Aryasaurus
Queen of Dragons
WELCOME!
Hopefully the information given is compiled sufficiently enough for you to use, but if you have any questions, feel free to message me at any time!⊙ No, you don't have to use this code - you can use your own. A non-coded form will be provided.
⊙ No, you cannot create your own magic, I'm sorry!
⊙ Yes, you can submit a race that may be approved to use.
⊙ Your character must be between 17-19.
⊙ There won't be an oorp chat, so please consider joining the discord! (link provided in the interest check)
⊙ I will not be making a personal OC, but a set of NPC characters that are in place to steer the plot. However, don't feel that just because they're NPCs you cannot interact with them and form bonds, etc.
⊙ I encourage you to interact with not just NPCs, but with other players. Please do not ignore them, and instead work together to proceed the roleplay!
Please check out the information on the interest check if you haven't already!
~MAGIC BRANCH~
Main Roleplay | Characters | Lore | Interest CheckCharacter Name
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Sexuality:
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Enemies:
Other:
Code by Aryasaurus
no slide
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Character Goals
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⊙ Please be descriptive and describe any personal quests you may have in mind for character development, secrets that may effect the entire group/plot, whether you would like romance (ships), etc,
The following races are of those that exist, though not all are eligible for everyone to use in the roleplay. If you have any questions, please ask. All available to roleplay are listed. If you have a race you would wish to create of your own, then go ahead. However, please note that it may not be accepted. It is recommended that you message me about it first.
They are just like you and me, however depending on where your character enters in the roleplay is dependant on which dimension they come from. There are thousands of different human dimensions with very subtle differences.
Available for RP!A mentally advanced, humanoid race that lives up to 1,200 years old from Aschiivulkiem. They are born with supreme intelligence, their minds as newborns already programmed to know child-level skills such as motor skills and talking. They learn to walk in only a few months, then over a period of years surpass adult-human intelligence. Although their body takes a few hundred years to mature and develop physically - often staying in a child-like body three times longer than a human, especially in the case of it they do not act mature - their mental development is almost instantaneous.
Aschiivulkiem is a world similar to Ancient Rome, however it is more academically and technologically advanced than most - harbouring holographic screens on most devices, etc. Almost everything else besides the technology and education, however, is reverted to a rustic, simple style of living.
The Aschett learn at rapid speed, and are a very well respected, talented species that command a great deal of admiration and respect from most races. However, their existence is rare, as their home world is very hard to navigate to.
Available for RP!Synthetic Human Droids. Otherwise known as synths.
They have the appearance of a human, but their insides are completely mechanical. They can't really be distinguished between humans apart from a small circle of blue light on their right temple. The light will turn yellow if maintenance is needed, and red if the system is faulty.
S.H.D.'s can be installed with various personalities and usually have magic that is in the Electricity Branch, other than that, are purely unmagical, but have an array of many skills - i.e. non-magical healing (first aid), cooking, cleaning, handyman jobs, combat (if giving weaponry or magic, or basic hand-to-hand), apparently acting as step-ladders, etc.
S.H.D. actually can't die due to the fact that they are synthetic, they can just be repaired, but there are always ways to completely destroy the unit - such as dropping them into lava - and depending on what materials they are made of can depend on how strong they are. They aren't very magical and usually used as assistants.
Available for RP!Known as the Creatures of Vengeance, Furies born as human; the only way to become a Fury is to kill one, however there are only about three left in the worlds that are known of. A Fury is usually someone who is disfigured in some way that takes from their natural beauty - normally a scar, deformity, etc. - however if they have none before they transform, they will take on the one from the Fury they have slain.
For a small sacrifice, a Fury can give vengeance to those strongly seeking or needing it within their soul. With this being said, Furies have the ability to induce madness, but only if people truly deserve the wrath of karma, this can be deducted by what they have done in life. Another way for this to happen is for if someone asks for vengeance - i.e. if you are left for dead, you could ask a fury to take revenge upon those who abandoned you.
