Hidden 9 yrs ago Post by jasonwolf
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Ologists

A Study of Arcane Specialists

“Study is the core of progress. To know is to control. To control is to thrive.”

Magic has always been there. A subterfuge to our reality. It has guided the course of man for centuries. It fascinated our ancestors, but eventually we came to understand it. At first it was barbaric imprecise ritual and rite, but with study we refine the techniques. Eventually schools of study were defined: Shamans or Rituologists, Alchemists/Alchemologists, Arcanists/Arcanologists, Hunters or Beastiologists, Shifters or Morphologists, and Demonologists. While no physical schools have existed since the sixteen hundreds the studies remain passed on by groups who remain in the shadows. Man would rather forget magic and it’s chaotic ways for a facade of normalcy and control. That is why we remain though. As much as some wish to leave the past behind, it always wishes to catch up.

In the modern day organizations have formed to tend to issues of a magical nature. To try and keep things subtle it’s largely small groups acting on their own volition. Today you find yourself in the business of Wells and Raick Private Investigations, a detective agency the most common cover for groups of specialists, whose main office is in a small town on the coast of Maine called Belfast. The company takes its name from the duo who began it. Joseph Wells and Miranda Raick. The two were well studied in all the schools of magic, and for a time were the premier Arcanologists of the western world. The business was created in the mid seventeen hundreds when the two arrived from England to study the native people’s magic as it was far more connected to nature than anything seen before. Since then the business has traded hands to apprentices through the centuries. Now it has offices in most of the states and the leadership is held by Seph Kane, a Morphologist and Hunter, and his long time partner Markiel Relov, an Arcanologist and Demonologist. Always in search of new talent the two have recruited from throughout the world seeking those who may have the talent to carry the name.

As much as the world changes the magics for ancient times still turn up and play their hands. For people to go on in their happy ignorance specialists have to keep things in balance letting magic pluck the strings of fate without allowing it to steal the will from people. Most often magic and people’s lives cross by accident. Buying a house with a bit too much history or walking off the wrong path can lead to strange encounters usually relegated to “fairy tales”. Few want to admit to these encounters, but when it’s all just a bit too strange most will turn to the friendly faces at the nearest Wells and Raick a place that has always been willing to take on even the oddest cases. So when you feel like you’re losing your mind let Wells and Raick give you peace of mind.

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So first things first this is totally inspired by another RP here called Priest & Hawthorne in a number of ways, and I hope the author sees that this is out of admiration not out of looking for an easy idea. It didn’t last forever but read it if you want some good paranormal stuff. roleplayerguild.com/topics/84746-pries..

Now to my world. The core of this is the schools of study or Ologies. Each have very different ways of affecting the world and as such would have a very different role in the story.

Shamans / Rituologists:

This is the oldest school, but its doesn’t mean it is outdated. The school has refined the art over millennia. It is highly connected to nature and is by far the most powerful school when looking at the raw ability of it all. A Shaman can take control of the elements in all their forms and accomplish great feats, but they have two fatal weaknesses both combining in the ritual. As the name suggests these specialists require a ritual to channel their magic, and while some are as simple as shaking a talisman others are grand multiday works with hundreds of ingredients, actions, and sometimes even many shamans. Once in 1906 a shamanistic cult decided to try and eradicate the city of San Francisco to drive people away from the area they declared sacred. The group caused the massive earthquake and fire with a ritual that lasted a whole week. If certain powers hadn’t come together to deal with them it could have been far worse.

Alchemists / Alchemologists:

Alchemy is the most scientific study. While all magic is a science really this is the only one that involves test tubes. Alchemy is the method of using arcane ingredients and other materials to synthesize different concoctions. Alchemy has many internal fields, but any dedicated practitioner knows a fair share of each. Some of the most popular are metallurgy, equivalent exchange, and brewing. Metallurgy is the traditional metal changing talents, but also does some work with magically imbued tools though most is done by hunters. Equivalent exchange is the mages alchemy the ability to alter materials into equivalent objects requiring massive focus and a precise knowledge of not only the materials and magic but of what the mage intends to make. Brewing is the making of all kinds of potions, concoctions, and poisons. In a sense an alchemist can brew a ritual for later use, but there are limits on how much can go into a stable brew.

