and area of study, so just pick activities your character would like to do. I may rename the club itself during the approval process, but most subject areas are valid.

Put these clubs in order of priority to your character. If there is a tie, clubs where they have more talent take priority. Grad Students must specify one club (their highest priority) as the focus of their independent research. They may have additional clubs if they want, as outlined above.

Relationships: Create some NPCs for your character to interact with! Roommates, friends, parents, rivals, teachers – whatever you think is important to your character’s design. Aim for some variety! Don't make them all love you. =D

Below is an example character, followed by a clean template. Enjoy!

* * *
Name: Jennifer Erik
Race:
Pyrokinetic
Age: 19
Aura: The colour red; a feeling of heat

Appearance: A red-haired young woman of around average height (5'5~), Jen's blue-eyed, fair skinned and has a lithe-build from her Amaranth sports training. She keeps her hair boyishly short so it doesn't get in her eyes, and usually carries a red gym bag (there's almost always a practice sword in there).

What follows are two different ability sets for the same character - so you get an idea of both an Awakened and Dreaming character. Player characters will just be one or the other.

Primary Ability (Awakened Set)
Intense Heat - Jen's her control over heat extremely fine - though only in her immediate vicinity. Jen typically condenses heat enough to create a sword for herself, that's solid enough to parry and - obviously - very hot. Temperature manipulation can be done as well, though she's much better at focused instead of diffuse heat. Her range, however, is limited to her arm's length + a sword's tip.

Secondary Ability - Blush
A curse laid through a meeting of the meeting of the eyes. The victim's body temperature soars - causing discomfort, profuse sweating and increasing the rate of their energy consumption. Hardly a fair tactic, but during duels or serious battle, very, very useful. If the victim rests, the effect are moderated - they'll just feel a little flushed. Wears off eventually.

Secondary Ability - Revitalize
Jen may not be a big reader, but she's come to appreciate the power of the written word. This spell lets her restore her own energy by drawing out the emotional heats present in a particular work of writing. Good for a quick boost (Jen uses it in all her clubs), but has the understandable side effect of effecting her emotions. Jen also needs to have studied the piece before she can use this, and each use diminishes the amount of strength she can derive from it. No impact on magical exhaustion.

Secondary Ability - Mirage Displacement
A veil of illusion which distorts Jen's location by a few inches in a logical direction (she might be seen to slide by a little further than she actually did - for instance). Strictly visual, but a lot more stable than you'd expect; Jen needs to be able to use this to cheat in exhibitions too, after all, so she can't have people really noticing. Doesn't give off heat.

Secondary Ability - Internal Temperature Mastery
Don't try to upset Jen's internal temperature with curses - this little charm reasserts her normal body temperature, nullifying such effects. Minor, but you'd be surprised how many Awakened students cheat like this.

Secret Art - Knowledge Devouring Flames
A spell that sets psychic flames to devour information - and commit it to Jen's memory for a brief period of time. With a lot of concentration, Jen can use it to lift specific information from a textbook - like years, dates or names - without ruining the whole thing. The more information she seeks though, the more of the source that gets charred away, and the more magic she needs to put out. Though generally used to cram for a test, this ability has a lot of applications (though the more information involved, the more power she needs). She needs to touch the target for it to work - making it rather poorly suited to battle.

*
Primary Ability (Dreaming Set)
Ignite - Jen's a competitive girl - and her Primary ability lets her take it to the next level. When engaged in intense single competition with a target - like fencing - the psychic-side of Jen's Pyrokinesis activates, inflaming her spirit and driving her combat abilities up. Practically speaking though, it just lets her fight at her absolute physical and mental peak.

Secondary Ability - Overheat (Fencing/Mixed Martial Arts)
Similar to her Ignite ability, when Jen's engaged in combat with a single enemy, her psychic powers will amplify the heat their body produces. It's not exactly fair, but the added heat is distracting (sweat in your eyes, discomfort) and increases the rate of that their stamina is consumed. Most of the time, this ability's impact is only minor - Jen needs to be incredibly serious about a particular fight for it to seriously tip the scales.

Secondary Ability - Speed Reading (English Studies)
Something like Ignite, but tuned to mental activity. Jen inflames her own ability to process information - allowing her to increase the rate of her own reading speed, or just how fast she solves math problems. She needs to be "in the zone" for this ability to work, so it often takes a little while to trigger, and while its active, she's totally focused on the task at hand. Useful for all her classes.

Secondary Ability - Warding Heat (Mixed Martial Arts)
Intimidation is a surprisingly valuable tool when you're fighting at a disadvantage - for Jen, that happens frighteningly often when she's unarmed, especially against the Masters in Amaranth's Martial Arts clubs. Warding Heat activates itself to supplement Jen's intimidation actions - typically her ready stances, especially when she's bluffing - making her seem as intimidating as a wildfire.

Secondary Ability - Temperature Moderation (Swimming)

Jen's body adjusts its internal temperature with lightning speed when she enters a pool, which lets her get right to the business at hand: Swimming. Offers some measure of protection against temperature-based spells - especially the invisible kind. Also works for hot-tubs and showers - though here it just makes her pleasantly warm the whole time.

Secret Art - ?????

Bio: Jennifer, or Jen to her friends, is an example character and probably not a real person. For the sake of example, two versions of Jen are presented; one where she is an Awakened Pyrokinetic, and one where she is a Dreaming (without me having to make two characters).

In either timeline, Jen's life is mostly normal. She grew up an only child in an ordinary two parent home in an unremarkable suburb somewhere in Canada. Competitive by nature, Jen took up sports in school - but didn't excel in anything that wasn't a solo competition (the whole "team-player" thing wasn't something she could figure out). Fencing became her favorite - and was the basis for her acceptance into Amaranth Academy (also, her father was an alumnus).

In one timeline, her father Awakened her before she left - in the other, she's still Dreaming (perhaps he thought she wasn't responsible enough for magic - or just didn't want to continue the tradition). Either way, she's in Amaranth now, and studying under Cayce Study, Professor of Examples and Puns. Suspecting a joke in this, she joined the English club to investigate - and wasn't very impressed when she figured it out.

Club List
Fencing Club - Jen's specialty. Though she practices frequently, fighting the "geniuses" of Amaranth are always difficult (a lot of them cheat). Still, she enjoys the academic components (like learning to handle different types of blades and the history of swordsmanship). Cleaning's a little boring, but at least she gets to do it alone. As an Awakened Student, she brings a little poetry along to help her get through it. Jen generally refrains from cheating here, though if she needs to, she'll start with Blush, then Mirage Aura - and finally start messing with the temperature around her. As a Dreamer, her Ignite and Overheat abilities get her by - Warding Heat and Temperature Moderation also play in, but less often.

English Studies Club - Originally joined on the advice of her Homeroom Professor, Jen has since decided it actually isn't that bad. She's not a great writer, but reading can be pretty fun! The class also studies English culture and history, which isn't as boring as you'd think (sometimes they talk about swords). She has to work harder at this than her physical clubs, since she's not as academically gifted. Only her Revitalize and Speed Reading abilities really help her here.

Swimming Club -
Mostly an excuse to relax and unwind, Jen also does speed swimming - but she doesn't take it very seriously. Still, she's physically strong enough to scrape by (she does better as a Dreamer). As an Awakened Student, her Primary ability is what she uses mainly - just to warm up the water at first and dry off quickly. As a Dreamer, Ignite and Temperature Moderation both improve her performance (raise her grade to B+).

Mixed Martial Arts Club -
Another fighting club. Jen doesn't enjoy it any where near as much as Fencing, but its a solo competition too and focuses on physical fitness so the training carries over a bit. Pretty much everything in Fencing applies, but she's not as into it - though she is more willing to cheat proactively as an Awakened student.

Relationships
Cayce Study - Professor of Examples and Puns, Cayce is a questionably real individual within Amaranth's faculty. Jen doesn't have an especially remarkable relationship with him - he's just her teacher.

Janet P. Lane - A normal girl who is also in Jen's class. Professor Study seems to like grouping them together for some reason, but as you might expect from two average girls, they're just acquaintances with an unremarkable relationship. Still, it was Janet who suggested that Jen should look into the English club (Janet, of course, already understood the joke). Might be a distant relation to a famous news reporter.

* * *
Name:
Race:
Age:
Aura:


Appearance:

Primary Ability
Secondary Ability
Secondary Ability
Secondary Ability
Secondary Ability

Secret Art:

Bio:

Club List
Club Name
Club Name
Club Name
Club Name

Relationships:

* * *

And that's that - questions, as I said at the top, are welcome.
 
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Teal knows this well, but I was initially unsure of whether or not I wanted to reprise my character from the original game (Sean). So, I went ahead and remade Sean but ALSO made a different character on the off chance I wanted to try something new. I'm probably just going to resume Sean, but I figured I'd post Sarah for posterity's sake as well. It's possible I'll maybe switch them out between arcs or something.


Name: Sean Castevet 


Race: Half-Demon


Age: 19


Aura: Pink, spotted red, accompanied by a cold breeze.