Furies can also speak and command snakes, however only the ones that they are accompanied with - mostly they are worn in their hair, had them as cuffs and around their waist. They can also materialize bat wings, have a cool-down period of roughly an hour afterwards. They also have a natural affinity towards water/ice/air magic as well.
Furies live long lives to do out their duties, however while they don't seem to age they CAN die, whether its by someone's hand or not, accident, or sickness. Furies are rare to find, yet very hard to kill.
Available for RP!Elementals are humanoid beings made purely of a single element, like pure magic. They possess all the weaknesses of that element, as well as the strengths, however they cannot learn other magic that is not of their birth element.
+Pyrons - Fire. The colour of their flames are dependant on the branch of fire magic they wield. The fire magic they wield is much hotter than any other race.
+Aquise - Common forms are of water or ice.
+Stellite - Metal. Their forms are of various metals, common and rare.
+Naturis - Commonly seen as rock or based off of trees (gemstones are very rare).
+Oxygeni - Common forms are of swirling vortexes of air or clouds.
Available for RP!
The following available races do not currently have much information.
Naga-like snake folk who live in dense forested areas and swamplands. May have up to three pairs of arms (six in total). Generally dislike most other races due to the fact that they were prevented from conquering several worlds and drove to near-extinction for their treacherous ways - they dislike humans most of all, but can get along with the darker races.
Available for RP!Humanoids who can shapeshift into giant rabbits. Often mocked as "wererabbits", however they are exceptionally strong and have powerful combat skills many envy. The race itself is uncommon due to an epidemic that swept over them, leaving repopulation near-impossible, yet despite their few numbers maintain a strong military presence. They tend to avoid other races, though not out of dislike - they just think most people are idiots.
Available for RP!From the mountains snowy peaks of the world of Felinfrost come anthropomorphic snow leopards known as Le'leostra. There are currently two clans, Regulus and Denebola - of which names serves as every clan member's surname. Le'leostra can look more animalistic, or more humanoid depending on the alignment of the moon at their birth. New Moons and Full Moons produce the more animalistic looking Le'leostra, where as the others produce the more common form of the species. Blood Moons, and eclipses also have an effect of them, though not many infants survive the birth and are still born.
Available for RP!A race of bipedal, near-humanoid crocodilian fold. (Similar to Argonian from the Elder Scrolls, but crocodiles). They can hold their breaths for up to a week underwater, which helps because their homes are often build in large salt or fresh water lakes.
Available for RP!From the flourishing world of Aescove herald religious nomads who worship nature as gods. The Sky Mother is the primary deity and is known to be a gentle and wise figure, the Great Earth is known to be a hardy warrior, the Guardian of the Forest is believed to take the form of an animal with crystals growing from its hide, and the Drowned One is the god of the Sea and is unpredictable and cruel. Aevari live off of the land in small tribes, and can shape shift into their spirit animal.
Available for RP!Stormcallers are odd humans who have "become one" with the storm. They worship storms in a pagan-like manner, and are exceptionally skilled with electricity-based magic.
Available for RP!
A lot of magic is unavailable to you right now, however here are the basics. Be aware that you CANNOT create your own magic.
<Please only select one of the four available Branches of Fire Magic.>Strong against Ice. Weak against water.
<List goes from weakest to strongest, however the stronger the magic, the more harmful it is to you!>
Natural Fire magic gives you the control of the entire element. You can manipulate fire and do all kinds of fire attacks. You become immune to fire. However, be aware that this is NATURAL fire. The fire that burns inside a furnace, that devours forests and turns sand into glass. Orange flames.
Sticky Fire magic gives you similar control of the entire element, however, your fire sticks to objects, can grab and throw objects like an extension of your arm, as well as burning your foe. It is similar to natural fire in terms of heat. Purple flames.
