Welcome to Mordhaben's Institute for Aspiring Mages!
The School
Welcome to Mordhaben's Institute for Aspiring Mages!, more commonly known as Mordhaben's, or to locals The Institute. We are a school dedicated to educating future generations of Mages in The Way for the sake of science and safety. Mordhaben's Institute for Aspiring Mages was founded in the year 27PW, long before the Unoctocan Empire's founding, and has a long and rich history of progress for the sake of humanity.
Mordhaben's Institute for Aspiring Mages is a welcoming place and accepts applications from students of all ages that have completed primary and secondary education, or have gotten a diploma equivalent certification (D.E.C.). Tuition is completely free to students as the Institute is now funded through the Unoctocan Empire's Mage Corps. Graduates are given a license for open usage of advanced and dangerous Magic skills, and are automatically given the option of joining the Mage Corps upon graduation. Graduates are, however, not required to join the Military, and the majority of graduates go into freelance work or get employment requiring advanced Magic knowledge.
At Mordhaben's, we focus on nurturing the inborn talents in every student. As such, we recognize that not everybody's talents lie in the same areas. The Entrance Exam only requires that applicants pass a single test out of a multitude of different types of test, including written tests of knowledge, practical tests, athletic tests, and tests of strategy. If the honored applicant has a hobby or interest, we request that the applicant informs us so that we may work that hobby or interest into the entrance exam in some form and evaluate whether it has use.
We offer a multitude of courses in academics and military training, with a strong focus on Astronomy, Geology, Strategy, Aircraft Piloting and Maintenance, and Mechanized Cavalry Command and Maintenance. Military training is mandatory for all students as part of our contract with the Unoctocan Empire, and the bare minimum involves basic infantry training, though we strongly recommend taking part in our Aviation and Mechanized Cavalry programs. Specialized subsets of martial arts training are also available, though not necessary and not always recommended - your rifle will always carry you further than knowing how to use a chain whip will.
In addition to our classes, all students will go on weekly mandatory excursions for community service, typically for community safety and defense, or for scientific research. Each student will choose a partner for each excursion, and will be overseen by either a teacher or a professional Mage during their outing. Occasionally, this will include excursions to locations outside of the Empire, so that we may all gain a better understanding of other cultures.
Setting
A mysterious race of beings, seen as Devils by some and as Gods by others, has given humanity a second chance at survival after humanity bombed itself nearly to oblivion. Thousands of years afterwards, humans finally climbed up from the bronze age to something more resembling modern society. Technology is finally on par with pre-cataclysm World War 1, and national tensions are rising. One of the gifts given in addition to humanity's survival was the ability to manipulate the world around them - also thought of as Magic.
A form of martial arts known as The Way has been around ever since the first few generations of survivors sprung up, and has been shifting to fit technological developments ever since. These days, it's essentially military training combined with magical training.
Dedicated colleges for training in The Way have sprung up, and our characters play the roles of students, teachers, and professional Mages. Mordhaben's Institute for Aspiring Mages is one of the oldest and most prestigious of them all, but it certainly isn't the only one.
The year is 7210 AD, or rather, 1210 Post-War. In the year 2322 AD, Earth made first contact with a superior alien civilization. They were nothing like we expected, and rather than utilizing what could be strictly considered technology, they used what humans could only think of as "magic". Their consciousnesses meshed with the foundations of the universe rather than existing under it as ours do. Humanity, in its greed, attempted to uncover how to gain the aliens' powers to alter reality, and in doing so fell into a civil war between those who wished to do so militarily, and those who wished to do so peacefully. The Colony of Grey Mars, the Titan Colonial Mandate, and the Belt Stations' Confederation formed an alliance opposing the Democratic Republic of Terra's aggression, and in 2365, interstellar antiplanetary antimatter missiles were exchanged between both sides, wiping out almost life on Earth, Mars, and Titan. Only some farming and mining stations in the Belt Stations' Confederation were left intact, with very, very few remaining educated people, and with all central libraries destroyed, almost all of humanity's collective knowledge was lost.