 


Appearance: Sean is tall and heavily built, well suited to a sport like hockey. He works out often, leaving him muscle-bound and strong. His skin is very pale and chalky in color, almost albino, but his hair is still dark black. His eyes are almond shaped and dark brown. He is of both Japanese and European descent.


 


Signature Ability: Yokai Physiology – Sean may be mortal, but he was born from a powerful spirit. As such, he has physical capabilities far past the average mortal. He heals from wounds at an accelerated rate, making thinks like small bruises and cuts trifling and broken bones and slashes much less serious in the long term. Generally, only the most fatal or severe of injuries have a chance to truly cripple him long after a battle. The supernatural cold that pervades his body also fights back against pathogens and even some curses. Sean is thusly very resilient and durable, suiting his athletic and active lifestyle.


 


Subsidary Arts: Sean’s subsidiary arts tend to parallel abilities his mother also employed. While diminished, they can still prove very dangerous in one on one encounters, especially when employed with the element of surprise. 


 


Fubuki:  Freezing the air around him, Sean can launch a projectile made of ice and snow. In its basic form, this takes the form of thorns of ice scattered outwards in a cone. While an inconvenience, especially in battle, they aren’t deadly. In its greater form, however, Fubuki becomes much more powerful, being potentially fatal at short ranges. This form takes time to charge up however, and the recoil can leave Sean off-balance in addition to partially freezing his own hand. 


 


Snow Woman’s Ire: Spirits carry powerful, frightening grudges. This spell is activated through eye contact, and sends a strong fear effect into its target. This spell invokes a 'flight' response into a victims mind, making them do what they can to flee from Sean and avoid him. It takes either a very strong willed person or someone with mental defenses to overcome it.


 


Winter's Chill: Imbuing a single item -large or small- with his own magic, Sean inflicts a continuous curse upon his target. The cursed item becomes cold to the touch, and whoever carries it with them gradually begins to lose body heat and succumb to a slow hypothermia. While very dangerous, avoiding this curse is as easy as dropping the afflicted object. Sean can also track the object as a side effect, but the longer he keeps magic invested, the longer it can take a toll on him as well.


 


Hush: Sometimes we all need a quiet moment. When Sean casts this ability, everything within his immediate vicinity just goes quiet. Footsteps make no noise, breathing seems effortless, and for some reason people just stop talking. He developed this in book club to better maneuver the library and avoid its traps. One must be quiet in the library after all. May also be used for a clandestine romantic moment.


 


Hidden Art:


 


Castevet Ritual: A spell of ambiguous origin and vague detail, this is a druidic ritual used by members of Sean’s family to establish a magical link with a spirit, usually one of great power. The bond can take a number forms, but has long term -usually permanent- effects on both parties, with each taking some trait from the other. This can be mutualistic, such as the case of Sean’s mother and father, or parasitic, as is the case of Sean’s aunt and the fire spirit she subsumed long ago. It may be possible to use more than once, but it’s not recommended due to the consequences associated with only a single use.


 


Bio: Sean is a mild-mannered young man who was born in Japan and raised in Ontario. He has only a few close friends, but no one would describe him as anti-social. He enjoys hockey, likes the outdoors, and has an interest in target shooting. He also pretends to enjoy reading to impress a girl he likes. Overall he appears to be a nice guy with mundane interests, which means he’s been doing his job well so far.


 


Sean’s family is, in truth, entrenched in the supernatural. In particular, his father is a researcher and field agent for the ‘Department’, a wing of the Canadian government that investigates supernatural phenomena. Well versed in Druidism, Sean’s family has a long (and some would say sordid) history of involving themselves with a variety of demons and spirits. On a trip to Japan some 20 odd years ago, Sean’s father Paul came across one such spirit known as the Yuki-Onna. A demon of great power, the Yuki Onna (named Oyuki) embodies both the cold and death. There are many different myths regarding her origins, but what is certain is that she is almost always merciless and vengeful. The details of their encounter are murky, but Paul entered into some manner of pact with her during his stay in Japan and the two of them had a son together. This son, of course, was Sean himself.


 


At some point not long after their son’s birth, however, Paul took their child and returned to Canada, leaving her behind in Japan. While he is the heir to her powers, Sean knows little about his mother’s true nature. It is an open secret of sorts that she wasn’t human, but Sean’s father seldom deigns to reveal details regarding. Sean’s memories of his mother exist solely in the form of snippets of stories and the occasional photograph. His father’s hesitance to share more annoys Sean, but he silently puts up with it. It likely wouldn’t be too difficult for him to discover her true nature, but he would rather wait to hear it rather than read it.


 


Now a student at Amaranth, where his own father once attended school, Sean is on course to become an agent for the government as well. Strong, resilient, and silent, he is currently viewed as a fairly strong candidate for the role; the fact that his father and step-mother have both fulfilled similar positions as well further cements his loyalty. All that stands to be seen is whether or not he’s patient and strong enough to outlast Amaranth’s rigorous course of study, and of course, Professor Landry.  


 


Club List: 


  •  Hockey Team: As a Canadian, Sean has played hockey for a long time and is very passionate about it. Playing center forward, he is one of the best members of the team. This might have something to do with the fact that he has supernatural powers, but even without his magical skills he's a good player. Having great stamina, he can keep up even with the most agressive of players.


  •  Outdoors Club: Sean is an avid outdoors man. He feels most at home when camping outside during the winter, but he likes to hike and go on trips at all times of the year. Something of a survivalist, Sean often goes on trips to the woods surrounding Ansidor with his fellow club members. Sometimes they go on adventures to other parts of Canada, and occasionally they even leave the country. Rumor has it that the 'final exam' is a deadly expedition to Cambodia, fraught with peril and many stacks of liability waivers.


  •  Marksman Club: A newer hobby, Sean has taken up target shooting since coming to Amaranth. He met some members of the marksman club on a hunting trip while camping out one weekend and he got roped into attending their meetings. He's not the star of the club, but he's managed to get decent with a rifle fairly quickly. He considers shooting more of a hobby than a passion, and he's held off on attending the team's hunting trips.


  •  Reading Club: Sean joined the Reading Club primarily for one reason: to impress a girl he likes. When she's not practicing in the music building, Penelope tends to have her nose in a book. Usually it's an old Romance novel, sometimes a new one. In a bid to seem more literary, Sean joined the club alongside her and now accompanies his girlfriend on dangerous trips through the labyrinthine, ever shifting school library. The club's moderator is well aware of Sean's intentions behind joining, but tolerates Sean because he atleast does the work that's required of him. He manages to get through with a 'C'. He has been casually going through Japanese literature during his reading sessions, but still hasn't quite made his way to Hearn.


 


Relationships


Paul Castevet: Sean’s father, Paul is both a researcher and an agent who is trained in Druidism. He has a wide range of occult knowledge, and is often sent to deal with supernatural threats and disturbances. He’s getting older now, and primarily acts as a negotiator and overseer, but the beings he interacts with are still very dangerous, meaning Paul is always on his watch while on the job. He taught Sean and Nick both martial arts and acts as a well of knowledge for them both regarding magical topics.


 


Anita Bell: Anita is Sean’s aunt, and Paul’s sister. A wild and unpredictable woman, Anita gained pyrokinetic abilities through a ‘pact’ she made with the spirit of a wildfire. The pact is more of a parasitic relationship however, with Anita having almost totally subsumed the spirit, who now acts as little more than a battery for her. Sean doesn’t see her often, as she is much more active in the field than her brother is nowadays. However, he knows that his aunt isn’t the kind of woman to keep secrets, and that he can rely on her if he wants information his father won’t share. 


 


Sarah Castevet: Sarah is Sean’s younger step-sister, and a telepath. Much like Sean, she also received her powers from her mother, but her mother is a researcher who gained her abilities through an experimental process. Ever since being awakened, Sarah has developed quite an ego about herself. She is quite talented for her age, but she still can’t help but feel far behind Sean. Sean doesn’t seem to notice this, however. She is currently a freshman at Amaranth, studying psychology. 


 


Nick Bell: Sean’s cousin, and best friend. Sean and Nick both grew up in the same town, and Nick spent much time in the Castevet household due to his mother and father’s busy schedules. His father is a rather mundane individual, but he has inherited his mother’s abilities and temperament and strongly admires her. Growing up, he and Sean have maintained a friendly rivalry, often fighting and trying to outdo one another. Now they are both studying at Amaranth, and Nick still hasn’t matured or changed all that much at all. He is in the MA club alongside his cousin and has also taken up an interest in horseback riding. 


 


Penelope Lega: Sean’s girlfriend, whom he met in the music building during Orientation. Penny is a very pretty young girl, with long blonde hair and large blue eyes. Sean happened upon her singing in an empty room of the music building. Penny is a kind - if clumsy and inattentive -  girl, but she takes her interests very seriously. While chiefly studying music, she also is an avid reader, and can often be found wandering Amaranth’s byzantine library. She’s also a big fan of cartoons, interestingly enough. Unknown to Sean and Penny both, Penny is actually a Siren, a spirit of Greek origin. Her abilities make her more charming to those around her, and are channeled through her music. How she has remained a dreamer for so long is unknown. Also Nick hates her. 