Purgatory Fire magic gives you total control of the entire element and enhances your likelihood of corruption. However, in return for corruption it gives you power to pass on the corruption to others (to spare yourself), as well as an increase in power and damage your fire can deal. For example, you have three enemies in front of you, and you use your PURGATORY FIRE on the middle enemy - those within a small radius of your target may be affected by the corruption. You must be careful not to hit an ally with this corruption. Black flames, red corruption aura. Users:
Hellfire magic is the most powerful form of fire magic. You can use any form of fire attack you can imagine, with as much damage as you like. However, there is a cost to this magic: corruption. Yes, like purgatory magic, you will slowly become corrupted over the years of using it and there is no way to prevent it without an Ultimate Cleansing. Blue flames.<Please only select one of the four available Branches of Water Magic.>
<List goes from weakest to strongest, however the stronger the magic, the more harmful it is to you!>
Weak against electricity, strong against fire.
Natural Water magic gives you the control of the entire element. You can manipulate water and do all kinds of water attacks. You become immune to water/drowning. However, be aware that this is NATURAL water. The water that drips from a leaky faucet, the water that boils and freezes, the water that floods a city.
Water Body magic gives you similar control of the entire element, however, you are able to turn your body into water - making you impervious from most forms of attack (except electric). Prolonged use of the Water Body can lead to fatigue - periods of unconsciousness to death if pushed too far - when learning. It is similar to natural water in terms of damage.
Sea magic gives you total control of the entire element and enhances your likelihood of corruption. However, in return for corruption it gives you power to pass on the corruption to others (to spare yourself), as well as an increase in power and damage your water can deal. For example, you have three enemies in front of you, and you use your SEA MAGIC on the middle enemy - those within a small radius of your target may be affected by the corruption. You must be careful not to hit an ally with this corruption. You also have the ability to create hurricanes. Black water, red corruption aura.
Demon Ice magic is the most powerful form of water magic. You can use any form of water attack you can imagine, with as much damage as you like. However, there is a cost to this magic: corruption. Yes, like sea magic, you will slowly become corrupted over the years of using it and there is no way to prevent it without an Ultimate Cleansing.<Please only select one of the four available Branches of Earth Magic.>Weak against fire, strong against water.
<List goes from weakest to strongest, however the stronger the magic, the more harmful it is to you!>
Nature magic gives you the control of the entire element. You can manipulate plants and do all kinds of nature-based attacks. You become immune to poison. However, be aware that this is NATURE. The plants that grow, the flowers that bloom, the thorns and vines and poisonous herbs.
Rock magic gives you similar control of the entire element, however, you are able to manipulate the earth. The literal earth. The dirt and sand and rock and stone; create walls of rock or sturdy armour to protect yourself. It may seem stronger than nature magic, but it isn't, they both have their own qualities that make them equal in power.
Metal magic gives you total control of the entire element and enhances your likelihood of corruption. However, in return for corruption it gives you power to pass on the corruption to others (to spare yourself), as well as an increase in power and damage your metal can deal. For example, you have three enemies in front of you, and you use your METAL MAGIC on the middle enemy - those within a small radius of your target may be affected by the corruption. You must be careful not to hit an ally with this corruption. You also have the ability to manipulate metal - steel, iron, silver, etc. - to your will. Red corruption aura.
Animal magic is the most powerful form of nature magic. You have the ability to summon familiars (these are animal spirits while learning, so normal animals - and demonic animals when properly trained) who attack for you, and protect you. You can also control the minds of near by animals (eventually you can enslave demonic animals from your enemies too, but that takes a lot of practise) to fight for you, with as much damage as you like. However, there is a cost to this magic: corruption. Yes, like metal magic, you will slowly become corrupted over the years of using it and there is no way to prevent it without an Ultimate Cleansing.<Please only select one of the four available Branches of Air Magic.>Weak against earth, strong against fire.
<List goes from weakest to strongest, however the stronger the magic, the more harmful it is to you!>
Wind magic gives you the control of the entire element. You can manipulate the air and do all kinds of wind-based attacks. You become immune to asphyxiation. However, be aware that this is WIND. The air you breath, the air that blows in a storm, the air that twists into a hell-bent vortex.
Flight magic gives you similar control of the entire element, however, you are able to manipulate the wind to levitate yourself into the air. It is similar in power to Wind magic, however the distance you are able to fly depends on how experienced you are.