Arcanists / Arcanologists

The traditional witch, warlock, wizard, mage, and sorceress fit here. With knowledge of the raw arcana and mana that permeates reality they can affect the world in precise ways. They carry spellbooks in some form or another (masters doing it mentally) and an implement of some sort. Brief combinations of words and actions give them control over the arcana to do with as they please. Such simplicity and precision comes at the cost of greatly depleting their mana, a magic life force in all things. To cast spells without mana would cause great harm to a person possibly even death.

The spells cover near everything and as such arcanists usually pick one or two fields. All the elements are fields, nature magic, utility magics (lights, telekinesis, telepathy, etc.), and more.

Hunters / Beastiologists

These men and women may never cast a spell in their lives instead they rely on the magic in other things. They study magical creatures primarily and usually hunt or tame them. Alongside that they craft magical weapons and devices. They tend to work closely with or become alchemists, at least a metallurgist a small way, as well. They have by far the widest variety of options with all sorts of magic weapons and enchanted tools as well as hundreds of magical creatures to use (either alive or as materials).

Shifters / Morphologists

Shifters do not use their mana in outward projections, but rather affect themselves in various ways. The three main groups are werecreatures, enhancers, and clerics. Werecreatures are straightforward enough this shifter can take on half or full animal forms based on skill. The number of creatures also requires a lot of training. Most average shifters take about three; a land, air, and sea creature, but there is no requirement of any sort on what are chosen. Enhancers keep their human form, but mold it in many ways. They can alter strength and proportions gain special talents and more for a short time. Talented enhancers also can change their full appearance for a long time to imitate others, but it takes a lot of their mana to hold the form. Clerics are magical healers that can use mana to cure disease and mend wounds.

Demonologists

While some have given the school a bad name Demonologists work both with and against dark magics. They work with the mysterious ether from the infernal plain to do fantastic feats. Using ether and mana taxes the body greatly and as such many demonologists need a familiar from the infernal plain: imps, hellhounds, and such are popular choices. Some demonologists want more though and make bargains with greater demons. It has never been known for this to work out for the mage in this case. The magics granted by ether include: minor divination, raw magical control (blasts of raw arcana and other ways to weaponize it), spatial alteration (blink and portals), and the ability to commune with demons.

Bargains with greater demons can give much greater powers, but are certain doom to any fool who would try to make such a deal.

Now while these are guidelines i haven't defined every last possibility. These are more meant to define how you can work with magic. If you want to make golema then you might combine demonology and alchemy or if you want to be a straight elemental mage you might do arcanist with one or two rituals. I do hope you have the self control to not do anything ridiculous. If you have a specific magic that you don't know where to put it ask me and we can figure it out.

I don’t have any characters sheets or anything yet, but hey its just an interest check so I hope no one minds.
Hidden 9 yrs ago Post by R31GN
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You've got my interest
Hidden 9 yrs ago Post by Austronaut
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I played in the original P&H and was sad when it faded out. I would be intersted in reprising the idea.
Hidden 9 yrs ago Post by Theodora_21
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Throwing in my interest.

-Teddy <3
Hidden 9 yrs ago Post by Naril
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HEY!

I was just thinking of that old thread! I had a really catastrophically busy few months there, and playing game-mistress really just wasn't in the cards. I hope you all can forgive me some day. I'm, um, enormously flattered you liked that enough to take inspiration from it!

I've been considering restarting PHI, but that's still very much in the planning phases. In the meantime, though, I can very likely find the time to write a character for this, if you'll have me. :3
Hidden 9 yrs ago Post by R31GN
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Gosh, @Naril don't you have a blind elf to be writing about?
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Hidden 9 yrs ago 9 yrs ago Post by Witch Cat
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I absolutely love the idea, count me in! Oh, and if you plan to have any limits (involving post length, character detail, etc.), I'd like to know them.
Hidden 9 yrs ago Post by Naril
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@R31GN I'm working on that right now! It's a nice break from troubleshooting G code and toolpaths. :3
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@R31GN I'm working on that right now! It's a nice break from troubleshooting G code and toolpaths. :3


That sounds just complicated enough for me to pity you for having to deal with it, and just technobabble enough for me to not even try asking what it is. Godspeed, kiddo
Hidden 9 yrs ago Post by jasonwolf
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Wow look away for like three minutes (hours) and suddenly I have to do work and stuff. Uh the humanity!