 


Ashe Mustonen: Ashe is a quiet young girl from Finland, apparently from a family of morticians.  She's a short, thin girl with pallid, almost grey, skin and dark braided hair. Sean met her after he injured his leg in a hockey practice, as she has been working as the nurse’s aide. While Sean was recovering, a short process for him, the two chatted and Sean learned that she wanted to be a doctor. Between her treatment and Sean’s powers, the injury was pretty trivial. The next day, however, Sean felt compelled to stop by the nurse’s office to say hi and just chat a bit. Since then it’s become a routine to give Ashe a visit every other day or so. He’s not sure why, but he feels a kind of kinship with her.   


 


Oyuki Yoshida: Sean's mother, and a Yuki Onna of Japanese myth. While her origins are unclear an up to legend, she is a powerful spirit representing both death and winter. Meeting Oyuki when she's angry is almost certain doom, and very few have lived to tell the tale. She and Sean have been separated for a long time, and her current whereabouts are just as murky and uncertain as her past.


 

---


Name: Sarah Castevet 


Race: Enhanced Human (Psychic) 


Age: 17


Aura: Bright blue, accompanied by the faint feeling of being watched. 


 


Appearance: Sarah is tall for a girl, standing around 5’8. Her hair is brown and hangs loose behind her head, stopping just above her shoulders. She has a lightweight and nimble build, like a gymnast. Her facial features are soft and friendly, but her eyes are a striking bright blue.


 


Signature Ability: Telepathy: Sarah is one of the few major success stories to come out of the government’s research and development branch. From an early age, Sarah has demonstrated innate telepathic abilities that allow her to read and transmit thoughts. Sarah is capable of reading surface thoughts and basic emotions of those around her fairly easily, especially when a target's guard is down. With more focus, she can dig deeper into her readings, but this can confuse or alert the target, making it inconvenient in all but a few scenarios. Perhaps more impressive, however, is Sarah’s ability to transfer thoughts and feelings. With this, she can communicate and implant suggestions into an individual within her vicinity. Saying ‘Smile’, for example, would have the effect of making someone more positive or happy for a moment, while ‘Sleep’ would make them feel tired or sluggish. This has limitations though; an emotion or idea that is too contrary to the current situation will have a much more difficult time taking effect. ‘Smile’ wouldn’t do much for someone at a funeral, for example. Generally, Sarah can’t rely on telepathy alone, and has to use real interaction to make a suggestion take strong, lasting effect.


 


Secondary Abilities: Much like her brother, Sarah considers herself an athlete. She prefers more ‘elegant’ hobbies, however, such as fencing or dancing, which she would have you know are very similar. Her subsidiary arts, therefore, mostly supplement physical ability. 


 


Create Mental Construct, Sword : The mind is a powerful thing. If you believe something is real, it can find a way to affect you. And Sarah can make you believe. Using her psychic abilities, Sarah crafts a rapier as a mental construct, which ensures that Sarah is always armed. At its basic level, this takes the shape of a standard rapier, but with focus and energy, Sarah can alter its shape and length. This allows her to extend the blade in the blink of an eye, breaking the defense of an enemy not anticipating it. 


 


Paranormal Grace: A gymnast and a dancer, Sarah realizes that sometimes you just need style. This means being perfectly on point and having excellent balance. For Sarah, this can also mean literally hypnotizing your audience. Using her movement as a conduit for her powers, Sarah gracefully captures and maintains the attention of a crowd. Great for a glory hound! Those watching her find themselves transfixed on her perceived balance and beauty, and need to make a deliberate effort to focus attention elsewhere. 


 


Emotional Barrier: Being a telepath is hard. When she opens a channel up with another person's mind, sometimes Sarah can't help but be affected by them in return. Over the years, this effect has become a bit dulled, but it's impossible to entirely resist without magical aid. Using a psychic barrier, Sarah can block out both other people's emotions and to an extent her own, allowing her to act unfettered. This ability furthermore provides protection against psychic attacks other foes might use.


 


Third Eye: The perfect power for a snoop. Going into a meditative state, Sarah can separate her consciousness from her body. While projecting, Sarah maintains her vision and hearing and can scout or monitor an area without limits. While she does this, her body is left seemingly asleep, and she has no way of knowing what’s going on around it. It is best to have someone trustworthy watching over her, lest something bad happen.  


 


Hidden Art


 


The Process: Sarah's always been too curious for her own good. Over time, Sarah has been compiling data to recreate the experiment that gave her own mother psychic abilities. Using her own telepathy, research, and occasionally theft, she believes she's cobbled together the process. It's not 100% dependable - if anything its 50% - but if she is given the right tools Sarah is capable of awakening an individual and giving psychic potential similar to her own. Due to the classified nature of the Process as well as the taboo behind Awakening in general, this is a very dangerous thing to have possession of. Part magical and part medical, not just anyone can perform this procedure; it requires careful knowledge and application. 


 


Bio: Dr. Judith Claire had few difficulties getting hired by the Supernatural Research and Development Branch of the Canadian Government after getting her branch. While on the surface, she was a medical researcher, the true nature of her studies went much deeper. Judith wrote her thesis paper on the development of psychic powers in rare individuals across the globe. Her studies took her across the globe; she interviewed people in Russia, scoured records of old mental wards in the States, and performed experiments on individuals as far away as Japan. In her research, she compiled all of the common factors she could as she went through medical records, genealogies, brain scans, and all the data she could. When she submitted her final proposal to the development team, they decided the risk was worth the reward and moved forward. 


 


Using all she had gathered from her travels, Judith created a process to artificially awaken psychic powers in an otherwise mundane individual. The process was risky, so Judith made herself the first human test subject. 


 


Surprisingly the experiment succeeded with almost no long term negative effects. Judith developed considerable telepathic abilities, on par with a natural-born psychic. While costly and time consuming, it was deemed a great success. Judith gained great esteem for her findings, and perhaps onsiderable infamy for crossing an unspoken line in the magical world. Something more promising happened, however, after the experiment had come and passed.


 


About two years after the tests, Judith had a daughter named Sarah. From a young age, Sarah showed high promise in school. She learned to read and write at a very early age, was observed to be at least a year ahead of most of her peers in mathematics and was well attuned socially and emotionally to those around her. By all rights, she was a prodigy, and it eventually became clear why. Around age 12, Sarah was set to take a standardized test with her classmates. The stress of the exam drove her anxiety through the roof. She tried to search her mind for answers, but nothing came. Instead, she found herself searching the minds of her classmates. Thoughts danced across her head, but they weren’t her own. She kept trying to single out an answer, but all the voices led her down different avenues. ‘It’s A! No, B! A, C, B, 56, 21, 53, I’m bored, how much time is left? What if I fail? Is this for a grade?’ She found herself incapable of focusing on any one thing, let alone her own thoughts. Her mind awash with the musings of everyone around her, Sarah passed out, collapsing onto the floor of the classroom as she tried to run out the door. 


 


As Judith had long suspected, Sarah had inherited her psychic abilities. Her fellow researchers saw this as an even greater stride to the original experiment, as it meant the abilities she gained were heritable. However, Sarah needed to be awakened following this incident for the sake of her own safety. She was let out from school for the rest of the semester to recover from the incident while she learned to reign in her natural abilities and come to terms with the existence of the supernatural. 


 


Sarah took to it surprisingly well. In fact, she mostly seemed surprised that everyone else was magical too, and that they had kept it a secret from her for so long. The fact that she was a literal psychic seemed natural to her. As Sarah finished grade school and progressed into high school, she seemed to grow even more confident in herself, taking up athletics such as fencing and gymnastics. She relished the advantage her powers gave over others, as well as the fact that they carried little risk of exposure. She had few people to be jealous of, other than her step-brother Sean, who she learned gained his incredible physical abilities and odd appearance through magical means as well. She never expressed it openly, but always held a slight grudge for him when she learned that he was awakened much younger than she was. She could never evade the feeling of being behind him.


 


Now 17, Sarah has graduated from high school and is moving on to study at Amaranth, where her stepfather graduated. Due to excellent marks, she was allowed to enroll a year ahead of most students, entering the same year as her brother. Studying psychology, she has few doubts in her future success. Sarah believes that she was made to be the best, and her ego is accordingly high. Still, it’s hard to argue that she doesn’t live up to the hype.


 


Club List: 


 


  • Fencing Club: Fencing Club: Sarah took up the art of fencing around the time she started highschool. To her, its a lot like dancing, which is a hobby she picked up much earlier. Much to her annoyance, however, she's never been quite as physically capable as her brother was. To supplement this, Sarah cheats. A lot. Turns out, being able to read minds is very useful in just about ANY sport. Sarah is seen as a top member of the team, but she leans on her abilities even more than her brother does for his sport of choice.