Without the support of farms on Mars, the Belters were faced with certain starvation, and made contact with the aliens (who refused to be named, or whose names were unpronounceable via sound - that knowledge has been since lost). The alien civilization was neither benevolent nor malevolent in reality, as their morality does not match our own. But modern humans curse them as demons for what they did, and modern humans curse their ancestors as savages for their own past actions.
The remains of humanity were given roughly what they wanted, in the form of bioengineering, terraforming, and replenishment of flora and fauna, giving them access to something vaguely similar to the aliens' innate abilities and making Earth "habitable" (a somewhat debatable term, given those mysterious beings' difficulties in understanding our needs) once more. And, to boot, these aliens guided a number of the surviving stations back to Earth's surface, where they still rest, oftentimes centers of civilizations. But what humanity gave up wasn't worth it. They had traded their sovereignty and their future for immediate survival.
In the past few thousand years, humans have had to build their civilization back up from the early bronze age, with very little real technology beyond what could be scavenged from the safest old-world ruins. They now know almost nothing of what they once did, save for that space exists and Earth isn't the center of it, that they will one day return to the Stars, and that a civilization of Gods and Devils once saved them from themselves at a great cost. Periodically, landing craft appear on Earth and take the entire population of a small town to who-knows-where without saying a word. And people are getting very, very unhappy about it.
Earth is a shattered, torn place these days. It's been just under five thousand years since the Solar Civil War tore the planet to shreds, and the Earth is still reeling from the aftereffects of the apocalyptic weapons exchanges. When the missiles struck the Earth, they embedded themselves hundreds of meters into the ground before detonating, effectively cracking the planet open like a clump of clay struck with a baseball bat. Enormous craters were formed as huge chunks of the planet were thrown into the sky, and the explosive shock triggered tectonic activity on levels not seen since the planet first formed and cooled.
Continents have shifted about, new mountain ranges have formed, and existing mountain ranges have been split in half to form deep ravines kilometers deep. Debris thrown into orbit from the explosions includes remainders of old human cities, stone, dirt, clay, and enormous volumes of water. In the past five thousand years, the Earth has gained a new Satellite - much smaller than Luna, but much more unusual. "The Glob", as the common folks call it, is a large hunk of loose mud and gravel saturated with water, and shifts in shape as it passes through the sky, freezing on the side furthest from the sun and shifting from an orb to an oblong egg any time it passes near Luna. Luna itself has had its orbital path thrown off by The Glob, and rather than moving in a proper ellipse, its orbital path shifts on a routine basis, though neither satellite seems to be in any danger of falling out of orbit any time soon.
The Earth also has a spiral of debris hundreds of thousands of kilometers long trailing along on a suborbital trajectory, steadily being pulled back down to the planet between the tropics with the heaviest concentration centered along the Equator. This debris spiral is responsible for ending the Great War that occurred over a thousand years ago, when it finally came back into contact with the planet and rendered the tropics almost uninhabitable. Smaller chunks of debris simply burn up in the atmosphere on descent, but the larger ones have resulted in ceaseless streaks of fire across the sky as the Earth turns, and the spiral trail's slow reentry has caused a thick layer of ash clouds to cover most of the region. These "Deadlands" are now the home of swarms of sapient Monsters who have migrated to escape the steady expansion of hostile human territories.
Tropical weather has grown rarer with the cooling of the oceans in the tropics, and arctic weather has increased in frequency in further north and south latitudes, leaving the remaining habitable regions of the planet with a temperate and pleasant Spring and Summer, but harsh Winters and utterly erratic Autumns.
While some of the most common flora and fauna on the old Earth are still present, the scenery is much different due to the replenishing and terraforming efforts of the alien civilization that saved humanity's remnants from starvation. Large "mushroomlike" trees are more common than pine or oak ever were, several regions have oddly colored and razor sharp grasses, and in general the ecosystem is a completely different beast. Despite the blasted and nearly alien ecosystem, it is perfectly fertile.
Humans are pretty much what they always have been in shape, size, appearance, etc., but they have gained a few new tricks. Humans are now able to manipulate the fabric of reality as long as they have access to suitable forms of energy - heat, motion, electricity, radiation, fat stores, whatever. Humans are no more durable than they used to be though, which limits how much power a single person can take in and use, and the initial source of magic energy always has to be the caster's own body (typically resulting in a blood sugar drop). Mages have to "step up" their energy chain with other sources, or else they risk exhausting themselves.