Weather magic gives you total control of the entire element and enhances your likelihood of corruption. However, in return for corruption it gives you power to pass on the corruption to others (to spare yourself), as well as an increase in power and damage your water can deal. For example, you have three enemies in front of you, and you use your WEATHER MAGIC on the middle enemy - those within a small radius of your target may be affected by the corruption. You must be careful not to hit an ally with this corruption. This magic gives you the control over the weather. Red corruption aura.
Astro magic is the most powerful form of air magic. You have the power to perform astrological magic - i.e. you can summon a meteor strike, shooting stars, miniature black holes (for those experienced enough) with as much damage as you like. However, there is a cost to this magic: corruption. Yes, like weather magic, you will slowly become corrupted over the years of using it and there is no way to prevent it without an Ultimate Cleansing.<Please only select one of the four available Branches of Electricity Magic.>
<List goes from weakest to strongest, however the stronger the magic, the more harmful it is to you!>
Weak against earth, strong against water.
Natural Electricity magic gives you the control of the entire element. You can manipulate electricity and do all kinds of electrical attacks. You become immune to electricity. However, be aware that this is ELECTRICITY. The electricity that powers a house, that flows through cables and powers devices.
Storm magic gives you similar control of the entire element, however, you are able to use lightning as a bonus, and in various ways. It is similar in power to Natural Electricity magic.
Technology magic gives you total control of the entire element and enhances your likelihood of corruption. However, in return for corruption it gives you power to pass on the corruption to others (to spare yourself), as well as an increase in power and damage your tech can deal. For example, you have three enemies in front of you, and you use your TECHNOLOGY MAGIC on the middle enemy - those within a small radius of your target may be affected by the corruption. You must be careful not to hit an ally with this corruption. Your ability is to manipulate technology - any kind so long as it is ran electronically - plus you can create robots to fight for you (you gotta actually make it yourself though, however your ability can help in crafting it). Red corruption aura.
EMP magic is the most powerful form of electricity magic. You have the power to create electromagnetic pulses, as well as all other electronic attacks, and with as much damage as you like. However, there is a cost to this magic: corruption. Yes, like technology magic, you will slowly become corrupted over the years of using it and there is no way to prevent it without an Ultimate Cleansing.<Please only select one of the four available Branches of Healing Magic.>Specialized Magic Category.
<List goes from weakest to strongest, however the stronger the magic, the more harmful it is to you!>
Healing Branch 1; what is classified as "normal" healing magic. The user can cast a healing spell to heal any injury - depending on their experience, they can fully heal someone so long as their heart is still beating. They can cure all illnesses, regrow limbs and missing organs, and even cure minor cases of corruption.
Healing Branch 2; what is classified as special healing magic. The user can cure all injuries so long as the victim is near death. Sometimes this means the healer must almost kill their patient to cure them.
I know a lot of this doesn't quite make sense right now, but until a Lore page is made, I'm afraid this is all you get right now. Please message me with further questions, and I might answer them... unless I can't because of plot reasons
Corruption is like a poisoning of your soul, mind and body. A disease that spreads from demons to mortal life, that transforms living beings (including animals) into one of them. It is slow and painful, and it drives you mad, until you lose everything you are, making you something else entirely.
Corruption comes in many shapes, forms and substances, even being able to form into sentient magic; one thing does not change, however, and that is it's colour. Corruption is noticeably identifiable by it purple-reddish hue, and effected damaged areas with a grey-purple burn with slight red tones. It is described as a "swirling" colour pattern, where the hues magically revolve and move within the contained area of the Corruption.
There are many forms of Corruption poisoning, the most common one being external. This usually appears as a burn mark on the skin that will slowly spread and cover the body if exposure is continued and not treated. The human body can withstand 25-30% of its mass being covered in Corruption before an Ultimate Cleansing is needed, however at 50%, the body will start to shut down - starting with organ failure - all the while, losing your mind. Once the body has been consumed by the Corruption, it won't die, but be suspended in a near-death state while steadily transforming the host into a demon that will turn against its friends. They may never gain their humanity again at this point, and the only treatment is death.