  • Dance Club: Dance Club: Sarah took ballet lessons from a young age, finding appeal in being the center of attention, even if its only for a moment. She has dabbled in other forms of dance since arriving at Amaranth, but she tends to prefer styles that emphasize grace and elegance. She gets good marks for her performance in the club, but she primarily dances for fun. The lack of a competitive element holds her back her from getting too serious.


  • Psychology Club: Being her primary field of study, Sarah takes her academics very seriously. This is perhaps the only thing she DOESN'T need to use her powers to excel at. Sarah is currently most interested in the medical side of the field; the chemistry of the brain and how illness can affect it. She feels like she has a firm grasp on the Communicative side of the field after being a literal psychic from birth, and thus is looking at other avenues at the moment. One secret project of hers is trying to discover the steps of the experiment that gave her mother psychic powers as well.


  • Journalism Club: Journalism Club: Sarah's a snoop and a gossip, and her approach to journalism can thus be a bit unprofessional. She's certainly not a LIAR however. Her favorite subjects to cover are scandals and secrets, and she writes with a heavy sense of bias but the facts are usually more or less correct. It's not especially easy to keep secrets from someone like her, after all. Right now her stories are pretty small scale; mostly stuff about drama amidst the student council or local politics. She'd love to uncover a scoop about the Headmistress of the School, or perhaps find a shocking story about the Administration, but Amaranth is either very spotless in its record or very effective about keeping its skeletons hidden in the closet. Thus, she's mostly spent her time stealing potential news stories from her 'friend' Samuel until something really exciting comes her way.


 


Relationships: 


Sean Castevet – Sarah’s older brother, and a fellow student at Amaranth. Sean and Sarah are half-siblings, Sean’s mother being a woman that their father met in Japan. Sarah knows little about Sean’s mother, but it is a rather open secret that she was some sort of spirit or demon. Sean is very athletic, being a part of Amaranth’s hockey team. His skin is pale and his blood runs cold due to his supernatural lineage. Sean’s most notable ability is his healing factor, allowing him to recover from wounds at an accelerated rate as well as resist illnesses and curses, but he also has access to cryokinesis as well. Sean is friendly – if a bit protective – towards Sarah and she’s usually nice back to him. She can't escape the feeling that he's always ahead of her though.


 


Judith Castevet – Judith is Sarah’s mother and a psychic researcher, who created the process that granted herself and Sarah their abilities. Sarah is surprisingly deferent to her mother, showing a level of respect she doesn’t give a lot of other people. While Sarah’s powers feed into her considerable ego, Judith is much more down to earth, having lived most of her life as a mundane person. She tries her best to be an ethical researcher and detests any attempts to step beyond proper conduct. She has gained considerable renown amongst her peers, but the nature of her research limits this fame to the Awakened. 


 


Samuel Cartwright – A member of the journalism club along with Sarah. Samuel is a Dreamer, and has found himself flustered at Sarah’s apparent omniscience. While he doesn’t believe she’s a psychic of all things, he has grown to suspect that there’s something more behind his fellow journalist. Very dedicated to his work, he is a bit resentful of Sarah’s arrogance. Sarah, for her part, sees Samuel as easily flustered, and isn’t beyond showing off her powers just to bother him. She gets a kick out of his consternation, but she doesn’t particularly see him as a rival the way he sees her. In addition to Journalism, Samuel plays for Amaranth’s soccer team.


 


Amy Hoyt – One of Sarah’s roommates, Amy is what the Awakened would call ‘Something-in-Between’, or a Daydreamer. Deeply fascinated by the Supernatural, Amy is a strong believer in psychics, fortune tellers, and various other occult/pseudo-scientific things, but she has not been formally awakened. Also a psychology student, Amy is something of a ‘quack’ and has a strong interest in hypnosis. Sarah suspects someone had a sense of humor in matching them together for a room and likes to humor Amy’s beliefs but can't help but look down on her at the same time for her lack of awareness.


 


Vivian Paz – Sarah’s second roommate, Vivian is a true Witch. Formally awakened around the same time Sarah was, she was trained by her family as a practitioner of divination, and a fellow journalist. Unlike Amy and Samuel, Sarah holds legitimate respect towards Vivian. This of course, means they are rivals. While her relationship with Samuel is more taunting, and her friendship with Amy has a slight layer of irony, Sarah views Vivian as someone capable of challenging her. Vivian seems to reciprocate this competitive friendship and holds a similarly arrogant attitude towards her own abilities, making the two remarkably similar to one another. 


 
 
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You can take your time deciding which Character you want to play, Maxiom. Depending on how we do on the signed up characters, I may permit you to use both during the next arc, so the Festival isn't an entirely deserted affair.


* * *


After a little thought, I'd like it if players could also comment on how their five (or six, if the Secret can be brought in often) abilities play into their four clubs. I've edited my first post accordingly. Also, the number of roommates canonically vary between 2 and 3 - since there's no reason to restrict it to or the other.


Curses: Curses are typically invisible and immaterial things. The more sensitive a character is, the more they'll be able to see such things - and more getting hit by a curse will affect them.


The Department: Looked into it, turns out the Canadian Government uses Ministries and Departments (who knew?), so the Department is an acceptable name for a nameless organization that doesn't officially exist and investigates other things that do not officially exist. Its headed by someone in Rideau Hall (in Ottawa). Probably not the Governor General (the Vice Regal appointee of the Queen of Canada who watches the country when she's elsewhere) himself, but you never know.


Research and Development would be a wing of the Department's activities. Judith very probably is a typical example of a Department employee - officially working under a normal government Department (Health in this case), with additional responsibilities that are not publicly disclosed to anyone other than her superiors and, ultimately, Rideau Hall. There would probably be a polite fiction that they're working for the Department of Defence too, if they ever really needed to explain themselves.


Both the Medical and Psychology Clubs exists now, for Players who remember the old version of the game where neither did. Ashe would be a member of the Medical Club, incidentally.


I'll allow Daydreamer to be another colloquial for Greys. It's not as much of an insult.


Both the Process and Castevet Ritual are good examples of Secret Arts, incidentally.


Sean Stuff


Point of clarification, Sean's demonic theme is something like Endiless Killing Winter, right? If it isn't, it certainly fits. Powers themselves are fine, though Cold Trail's a little underwhelming. Maybe expand it a little to let Sean make a curseball or snowball or some other projectile out of it? Touch would remain easiest, but the expansion would make it more useful.


Fubuki and Ire don't have clear links to clubs  - I think the former is Archery; while the later is Hockey, but I'm double-checking. More importantly, you missed the part about putting together little write-ups for Sean's clubs (what you see him doing, what he likes and doesn't, estimation of grades and, new addition, how his powers fit into them). I'm especially curious about the type of weapon he prefers at the firing range - Archery probably has more focus on tranquility and form, so if he's more of a gun-type, maybe we tweak him to like, Firearms, Hunting - maybe like, some kind of Military club (needs a better name)?


Also, Nick's got a note in his bio that he does MMA with Sean. I'm pretty sure that's an old element, but how do you want to tweak it?


So, for Paul and Anita. Both government employees of some measure I think, but do you suppose they might publicly work? Anita's an active Field Agent, so my immediate thought is CSIS (Canadian Security and Intelligence Service - Canada's CIA) - especially since they recently added "legal" powers of disruption to their mandate, but the Army is also a strong option. They're often sent in to help with natural disasters in Canada, so she might have eaten the fire spirit as part of that. Other options could be police agencies (RCMP cover the whole country; there are also city-specific ones) or the foreign service (diplomatic staff). Paul could fit pretty much any where if he's mostly doing a desk job, but it'd probably be with whatever agency he used as a front - Parks Canada, maybe? He's a Druid, so there'd be a natural fit there.


Any thoughts on whether Paul, Judith or Anita would be in Ansidor? The Department would definitely be monitoring Sarah, but they might prefer an unbiased third party to her family. Still, it could go either way. Anita, granted, is probably the least likely of the three to be there.


Sarah!


Thematic suggestion: Since Sarah's magic makes people feel like they're being watched and her eyes are noted as striking, do you want to make her aura and eyes the same colour?


More serious comments: Sarah's come a long way from concept, and I'm wondering a if her abilities still fit the way the character's developed. Her key qualities seem to fit a character with low empathy (arrogance, confidence, superiority), though it says that she used to be more empathic when she was a Dreamer. I'm curious; what prompted that change? Relatedly, how does she react to strong negative thoughts and feelings (pain in-particular)? As written, I'd lean toward suggesting she should be about mind/emotion control, or just telepathy (she can't really get tone out of the thoughts, just the words).


An aside, it sounds like Sarah was more powerful as a Dreamer - was that why Sean and Nick were Awakened before her? I'm curious. It also might be worth considering whether you want to try her as a Dreamer.


Anyway, if we're going to stick with the Primary largely as is, I want to double check the mechanic. I get that it's basically telepathy - Sarah can hear thoughts from others and throw her own back at them. Mechanically though, I think what she does is establish a two-way channel between herself and her target (she can also expand it to a diffuse one that allows her to read a lot of thoughts around herself at once, and possibly send her own in too), sound right? What kind of range were you thinking would be fair?


