- Keep it reasonable. OP characters will be eliminated with prejudice
- No Divinity (Gods, Demigods, Angels, Demons, or Full-Blooded [grown] Dragons). No halflings of these species either
- In general, weaknesses must be exploitable. If it can't be exploited, it's not a weakness
- No your 2,000 year old character does not have mastery of all magic and combat styles just because they're old. Keep it fair
- Any species except the aforementioned divinity is allowed. Orcs, furries, elves, dwarves, draconians, nekos, etc. are all allowed
- OP magic is a pain in the ass to moderate. Keep that shit reasonable
- We ENCOURAGE romance, drama, etc.
- The Dreaded Anti-Social Angsty teen who can't get along with anyone will likely be booted from the training. Keep that in mind. Teamwork is important in this RP
Technology
Early Steampunk
Early Steampunk
What does this mean? Steampunk hasn't developed to the point where the general public can really use it. If you're skilled, you can build it. You can make things like blasters or automatons, but not both (like turrets) without some high level magic that only expert engineers can use. Blasters mean magic guns. You have different types of rounds, but no traditional bullets (That would be OP to use modern day traditional bullets). You can see blasters as sort of an emulator of magic, like guns that have rounds to shoot fireballs and things like that.
Important: The General Public doesn't have access to Flintlock. This means you don't either. No standardized bullets early on. You're gonna have to craft that yourself, both the gun and the bullets. A flintlock gun being crafted is only done by advanced engineers.
Classes
These classes are ultra broad. That is purposeful because as we go deeper and you get stronger, you can go down more specific paths. For now, these are the classes. These are to start and the classes mentioned after are end classes they can advance up to. Those classes are just examples and some can overlap into others for more versatility at the cost of effectiveness in both.- Fighter- The frontlines classes like Knights and Paladins; More offensive classes go the way of Duelists, Swashbucklers, and even things like Dragon and Monster Knight
- Brawler- Mostly Hand to Hand like Monks or the Beast
- Medic- Healing classes like Cleric, Priest, or Doctor; Offensive paths go the way of
- Mage- Wants to master the essence of magic; Many many paths to go down with dedicated magic
- Ranger- Uses the environment and survival skills to outwit or outmaneuver an opponent; Classes like Sniper and Trapper
- Rogue- Deals in deception and trickery; Classes like Assassins, Ninjas, and Pirates
- Engineer- The inventive and innovative class that employs man-made work ethic to take down their opponents;
- Musician- Who says the fine arts can't be used in combat? Ends in classes like the Bard, Cantor, and Skald
- Animal Trainer- Is at one with the denizens of the earth and calls on animals to fight with and for them; Ends in classes like the Beastmaster or Summoner
- Scout- Deals in intellect above all and supports their team while they carry out the mission; Ends in things like the Loremaster or Scholar
If you're a student, make this CS bare-bones and basic. You're encouraged to upgrade this as the RP progresses. Make this CS as if you're walking in on Day 1 of training
Teacher or Student: Place in a bigger font
Appearance: Pic only (anime, real, drawn, whatever); Otherwise, delete and see below
BASIC INFORMATION
Name: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes)
PERSONAL
Sexuality: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Bio: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)
PHYSICAL
Appearance: (Written only; Otherwise delete and see above)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat)
Items & Personal Belongings: (Any other items that the character has, or belong to them)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket)
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)
FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
Other:
Magic is defined as:
- The use of means (such as charms or spells) believed to have supernatural power over natural forces
- Magic rites or incantations
- An extraordinary power or influence seemingly from a supernatural source
Magic is the essence of nature and will. It can cause the user to do extraordinary things in and to the world around them. Every spell falls into one or more of these types, never breaking the category of magic it is in. Magic is supplied by mana and learning to utilize it effectively is not for the faint of heart. At absolute minimum, the most basic spell (which is to generate a small ball of light), from someone with an average affinity for magic (who has never even attempted to cast a spell before), requires a week of study. Fortunately, unless you're looking to go into another element, type, or level or magic, it tends to build off each other. Only 2 magic elements can be studied at a time, else the conflicting philosophies will prevent the learning of ANY magic
Categories of Magic
There are 5 categories of magic
- Natural
- Moral
- Spiritual- Also known as Arcane
- Divine
- Neutral
Natural Magic
Natural is just that. Elements that naturally occur on earth, whose resources are naturally explained phenomena and who's generation is part of the Earth's normal operation and vital to life on the Earth. The mana for these magics are governed by sleeping Ancient Gods. Fire, Earth, Water, and Air are the most basic elements of magic, the primary colors so to speak. Every other element of Natural Magic, such as Ice, Thunder, Nature (Grass), etc., are a mixture of 2 of these elements