The second form, and the rarest, is internal Corruption, which is contracted through demon blades, or demon blood being injected into fresh wounds. Wounds must be fresh, however, which is why the most common is usually via a demon blade. This can also be done if demon blood is transferred into a mortal body.
Internal Corruption is treated via a purifying concoction that only skilled healers are taught to brew. It is advised that the wound is left open, and the body is left unhealed after taking this serum, as it is the safest way to drain the Corruption from the body before it reaches their heart. The concoction itself is special in a way that it forces the victim to bleed out, and even makes them quite nauseous. The goal is to have them either exsanguinate the Corruption, or vomit it out (in the same manner one's body would try to purge poison from its system). While the process is still dangerous and unpleasant to endure, it is the safest method if you aren't in proximity of a high-ranking healer with experience in dealing with this.Taint is similar, yet not at all, to Corruption. It is very easy to understand, and correlates to the same branch of "magical poison" as Corruption, hence why it is listed here as well.
To put it simply: Taint is a magical poisoning that only ESPERs can suffer. Taint, while generally harmless, can make the ESPER feel extreme amounts of pain, impairing its magical capabilities extremely, and generally affecting its performance as a whole. An ESPER can contract the Taint in only one way: by allowing, or being unable to prevent numerous deaths of the meisters placed in their care. It specifically happens if more than one dies within a short time frame, and will generally dissipate if no further harm comes to their charges.
However, if the ESPER cannot protect its meisters, or they keep suffering injuries, then the Taint inside them will expand from a marble-size ball to as big as a basket ball before it kills them. It is deadly to them, however it seems unpreventable. Rumour has it that only a Pscion can completely cure the Taint from an ESPER despite whether or not its chargers are injured or dying.
Taint, similar to Corruption, is two-toned. The Taint appears as a thick orange ball of goop with a pink hue that is shaped like a ball. It normally will start the size of a small marble, and continuously, yet very slowly, expand over time depending on the situation. Most cases, the Taint will leave on its own once all meisters in the ESPERs charge are safe from harm.The Ultimate Cleansing is a special - and incredibly dangerous - ritual performed to destroy someone's negative magic. It is a way to “wipe clean” the corruption one has gained from their magic branch and/or other external sources, and the only way to save a soul from becoming severely corrupted. It is a dangerous and painful process with a plethora of disadvantages.
After an Ultimate Cleansing, a magic user has to recover before they can find out if they are still able to perform magic again - in most cases, they will lose their magical abilities for up to three years before it returns, however there are some who may regain them almost instantaneously, and some who never recover their magic
A few have known to have died from this ritual.
Character profiles found on the lore page.
Mrs Prisha Sahni - Crystal Magic, Lost Magic
Feya Goodson - Hellfire Magic, 4th Branch Fire Magic
Leone Massar - Nature Magic, 1st Branch Earth Magic
Samaira Joscorvik - Natural Water Magic, 1st Branch Water Magic
Zakkari Tempest - EMP Magic, 4th Branch Electrical Magic
Ardyn Michaelis - Unknown Magic
Unnamed Male???
Unnamed Female???
Names that have beenstruck throughare deceased.
Magic that has beenstruck throughhave been removed from the player.
Alexia Domsen - Weather Magic, 3rd Branch Air Magic
Tetra Somber - Rock Magic, 2nd Branch Earth Magic
Unit - E743R - n/a
Ustrina - Natural Fire Magic, 1st Branch Fire Magic
Inotia Valefir - Healing Magic, 1st Branch
Daiana Cristea - Water Body Magic, 2nd Branch Water Magic
Jove Everette - Technology Magic, 3rd Branch Electrical Magic
Walther Wallenstein - Sticky Fire Magic, 2nd Branch Fire Magic
Ryuga Sorakami - Demon Ice Slayer Magic, 4th Branch Water Magic
Delphia Montgomery - Flight Magic, 2nd Branch Air Magic
Arl Craynore - Storm Magic, 2nd Branch Electrical Magic
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Magic voices whisper endless thoughts.
Speak and die.
Listen and quell their rage...
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