@Austronaut@Theodora_21@R31GN

Thanks for the interest though I'll try and get some stuff together tonight, but probably won't have anything until tomorrow evening.

@Naril

I just hope I can keep some quality to this. I have my moments of really brilliant stuff, but others are lacking... with luck you can bring some of that class here.

@Witch Cat

To address certain concerns that I know now: I don't plan to run a post limit/min requirement as I want to test what the group will do. I always find more detail to be better, but I certainly know that you might not be able to iron out everything. There is a limit I'd like detailed in that I will be expecting people to rather precisely define their magical abilities. I want more than just Ted is a fire mage so he has fire spells. I want at least their prefered/favorite/most used spells defined rather clearly, as that helps when you use them over and over, but of course spell books hold more than just five or six cantrips.
1x Thank Thank
Hidden 9 yrs ago Post by Witch Cat
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Wow look away for like three minutes (hours) and suddenly I have to do work and stuff. Uh the humanity!

@Austronaut@Theodora_21@R31GN

Thanks for the interest though I'll try and get some stuff together tonight, but probably won't have anything until tomorrow evening.

@Naril

I just hope I can keep some quality to this. I have my moments of really brilliant stuff, but others are lacking... with luck you can bring some of that class here.

@Witch Cat

To address certain concerns that I know now: I don't plan to run a post limit/min requirement as I want to test what the group will do. I always find more detail to be better, but I certainly know that you might not be able to iron out everything. There is a limit I'd like detailed in that I will be expecting people to rather precisely define their magical abilities. I want more than just Ted is a fire mage so he has fire spells. I want at least their prefered/favorite/most used spells defined rather clearly, as that helps when you use them over and over, but of course spell books hold more than just five or six cantrips.


Ah, thank you for taking the time to write that out.
Don't worry, I always do try to impress so (hopefully) my writing will be up to standards. And I'd love to see what the creativity of a whole group of people can do. You're very lenient, but I'm sure things will go well! With a topic as varied as magic, how can anything go dull?
Hidden 9 yrs ago Post by Polyphemus
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I would like to get involved with this, it sounds like it has some real potential.
Hidden 9 yrs ago Post by jasonwolf
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Well heres a kind of BETA character sheet I put together at 2:30AM. I'm open to additions/changes.

Hidden 9 yrs ago Post by POOHEAD189
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POOHEAD189 The Abmin

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I might just throw my hat into the ring
Hidden 9 yrs ago Post by Witch Cat
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There are a few spelling errors, but other than that, it's pretty solid. I'll get working on a CS later in the day.
Hidden 9 yrs ago Post by jasonwolf
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@Witch Catyeah. I wasn't even going to try and spell check while half asleep.
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Hidden 9 yrs ago Post by Witch Cat
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@jasonwolf Now that you are (hopefully) rested. Maybe while you're spell-checking stuff, you could make the difference between "Spell Specialization" and "Spells and Abilities" a little more clearer. Just a suggestion.
Hidden 9 yrs ago Post by jasonwolf
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@Witch Cat Well before I do the fully detailed version i think I can sum it up very briefly as this.

Specialization is the specific field of magic. They cover all the different kinds of spells you might have learned. All of the studies are super broad and one person can't learn everything from one without spending centuries on it. You're specialization might be a specific element you choose to focus on or how you make things in alchemy. It's in a sense your method of using magic.

Meanwhile the spells and abilities are single spells that you can cast or defined abilities you have. This would be where a shifter, who is a werecreature, would put their wolf form. This is where a Hunter would put their specific talents even if they aren't magical. This is where an Arcanist, who is a elemental mage, might put down a fireball , an ice spear, and a giant boulder spell.
Hidden 9 yrs ago Post by Witch Cat
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@jasonwolf Alright, that helped. But question about the Spells and Abilities thing. Would I need to write down all the possible spells, or would just a taste be fine? I've seen many Rps that require one or the other, so I just wanna clear things up.
Hidden 9 yrs ago Post by jasonwolf
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@Witch CatJust you most frequent spells. You're go to spells. So yes a taste of it. The point is that I can see the average of your powers. What you can do on average.
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