Like Sean, Sarah needs write-ups for her clubs. Her telepathy's probably a big boon on the Academics-side.
 
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ARE YOU READY FOR THE PAIN TRAIN?

BECAUSE HERE COMES

Name: Shinchou Meguro
Race/Class: Demon (Awakened Oni)
Age: 18
Aura: Pale peach and some static
Appearance: As a Japanese Ogre goes, Shin is on the small side. Alongside her classmates the 6'2" tall girl is rather well-built and more squared off than usual. Or rather, she was until she got her right arm chopped off. Still an intimidating figure, her hair is wild and was often stylized in her preferred mohawk shape. Whatever is left behind tends to hang a little past her shoulders, and simply letting it be gives a chunky black mane look. Depending on the personality, her true skin color will be a bright crimson or a cerulean blue with matching eyes. Framing her face are two large horns sprouting from her forehead and two modest tusks. Typically found wearing outfits comfortable for athletics.

Race notes: Oni are supernaturally strong and agile but are obligate carnivores. They can eat other matter but it is of little benefit to them and often makes them ill. They're also ninja. Shin in specific has a green tea phobia.

Primary Ability:
Perspective Shift - This ability is split into two for their respective users.


Shin Primary: Fear Aura - Drawing on both demonic and natural forces, Shin can strengthen her presence in the immediate vicinity and create a frightening aura with little effort. This aura instills fear and intimidates anyone who looks at the oni and lasts until dispelled. Sudden activation of this ability at high levels can stun onlookers

Chou Primary: Beneath Notice - A stealth technique causing other's gazes to slide away from Chou due to her being less of a threat. Extremely aggressive opponents who care not for how weak something may or may not be will still be drawn to attack Chou as normal.




Secondary Abilities:
Strength Surge - Sending a surge of demonic energy into her muscles, Shin strengthens her body beyond normal means in order to outmanuver or overpower her opponent. Highly versatile, but puts great strain on her body. The outlimits of this ability are easily enough to demolish stone. Limited to one, maybe two actions in rapid sequence.

Human Disguise - A simple illusion which can be used by both Shin and Chou, allowing them to as a normal human. Almost always active, this spell causes their horns and tusks to vanish and makes their skin a normal color. This disguise can be broken, especially under exhaustion, but has little strain associated with it. Forces magic to treat her as a human in most cases.

Summon Club - A spell which allows Shin to summon and dismiss her Kanabo in a flash of lightning. Normally stored in a small shrine in her room. Enhanced by metalworking. The illusion tells the world that Shin has the club, so she has it ready.  Although physically the same club, when summoned by Shin it will be more simplistic in form and heavier, whereas with Chou it has a more decorative brass-like quality.

Dodge Sleep - Used primarily to multitask reading into other activities, Chou can reflexively dodge walls, objects, obstacles and even some projectiles while being fully invested in her book.  This is more noticable during Landry's class, where she will be buried in the pages of whatever novel she has selected at all hours but can still easily switch modes to respond correctly given she has access to the answer.  If her only activity is reading she is considered being in a resting state akin to non-rem sleep.

Hidden Ability:
Dissosiative Identity - The disorder is not entirely like DID in humans, having a visible physical effect on the oni. Shin or Chou alternate control over the body, though are still the same person. Just don't tell them that. Their abilities change slightly according to whichever personality is active.

Bio: An oni with a long list of Expulsions from various schools, the delinquent was placed in Amaranth as a forceful measure in an attempt to get her to behave. The carnivore has a new set of rules here and for once has been put in her place amongst potential food. The normally proud creature has been skiddish as of late and seems to be recovering from the loss of limb.

Club List
Metalworking (both): An outlet for her physical abilities and creativity, blacksmiths are highly regarded back at home and this is one of the few things that Shin has taken with her from her childhood. The ability to refine her kanabo and other weaponry is ideal, but likely limited by the campus. Shin provides the determination to finish projects (and to make whatever she has in mind work, dammit) while Chou often provides the sketches and blueprints to make the projects more appealing to the eye. Grade: A

Mixed Martial arts (Shin): Shin is a fighter, through and through. She is always up for a spar and is always looking for challengers, easily already one of the top members of the club, and one of the most active. This club is one of the only places that Shin shows a more intellectual approach, and isn't above intimidating other members. This maaay have changed in the last twenty four hours in-game. Due to Shin being more active of the two previously, she is passing the club with flying colors at least thus far. Grade A

Swimming (both): The sole reason for Shin joining this club is because she heard there was a place to wrestle sharks on campus. However, both halves enjoy the workout and freedom that swimming provides. May have more use now that she needs to work on balancing her body out again. This is the only club she shares with her good friend Sao and thus enjoys spending time near the elemental. Grade: B-

Meditation (both): A recent addition, meditation has been recommended to the oni in order to slow, perhaps even reverse the effects of the toxin she recently got a nice dose of. Also aids her mentally, though her calm half has the upper hand in this. Only time will tell how they do in this club. Grade C

Book Club (Chou): Chou is a bookworm and prefers to stuff her face in a book than talk to other people. Having a place like the library to retreat to and be safe - especially from her other half - is vital for her mental health. Chou is extremely nimble at dodging the libraries tricks and traps at this point, or maybe it just doesn't mind her being there so much. She often finds herself in historical, mythological, sci-fi and fantasy sections and happily will report on her findings at the club. However, due to her limited ability to attend her grades will slip time and again. Grade C-

Note: Due to the switching of personalities Shin and Chou both have their own individual club that they excel in and ignore the other while active. This will hinder participation and likely will show in their grades.

Relationships:
Azure "Kit" Fabre: Shin's Kitsune friend and roommate. She hasn't treated him well in the past, but is coming around and making an effort now. DM controlled!
Teanne: Shin's other roommate. The one she is terrified of. May or may not be a robot princess. Uses Tea as her primary weapon. DM controlled!
Melissa Curphy- Metalworking Professor. Has taken quite a shine to Shin and her passion, as well as Chou's designs. Probably a more sane Professor than Landry.
Sao - Shinchou's closest friend, one of the few shared by both personalities. The undine is a great healer and is part of the super secret No Dianas Allowed group Shin is in.
Jo – Shin is terrified of the jotun, but acknowledges her budding relationship with Chou and tries not to ruin that. Chou is quite smitten with her.
Jessika - Chou is on decent terms with the receptionist that Shin ticked off. Not much communication going on, but it's notable that she doesn't drive the oni out of the library when Chou is active.
 
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Suggestions taken into account! I added descriptions to Sean's clubs, altered 'Cold Trail' and 'Snow Woman's Ire', and also gave Sarah 'Emotional Barrier' over 'Synchronization'. May alter Sarah's a powers a bit more later, but right now I'm fine with them. There are a few other little changes here and there as well.
 
Review Round Two!


First, as a point of general clarification, as far as Oni (and all races with supernatural strength/speed) go, they're naturally good at building muscle in these areas (and commonly have physical reinforcement magic). No race has a natural super-strength or speed ability.


Shinchou!


Shinchou's talent is changing the way the world sees her, from what I'm getting. Her abilities all fit that theme.


My main note is that both Fear Aura has its properties duplicated almost exactly by her Perspective Shift ability (being unable to draw your eyes away from someone should be pretty scary - especially since Shin's naturally rather intimidating). Functionally, they'd do the same thing, though. Beneath Notice also has most of its properties duplicated (the sure-footed element might not be and the cosmetic shadow element might not either), so I'd recommend rethinking them. If you'd rather start with less than four Secondaries (functionally what would happen), that's not an issue for me, though.


Smaller Notes: As a small buff, I'll make Human Illusion (see me as a Human) make magic treat her as human as well. For her Kanabo, I'm thinking it would be thematically appropriate for Shin's club to be heavier and rougher, and Chou's to be lighter and more visually appealing. Thoughts?


Based on the current sheet, I'd go with Metalworking A, since she's passionate (which, I think, would give her acceptable fundamentals) and has an ability derived from it. Shin's got natural talent in Mixed Martial Arts, so between that and her abilities, I'd go with A as well (it'd be A+ if the priority was swapped - to Metalworking's detriment). Swimming, we'll say B- - one of her abilities directly applies, the loss in priority is moderated. Book's a C- - due to Chou's poor attendance solely. Mediation can sit at C for now, since we'll see how it goes.


Oh, and if you could remove the stats? I ended up cutting that out in the final character gen draft, since it was pretty confusing to...well everyone who saw it. Figured it'd be simpler to free form it for now.


Other points of clarification:
Shin's better at making people notice her, while Chou's better at concealing her presence, right? They can both do the opposite effect, but it would be more difficult. I believe you wanted a clear limit on what this could do, so let's say she can't change her presence (can't become a pineapple, stronger or scarier) - she can only work with what's already there  (there might be some buffs involved at the outer limits here). Secondary abilities allow her to get creative, since, we'll say, she's not great at not being herself.


The Librarian was Jessika (renamed from Jeslana because the original was gibberish), right?