Thunder, Plasma, Explosion, Smoke- Fire and Air
Dust, Sand- Earth and Air
Mist, Vapor, Ice- Water and Air
Steam, Oil, Lava- Fire and Water
Ice, Mud, Swamp, Nature (Grass)- Water and Earth
Metal- Earth and Fire
Fire
Fire is all about Passion. The bright flame symbolizes the raw, unfiltered emotions that consumes the person's thoughts and drive at that moment. This is why anger is always associated with Fire. Anger is the greatest element of Passion that fuels fire. However, passion is a hell of a thing, and it can get into a person's mind, leading them down the path of self-destruction and is constantly seen as the berserker of magic. Lots of power, bad judgement. Those extreme fanboys who get angry at anyone who criticizes their idol? They would make GREAT fire mages.Air/Wind
Air is all about calmness and being free. Stress is not their strong suit, nor is being restricted. This means that Air is the most versatile of the natural elements and has the most ways to go advanced, as well as some overlap in how to go advanced, but is the weakest alone. Also, the emphasis on calmness and free-spirited unrestricted thought makes it the gateway to things like Spiritual or Divine magics. However, this means that who make fantastic Wind Mages can be very indecisive and the free-spirited more often than not affects their ability to use the Moral Magics to the point where Wind Mages only ever use Holy/Light magic when it's gained from a God.To really make effective use of Air, one MUST take on another element or study it into the Advanced Wind Spells, as it'll allow you to manipulate the temperature of the wind (fire/ice) what goes in the wind (Earth) and the physical properties of the wind (such as slashing enhancements gained by Physical or Thauma magic).
Earth
Earth is about tradition, strength, and perseverance. Earth is mostly unmoving and unchanging, just like ancient traditions. They embrace the past and embrace the Earth's essence in its most natural and primal form. This makes those who embrace Earth Magic embrace the traditional values that have long held people together, as well as weather the storms through any situation and value both physical and mental strength to not let anyone or anything tell them they're wrong. However, this leads to extreme stubbornness and an irrational fear of change. Even though Earth is the strongest in raw strength and has excellent defensive capabilities, it's also the least versatile. It can't really be captured in Tech like other elements or adapted for use in many ways outside of magic.Water
Water is all about flexibility and going with the flow. This means, like Air, it's a gateway magic that also needs another magic to really make the most effective use of it. Water is what every being on earth needs to live. A week max without water can kill you as opposed to upwards of a month without food. Water is in food, blood, and just about every other liquid on the planet. Users of Water magic are among the most all-around in terms of skill. It's not all cool sailing, however, as this means they suffer from a higher level of indecisiveness than Wind, but on a more manipulative scale. They seem to be TOO willing to change and try new things, leading to fluctuating morality. They must always remember that being that mentally flexible is not always a good thingMoral Magics
Moral Magics are just that. Magic that's defined by someone's morality and how well they stick to it. Despite what people seem to think, this is NOT a case of good morals vs bad morals. The tired misconception of Light is good and Dark is bad hurts both sides of implementing these magics. There is no such thing as it's all subjective. It's more of the reasoning behind the morals they have and how they view life, as well as their values and goals in life. Unlike with Natural magics, where your morals and values only help or hinder your ability to learn it, the Moral Magics are DEFINED by it. If you can't seem to stick to the moral path you walk, the very magic itself will be much weaker if not all around disabled. There are only 2 Moral Magics and they are both strong and weak against each other
Light
Dark
Light/White/Holy
Light Magic, also called White or Holy Magic, is all about compassion, empathy, and upholding life no matter the cost. Every living being has good in them.........That's the motto of the Light Magic. This is typically where doctors, teachers, and clergy all shine. It takes a lot of optimism to look at the brighter side of things even when it seems like there is non. This is also why Light Magic is always associated with Religion, though they really have no actual relation. Religion is all about giving up control to a higher power and that power loves all, so respect all and you will have a good life. However..........this is also where things can go awry with no solution to solve it besides a mass change in mentality. If it can be interpreted by that higher power that they don't like something, it can justify ANY heinous action against it. Yes, every living being has good in them, but if the masses are better off without them, it's all justified, right?Light Magic is more about Protecting Life (Defense), and Preserving Life (healing) than actually fighting. They don't hold a lot of offensive capabilities, but the few attacks they do have are DEVASTATING especially to its antithesis, Dark Magic
Dark/Black/Shadow