*


Sean


Changes to Snow Woman (Man?)'s Ire are fine. Only situationally useful in hockey (probably best at face offs), what with the masks, but if you're cool with that, so am I. Winter's Chill is also fine in its current form. Do you want to say he usually carries the seeds I suggested? If so, add a note to it. His Fubuki could also be cursed with it (really draining), but for a cheaper option, Fubuki can also be used to create an ice-spike for stabbing.


Clubs! I'm not sure I can verify how good Sean is in comparison to the rest of the Hockey team, but he's good. Most of his abilities apply (Winter's Chill would require some dirty playing though) and he's really into it, so I want to say A+ - but I know he's made some morally grey choices on sportsmanship in the past, and from our conversations, I believe his anger issues might be more pronounced now. So, we'll say provisionally A.


Sean's pretty into Survival too, and all his abilities apply (plus morality is less of a thing), so A. The Marksmen club doesn't get that kind of supernatural support, and he doesn't take it too seriously either, so just a solid C+. I agree with your assessment on Book club - so, C.


He's good to go if you're alright with him.


*


Sarah


We're sticking with Telepathy? Alright. Emotional Barrier is a good call, since it averts the inevitable backlash she'd get in clubs like fencing.


Grade-wise, Fencing's an A, since she has three abilities here, at least (Sword Construct, Telepathy, Grace sometimes maybe), and she's prioritizing it, but I suspect the Teacher senses her technicals and ability aren't quite there. She apparently holds herself back a bit in Dance and Psychology as well (for very different reasons), so B+ to both. Her academics and aptitude for both areas (being a psychic is good for both) make up for it, somewhat. We'll say a B- in Journalism rounds out the pack - she does the work, but flaunts her abilities a bit too much.


I actually wanna double check on Grace - its just a spell that makes it hard to look away from her, right? You could make it sorta the reverse - where watching her is a bit...mind bending/unnerving as well, with the same mechanic. Would be the difference between Sarah tanking and Sarah being more of a Rogue-type. Either works, though.


Actually, I think that means she's done too, unless you want to make further revisions?
 
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Spookybutt snowcone here we go.


 


Name: Johanna 'Jo' Imirsdotter


Race: Jotun


Age: 18


Aura: A chill in the air and a light, de-saturated purple, like the evening sky


Appearance: Jo is very pale and has little colour to her hair. In startling contrast, her eyes have a coal-like darkness. She usually wears her hair in a single braid. She's of just above average height and usually wears shades of white, grey and dark blue. Jotun are living snow and ice transmuted to flesh and blood. They have a  low  body temperature and are resistant to cold while  being easily tired by heat.


 


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Central Ability


Twinning Soul: The core of Jo's abilities is tied to manipulation of her spirit and, from there, manipulation of the throne of the soul; the body. She can split apart her spirit to create ghostly copies of herself and pour power into them to give them physical form. She has difficulty coordinating with more than one fully materialised clone. If these copies are destroyed, their bodies are revealed as nothing more than snow and ice. Her ghost clones are difficult to perceive and attack but fragile and she can briefly materialise them to sneak in attacks against the less perceptive. Her clones can use her abilities but generally can only use them while fully materialised.


 


Secondary Abilities


Frozen Domain: Winter reigns here. Jo can expand her spirit outwards, influencing her immediate area and extending her awareness of it. Her domain exerts a subtle pressure, steadying Jo and guiding her actions while impeding her enemies. Spiritually it's far more aggressive, allowing her to attack and erode ongoing magical effects with her domain. The ability is developed off a magician's workshop, a place prepared for them to do their workings without outside influence. Jo uses a low key version while working on crafts projects to smooth out the kinks and help her find things.


 


The Elusive and Mysterious Heroine J: This is a story about Jo. The ability allows Jo to modify how she's perceived, pushing herself into a role and making observers attribute extra significance to her actions. This is a glamour-like effect, making it easy to impress or fool people. It's most effective if she's hamming it up but also becomes more vulnerable to hindsight. With a little theatrics, it's very effective at drawing someone's attention. Curiously, as long as she's put a token effort into a disguise Jo can also use it to make herself unrecognisable. With more care, such as altering her appearance using Sculpted Physique, Jo can convincingly impersonate another person despite not being able to modify her eye, skin or hair colour.


Sculpted Physique: Is this body just snow and ice after all? Jo can enhance her physical abilities by modifying her body. With a little time she can also alter her appearance - it was used to reduce her height to pass for human - although she's unable to change her colouration at all. She heals quickly and cleanly from injuries once she's well enough to use this technique. 


Soak: Jo thrives in her element. While surrounded by snow or water, Jo recovers her stamina and magic faster. It gives her a small amount of protection against water or cold based magical attacks. Jo likes to unwind by relaxing in the pool or a freezing cold room, and also uses it to help ease the strain of complex activities like having a number of active clones.


Hidden Ability:


Winnow: In some situations you have to present your best face and discard what is holding you back. Jo is willing to cast away a part of herself if it will mean victory. She can temporarily seal away a primary or secondary ability to recover her health and energy and force her other abilities to greater heights. She can instead opt to create a crystal of unmelting ice that she can give to another to revitalise them. These wounds to the spirit mean the sacrificed ability is unusable for a period of a week or more and other complications may develop. 


 


Biography: Jo is a frost giant from faraway lands. She always wondered if she was destined for something, as she is a twin and the daughter of a witch. Her home was beautiful but barren and backwards compared to the modern world. Jo devoured the books and other items of other realms and the human world provided by her parents, As a child, she dreamed of going on great adventures, to be a great seeker of mysteries and be the heroine of her own story. It was something she never really outgrew.


 


The truly terrible thing is she may have found it in Amaranth. 


 


She had a twin sister who she adored but as they got older they fought more and they had a falling out. While they weren't talking, Jo learned how to create her ice clones and Jes felt this relentless self-duplication even more off-putting. When the opportunity to study at Amaranth came along, Jo threw herself at it.


 


Club List: 


Jo abuses her ability to be in two places at the same time relentlessly, allowing her to maintain a busy club schedule and still have time to herself. She also works a few hours part time each week for a little spending money. The key to managing it is mixing up low impact mental activities while doing more demanding physical activies and vice versa, spending time at the pool to recuperate and sleeping a lot. This can make her look quite lazy to people not in the know about her secret.


 


Drama Club: Jo felt a little intimidated by her arrival at Amaranth - the size and complexity of the place and the sheer number of people. To hone her ability to project confidence as the cool and mysterious foreign student, she joined this club. Her Mysterious Heroine is a great help, and she uses her clones to rehearse sections of plays and simply to watch how she's delivering her lines.


 


Fashion Club: Jo wanted to have at least one crafts club and the chance to make nice things and then personally show them off was more than she could resist. All in honesty, she's something of a narcissist. She cheats outrageously, stacking up her Mysterious Heroine, Sculpted Physique and Frozen Domain as needed to look good, cultivate mystique and smooth out any wrinkles in making her projects. Clones see occasional use as a clothes horse and to watch herself in action for self critique.


 


Fitness Club: The  Fitness Club has steadily been becoming a bigger deal for Jo, given  sporty friends, learning just how unhealthy modern food is and possible  threats to her life. Now she's trying to keep up with an ogre. Again, Sculpted Physique and Soak are of great use in it.


 


Swimming Club: Swimming is the club Jo takes least seriously. She loves swimming but doesn't  push herself too hard and takes advantage of the extra pool access. Soak gives her a lot of a stamina while swimming, and her Sculpted Physique gives her an edge when she needs it.


 


Relationships


Claire Bicks - An energetic, athletic tomboy with a competitive streak a mile wide. Jo enjoys a spirited friendship/rivalry with her, the two egging each other on. It can get out of hand.


Sean Castevet - Jo's room-mate. Things are a little strained between them. Jo could be a better room-mate. She has trouble resisting tweaking his nose - she thinks he needs to lighten up a little.


Jessika Imirsdotter - Johanna's twin sister and enemy. The older of the two, by half a minute. How she got to Amaranth is a mystery. Wants more individuality and wants Jo to stop copying her, since she's the oldest.


Nikola Orlov - A lonely, easily forgotten ghost haunting the pool complex that Jo met one night in her nocturnal wanderings. They share outdated reference pools.


Ashley Terata - A second year student who was assigned as Jo's mentor in the Fitness(?) Club. Believes in the sink or swim approach. Possibly a ninja, Almost certainly a killer robot. Existential crises about the nature of the soul, free will and consciousness seem to have made her cranky.


Hank Hampton - A student from the Drama Club who Jo's befriended. A tremendous ham. 


Shinchou Meguro - Jo's started dating the oni. How they ended up like this is a mystery to everyone. She doesn't know about Shinchou's split personality.


 


 
 
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Gonna move most feedback to private unless there's a universally applicable bit of information.


I see Girasol made edits. Looks fine. I'll move Book club to a B- in recognition of the new ability. Shinchou's good.