Dark Magic, also known as Black or Shadow Magic, is all about the individual person, and gaining strength to the struggle. While Light tends to deny and prevent a struggle, Dark believes in philosophies like "no pain, no gain" or "survival of the fittest." This doesn't mean they're apathetic. It just means they see the value in a struggle instead of trying to prevent any and every hardship. This is where Counselors, Drill Sergeants, and Therapists shine. You can't have a testimony without a test. Growth isn't a team effort. It's a personal effort. They're more realistic in how they view things BECAUSE of that struggle. Of course, it's not all so good. Despite the fact that Dark is typically VERY misconstrued, some of it reigns true. Dark Magic can be bred without actually overcoming the adversity. Even though this means that the magic will be much weaker, it's still immensely strong. Lone Wolves, those whose struggles deepened hatred or knocked out their regard or life isn't terribly uncommon. These people though will NEVER be as strong as the person who looks around in their lowest and darkest moment and realizes that there is nowhere to go but up and that grudges are for the weak, and drags the shadows of their past with them just to realize where they came from and how thankful they are to no long be controlled by the bad things in their pastSpiritual Magics
Aether- Requires Advanced Fire and Earth
Fig- Requires Advanced Air and Water
Aether
Aether, also known as Creation believes that the sources of power are all contained in external sources beyond your control. It states that everything a person makes contains a bit of that person's power and essence and seeks to control it. Everything that has been created out of something has energy within it. The most common type of Aether Magic is Dimensional Pockets and Summoning Inanimate Objects and Magic creatures. Getting and storing things from another dimension for use or future use. Aether requires advanced knowledge in the forces of Fire and Earth, the more tangible of the 4 elements. This is so advanced that it goes into Celestial, and Pure Energy Manipulations. At its most extreme, it can go into Spacial manipulations and creating new body parts to replace lost onesAether is unstable in that it not only takes a LOT of mana and time to cast most of these spells with Forbidden Words of Power being a requirement, but that, if disturbed during casting, it can kill both the user and everything around it or suck it into a black hole
Fig/Mystic
Fig Magic, who's name was changed in recent times to Mystic, believes that any source of power is contained within the person and that through achieving personal and interpersonal synchronization, they can do things far beyond the normal forces of the world. Arcane is a mastery knowledge of the more abstract concepts of magic. As such, a mastery of both Water and Air are required. Arcane Magic is a true symbiosis of Body, Soul, and its interaction with Magic. If ANY of these are off, then good luck trying to learn these magic. Arcane Magics deal in things like Psionics, Psychics, Mind Control through mental, emotional, and memory manipulation, and Teleportation. At its most extreme, it can go into Soul Capturing and the subsequent Revival, Time Healing, and Time Manipulation.Like with Aether Magic, this magic is HIGHLY unstable, where a mis-cast or ANY sort of deficiency that makes the spell operate under 100% effectiveness, even 99.99999999%, can kill people or break someone's mind for good. All of these require lots of Forbidden Words of Power and in the case of Mental, Emotional or Memory Manipulation, requires a higher understanding of a person, usually gained by the use of other powerful spells.
Neutral Magic
Neutral Magic is for those who have no or little affinity for magic, or for those who feel like the basics are all you need. They hone these spells to perfection and use these to augment their own skills instead of depend on them like dedicated magic study tends to do. There is a dedicated study of them, but it's all about practicality in battle, not about any sort of specific path. These magics don't use any other element mentioned to a high effectiveness. It's just enough of another element to get by. The most common example is Spellblade, which is applying an element in one's weapon to take advantage of a weakness in an enemy. This is the most all-around in magic, with no weaknesses, but no real strengths either. There are 2 elements of Neutral Magic spells
- Physical
- Thauma
Physical
Physical Magic is just that. Magic that deals in altering, augmenting, or weakening the physical properties of something or someone. Weight, Speed, Strength, Reflexes, Material, and Durability are the most common examples of the uses of Physical Magic. Advanced enough Physical Magic can go into the realm of Alchemical changing of areas, personal gravity and vectors of movement to close gaps or keep someone away. It's not uncommon to see Runic Magic either, which is runes drawn on items that makes it somewhat easier for those with little magic to use spells in battle, though these spells are bare bones of a spell and as such are about 50%-75% the strength of a casted spell and never exceed the Apprentice Level SpellsThaumaturgy
Thauma is Miracles. This magic is amplifying natural phenomena. Sound Magic, Summoning Non-Magic animals, Communicating with animals, Sensory spells (sight, hearing, touch, etc.), and higher understanding of other cultures through language spells and knowledge of items via appraisal spells, breathing underwater, etc. are the most common practical uses of Thauma Magic. As mentioned before, Spellblade is the most common battle use for Thaumaturgy. Advanced enough Thaumaturgy can go into the realm of applying Light and Dark enchantments, re-equipping mid-battle, and gaining an intermediate understanding of all 4 natural elements
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