Johanna looks good Arhra. In the interests of consistency, my grading assessment would be:


Drama's at the top of Jo's list, so, A. She's putting forward the effort, and has magic to help cover her weaknesses here - but I don't think she shines enough for an A+. Fashion reads as a stronger area for her, though I think her narcissism could hold her back, depending on how she ends up played. We'll put her at a solid A for now, though. Fitness I'll rate at a straight B - her ability to use magic to improve her physical condition is definitely good for her practical scores, but its third on the list, and it sounds like she's not the healthiest girl ever off the clock. We'll see how it goes. Finally, Swimming's C+, by virtue of her not taking it seriously. Still, she has abilities that can really push up her practicals when necessary.


Amaranth also takes her performance in part time jobs into account. It sounds like she's a satisfactory employee but phones it in a bit, so C+.


Anyway, that means the two principle actors for one of the scenes (Shin and Jo) are finished, so I can begin work on that part of the game. If all goes well, it'll be ready next week.
 
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Name: DiAnna Nemis


Race: MissingNo.


Age: GLITCH


Aura: Blazing red with a feel like the burning energy of a hot drink in your gut.


Appearance: DiAnna has long, dark red hair that reaches down to the small of her back, which is a bit further than it would be on your average girl – she’s a few inches over the standard, height wise, and it’s not all in her shoes. Her face is rather gentle when she’s not yelling, and she has pale blue eyes, flecked with traces of green and grey. Her clothes consist of a light jacket and jeans that don’t really fit her as well as they used to – she’s had a growth spurt recently. If the weather fits, you might also catch her in a blue baseball cap.


Primary Ability


Merely a Player - DiAnna has watched many movies and played many roles - and she's become something of an expert switching between them. With this power, she assumes a role appropriate for her current situation...


While Cursed: All the World’s a Stage – And a stage can be directed. Events around DiAnna are… fortuitous, as they are for any main character. If she needs a weapon, a sword might fall under her hand, one that’s just the right weight and balance. If she falls from a ledge, there will be a pile of mattresses waiting beneath. As the threat level grows, the more direct the power becomes. Attacking enemies might get struck by swinging scenery, magical blasts will be intercepted by others moving to shield her (intentionally or no), and ticking time bombs will be paired with conveniently helpful bomb disposal manuals. This skill imparts no special skills on DiAnna. It’s the world around her that changes to her benefit.


Secondary Abilities


Witty banter - a lot of DiAnna's skill with her swords is directly proportional to the cut of her gib - if she lands a solid cut with wit, she'll do the same with steel. Enemies that talk back are preferred, but not required.


While cursed: Piercing Wit - DiAnna's attacks pierce defenses. Period.


Raging Charisma - DiAnna can be captivating. Usually this is something she displays on the stage, but in situations that require diplomacy or charm, she also holds an advantage.


While cursed: Dominating Will - A Mary-Sue like effect - the focus of her attention is compelled to believe DiAnna is perfect, despite all evidence to the contrary.


Don't touch my FRIENDS - DiAnna, for better or worse, is a friendly and sociable soul, and applies the same devotion she once applied to her field work to the people she cares about.


While cursed: Don't touch me - When DiAnna feels threatened, a devastating shield materializes around her that protects her from... Many, many things.


I do all my own stunts - DiAnna's reckless streak is well known. What's less known is why she tends to walk away from doing ridiculous things without a scratch. Her secret is this ability - when she does something 'stunt worthy', she finds herself to be capable of performing the 'stunt', her abilities boosted momentarily.


While cursed: Stuntwoman - DiAnna can accomplish stunts that seem to defy the rules of reality - but usually only when it'd be really cool to do so.


Secret Art


?????????


Bio:


A returning student of Professor Landry, DiAnna is even more determined to succeed now than ever! She picked up a curse at some point previously in the year that people seem quite keen to get rid of for her - which is made all the more difficult by the fact that she knows nothing about magic.


Club List


Fitness - I do all my own Stunts/Stuntwoman


Drama - Witty Banter/Piercing Wit


Anime - Don't touch my FRIENDS/Me


Publicity - Raging Charisma/Dominating Will


Relationships:


Alex Darrow: DiAnna's main rival as a director. A dark haired boy in his late teens, never without his shades. To her constant annoyance, he also got into the school and lives nearby on campus. The two should never be put in the same room for more than half an hour. 


Sarah Fiyr: DiAnna's room-mate at the dorm. The two are best friends. Sarah is a blonde new arrival more interested in computer science than movie making, a little taller than DiE, and far calmer in temperament.


Bill Door: The best special effects editor DiAnna knows, much to his despair. She will pester him to edit whatever videos she makes until he caves. A few years older than DiE, Bill's usually found hanging out in the computer labs, casually dressed and carrying a can of cola, a sign of his caffeine addiction.
 
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Very late official stamp of approval to Dianna, now that I have time to seriously consider DMing again.


We'll see about getting this up and running.
 
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Ahem. That certainly took a while.

Here's the game thread, such as it is. Let's see what happens, shall we?




For the time being, this will be the OoC thread.
 
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Coordinating opening post out of thread. Arhra, I'll have the edupad open when I am on skype now, in case we need to make our posts close.

I humbly request that if we pull this thread off the ground ol Shin gets a rematch at some point. I may regret this request.

Edit: Dammit, I think the edupad crashed. When it's back up we can work with what we've got.
Edit 2.0 : Arhra I can't seem to get back on it, it might be a few hours before that happens. Why don't you post what we've got up there already and when it opens up again we can continue at/after the food stand and that will be my post?
 
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Alright, I've put it up now. I could get back into the edupad after a few hours so it might be worth trying again.


Edit: Ok posted the part two. Ended up being a little longer than I expected.
 
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I COME, BEARING CHARACTER!


Name: Kohana Akecheta



Race: Demon (Wolf God's Vessel)


Class: Teacher's Assistant/Shaman


Gender: Male


Age: 24


Aura: Deep green, with the sounds of a great wolf howling in the distance


Appearance: Coming in at five foot ten inches, Kohana stands proud with straight black hair that falls to the middle of his back. Black, fur-covered wolf's ears top his head, and are normally hidden under a black and white patterned bandana which has the added bonus of keeping his hair out of his amber eyes. His skin is deeply tanned. He always wears a pair of loose, cloth pants, dyed black and covered in white patterns similar to those found on his bandana. These same patterns are tattooed on his back and arms. Similar to his ears, he frequently hides his wolf's tail either though simple magic or by tucking it into his pants. He can frequently be seen walking about the woods near campus barefoot and barechested, though while on campus he dons various button-down shirts or simple t-shirts.


Central Ability:


    Wolf God's Vessel: Kohana's body houses the great Abyssal Wolf spirit, the patron deity of his tribe. The Wolf's power allows Kohana to provide himself with various physical boosts - arms and legs can become incredibly powerful, or indestructable. He can run faster, jump higher, heighten his senses, even boost his neural pathways to think faster.


Secondary Abilities:    


    Nature Magic: Kohana, through his work with the Botany Club, has learned quite a bit about the mystical manipulation of earth, plant, and water, and utilizes each to maintain several planters with the club. He occasionally helps with the maintainence of the grounds of Amaranth as well as the forests that surround the school.


    Runic Enchantment: Kohana also helps coach some of the junior varsity soccer teams. He developed a method of keeping track of his players' state of being by learning to imbue clothing with spiritual power. The teams he coaches are well known for their patterned head bands, and Kohana himself is known for timely substitutions and keen changes in strategy during games. Though a combination of ritual magic and specific patterns on the head bands, Kohana can create simple enchantments that help improve the physical attributes of the wearers without having to actively channel his power.


    Weapon Master: Kohana spends a great deal of time working with weapons, both as a discipline and form of meditation. His prowess with his twin tomahawks is master-class, and he frequently uses blunted versions to help teach the importance of mobility in combat in the Mixed Martial Arts classes. He is also practiced in the use of knifr, bow and arrow, and unarmed combat, but these skills are practiced more out of a sense of duty or necessity than enjoyment.


    Spirit Magic: His most important work, however, has been for his independant research and study. A shaman by trade, Kohana has always been made aware of the presence of spirits in the world, and his job has been to revere them. This is as difficult as it would be to revere any capricious being. Through his research, Kohana has developed immense spiritual powers, allowing him to perform simple tasks - such as light spirit bindings - as well as more complex ones; the removal and binding of malevolent spirits, the forced manefestation of spirits into corporeal forms, and the use of spirits to perform various acts of magical healing and harm. This focus has become so important to Kohana that he actively practices it alongside mastering his control over the Abyssal Wolf's power - indeed, his initial study seems to have come from the spirit himself.


Bio -



     A young man from a remote Native village in the U.S., Kohana Akecheta took up the mantle of Wolf Shaman at a young age; likely because his mother, the previous Wolf Shaman, died giving birth to the boy.At only a few years old, he was deemed (apparently) worthy, and suddenly found himself learning to be the next Wolf Shaman. This entailed learning not only the finer points of ritual and rite, it also required study of combat and strategy, in the event of conflict either mortal or magical. Most of Kohana's life was spent in relative peace, barring the occasional dispute with more traditional wizards and spellcasters over land and leyline. Upon reaching the tender age of 19, Kohana was sent by his village elder to the Amaranth school to recieve a more well-rounded education - acting as Kohana's grandfather, the two decided not only that Kohana should attend but that he should keep his eyes peeled for strange activity, as both believed Amaranth to be, in a word, Weird.


To this end, Kohana excelled in his studies under Rebecca Landry, a Weird teacher and a paragon of life well lived, to Koh's mind. He applied to be a graduate student with the school near the end of his time and was accepted: he currently works furthering his studies through independant research while assisting various clubs and Landry herself with classes and instruction. He also spends a great deal of time in the forest surrounding Amaranth and assisting with the upkeep of the grounds when he can.


Clubs:


    Botany Club


    Mixed Martial Arts


    Love and Fightiology


    Soccer
    Archery
 
((hopefully I've met the criteria....also I tend to use parentheses for OOC chat but that's because I've came here from a differrent site))


Name:  James


Race: Magic Human


Age: 20


Aura: Dark Blue


Appearance: 


Height: 6' 3"Weight: 280Hair color: Blonde (natural)Eyes: BlueBuild: Somewhat stocky, intimidating in appearance to those smaller than him, even if it's unintentional, i'ts almost natural, his mind helps with larger opponents, if he needed to instill fear


Clothing:~Formal; A tuxedo, black dress shoes, and a top hat, gives the impression of an undertaker when wearing his formal clothing, but shows a resounding amount of class.~Casual; Black jacket, shirt (usually a mute color), jeans, shoes, nothing really fancy, his jacket is usually nearly or fully zipped up however and never seems to take it off, no matter how hot it is.~Lounge Wear; Shirt and pajama bottoms (fleece or softer, nothing less for comfort) with either wool socks or slippers. He'd spend the entire day in them if he didn't have to go outside to deal with stuff. Though if he can get away with wearing them outside (say early morning or late night store runs) he would in a heartbeat.


 


_hoodie_base___male (jimmy) 2.png


 


 


Personality:


~Happy; A rare emotion given his depression, but he has a nice smile (though he lost his natural smile years ago) and a soft laugh, he can exhibit a bit of a silly side as well if he's happy enough~Sad; A rather...common emotion with him, sometimes he'll just look down, other times he'll be alone and not tell a soul. He's not one to accept help from others on this matter, as he usually sorts out other's problems instead of his own, he has to be okay for others, no matter how much he isn't ok. ~Anger; Despite his size and usual intimidating stature, he's a nice guy, but if one was to piss him off, the best suggestion would be to run.~Scary; Something he's good at (and gets a small kick out of) he loves to scare people once in awhile, and can use it as a weapon in itself. Victim reports of being scared on purpose have said they felt violated, and have unnatural habits of looking over their shoulders constantly for him.~Love, while he has a basic level for some things, a deep and compassionate love for an individual is something not even his mind can grasp, maybe it's because he over analyzes everything and misses out on the simple details this emotion really is. 


 


Primary Ability


Illusion magic, enhanced by fear. His magic relies on instilling fear into an opponent, either by finding a way to shake their will with words or having them fear his physical strength. His magic only needs the tiniest bit of fear to get an opening and start widening the hole he created. Usually his illusions are to probe and pull memories to examine from his target or to seal unwanted memories away (the memories are there but the affected person can't remember them. They'd have to get their mind repaired to remember it or have a memory jog it)  often leaving the victim feeling violated and in rare cases, missing their sanity or at the most extreme, renders them into a vegetative state of mind (a lights are on but no one's home kind of thing)


 


 


Probe Mind (Psychology club): A very useful skill with Illusionists, making physical contact is easiest around the skull region, or by scanning the emotions for faults he can start making his way into the mind of others. Psychology clubs often practice this technique to help future psychologists out with their future patients.


 


Increased Strength (Weight-Lifting club): Often the predator has more muscles and a stronger body to catch their weaker prey, though he keeps his hidden, underneath his jacket is a strong man who can strike hard and some times, by surprise.


 


Trap Making (Hunter's Club): Similar to the Outdoors club, this one primarily focuses on tracking and either trapping or killing animals. For an illusionist like James however he has used this to test out a new illusion technique of creating mental traps to lock an opponent's mind to gather information from


 


Potion creating (Chemistry Club): Potions among many things, have magical properties that given the right ingredients have desired effects. For James he tends to follow the recipes and try to enhance them here and there, while he has other things he works on...


 


Secret Art:


Magical Steroid. Just as the title says, he is working on some "extra credit" in his spare time, that while it vastly increases one's own magical potential, by the time it wears off the user is actually left with LESS then what they originally had. He's always working on a way to fix this side effect however because of the addictive and questionable things about it, very few people actually know about it. It does sell really well though to the right crowd and his "volunteers" as he doesn't directly take the substance himself.


 



Club List


Psychology Club (B-)


Weight-Lifting Club (A) (not hard to get an A in P.E.)


Hunter's Club (C+)


Chemistry Club (A)


 


Relationships:


None


 


Quotes/Common Sayings:


If you think of me as a fool, then you are the real fool here.


 


sighs god dammit.takes a deep breath and sighs okay what's the problem?Hey you two, if you stopped jerking off and focused maybe we could win this!It doesn't take a genius to figure it out, I just happened to get the answer first.Love? It's too complicated for me. I don't know why.


 




Bio: 


20 years ago a particular boy was born, he was unlike any normal boy as he learned speech within just a few months of being born, his parents unable to explain how such a thing could be, they did their best to deal with him. Early in his education, James showed intelligence leaps ahead of what he was currently doing, and while he went through normal studies, it was about the age of 7 when those came to a stop when he was administered an IQ test. The results were exactly what they thought, he was off the charts for his age, it wasn't until he was administered a genius level test that they got a firm number, placing near the top of the scale in his age group. He was a very peculiar case, to be that smart at the age of 7, he was taken out of normal studies deemed "too smart" to be on that level.Age 17, he grew quiet, somewhat distant, he mastered a few magics, but something else was clouding his mind, a sadness he could not get over, and always felt annoyed when people poked at him about it. He had plans fall apart from irritation, so much that he had secluded himself in a privet apartment. One year later, he faked his death,  to get away from all the attention he had, to get away from everything clouding his mind, he faked his death and became free, to wander and roam, without a soul knowing who he was. A year of traveling now, he's a dangerous foe to those who cross his path, while he seems rather scary, he knows it's just how he's built, and how powerful his mind is.


 


His new destination, the magical school in Canada for the gifted in magical power and intellect. It sounded like a place he could fit right into, especially since he doesn't have much motive anywhere else.
 
Alright, I've spoken with Thomas and can now approve James.


Play nice everyone.
 
Last edited by a moderator:
OK, made a new post and moved everything after the interrupt into it with a few little changes to bridge the new start to the original conversation.
 
Name: Jay Miles
Race: Human
Age: 19
Aura: Black
Appearance: Standing at a short 5'5" Jay has short cut black hair and light golden brown skin, with brown eyes. He's somewhat thin but athletic with a nicely toned form. When not doing specific activities he'll usually be found in some basic ass jeans, t shirt, and sneakers.

Primary Ability:
Lord of the Diamond: Jay is THE baseball player. Sharp eyes, fast sprints, good throws, and accurate heavy swings. If he's on a baseball diamond he cannot be matched by any means. Off the diamond he keeps most of his strengths, but he has to think baseball to make it work.
Baseball:
Slugger's Swing: Jay takes a blunt instrument and swings it with all his might, deflects magical and physical projectiles, and does significant damage to people. Somewhat highly telegraphed as he has to take a stance to do it, fairly quick once he assumes the stance though.
Marksmanship:
Gunshot Throw: Jay does a full body charge to toss an object either very far, or very fast. Once again he has to take a stance in order to do the move, and the throw is highly telegraphed, but the projectile is very very fast
Fashion:
Unreasonably Fashionable Uniform: Summons some a baseball uniform for his team of evil, it serves as rudimentary armor and in general augments his athletic ability.
Debate:
Catcher's Annoying Commentary: Jay summons some personal insult that can be used to disrupt magical buffs in others.
Secret:
Would you like some tea?

Bio: Was raised in an abusive home with a single father who seemed to want his son to fail at life so that Jay could live up to his expectations. Jay was somewhat more successful so times were bad at home most days, ended up joining Baseball in middle school and the ability to be away from home more often made it very appealing. Ultimately it was Jay's key path to success, and was the primary means he was able to negotiate entrance into Amaranth. While here, he was kicked off the official baseball team sending him into a downward spiral as he had lost what was his lifeblood and no one made any effort to save him from himself. He was ultimately killed by one of his classmates while trying to convince them to give him their coat. But, he was given a second chance. Now he is back, and is ready to make his ramshackle team take the championship, and find his way in Amaranth again.

Club List
Baseball (A)
Fashion (C)
Marksmanship (B)
Debate (C)


Relationships:
Even more secrets.
 
Works for me. Approved.

We've talked a bit about this before, for any observers wondering.

Also: Yes I would like some tea.
 

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