Each person has an affinity for certain forms of reality manipulation, based on their personality and genetics. But attempts to classify such skills have almost all failed, as the potential abilities of each person are far too varied. Elemental manipulation, creating matter from energy, creating energy from matter, telepathy, retroactive manipulation, proactive manipulation, body enhancement, and precognition are just a few of the skills that people can master. No one person has ever successfully mastered more than a few different talents at once, and even within those talents, there are strongly preferred skills, such as pyrokinesis, telekinesis, beast summoning, cosmic disaster creation, and the like, which each person will find they have an affinity for.
A new martial art has appeared that capitalizes on manipulation skills. It's known by many different names - The Way, Star Fist, Gift of Angels, etc., for some very rough translations. But the central concepts are all the same. Intense concentration on the world around oneself, intense concentration on the world one wishes to see, and even more intense concentration on the split between the two concepts have all become an artform. Foundation, the world itself, allows one to protect oneself against and disrupt other manipulations. Vision, the ideal reality, gives insight into what was, is, will be, and what is possible. Compromise is the ability to split the difference between Foundation and Vision, and as some have put it, is the art form of arguing with the universe and winning.
The more steadfast one person's Foundation is, the less effective others' abilities will be against them and their environment. The more powerful one's Compromise is, the greater the degree to which they can change the environment. Foundation is almost incapable of completely preventing Compromise from having an effect, but remaining committed to reality as it currently is certainly makes it harder for others to change it. Vision is needed in both, to see what is wanted, to see what has happened, to see what still is, and to see what will happen. Foundation cannot protect without knowing the arguments of Compromise, which Vision will give, just as Compromise cannot be achieved without using Vision to know what changes to make. But Vision on its own is a powerful tool, and those skilled in it may uncover secret knowledge or even see their own possible fates and make changes to prevent them.
Compromise can be used to draw energy from alternate sources and magnify the degree of the effect a Mage can create. While the initial power source must be in direct contact with the Mage in some way, the Mage can 'steal' energy from natural occurrences with enough knowledge and experience. This is done by means of using the lowest-skill Compromise skill - simply pushing magical energy out into the world and drawing a connection between the source within their own body and the source they wish to tap into. Beware, though: the unskilled may experience harsh backlash without knowing how to tailor this connection to their needs, and worse, the use of Vision may permit others to know when they intend to use magic and where their energy sources are.
Only some of the life that existed on Earth was able to be resurrected after the great cataclysm - some trees, the most widespread animals, bacteria, viruses, etc. Most life on the planet was created by the alien saviors using their own plants and animals as a base, through intense magical bioengineering. The most dangerous of these are simply referred to as Monsters, and all Monsters are able to use magic either on par with or vastly exceeding the average human. Some Monsters have created their own small, tribal civilizations far away from humans, but there have been clashes between sapient Monsters and humans from time to time.
Whether out of incompetence or as a cruel joke, humans and Monsters are capable of breeding with one another (even when their methods of reproduction are wildly different), which lead to the birth of bizarre hybrids - usually referred to as Chimeras. Chimeras are hated by all of Monsterkind, and humans have a distaste for them because of their strange appearances, so Chimeras typically either live in segregated areas of human cities, or in neighboring tribes of their own. Some societies are more open-minded and welcome Chimeras with open arms.
Chimeras are categorized by generations interbred with humans, and by familial Monster genetics. Chimeras may interbreed with other Chimeras, which results in odd mishmashes of Monsterlike features layered on top of the human features they've gained. Monster aspects are universally recessive traits. Chimeras may also breed with Monsters, though this is extremely rare due to Monsters' instinctual repulsion towards Chimeras.
First Generation Chimeras are the most Monsterlike by a long shot, and have typically only gained an Earthlike and humanlike skeletal structure, removing half of their ribs and reforming their limbs and joints to more closely resemble Humans. They typically retain their Monster sizes and most Monster internal and external organs, and tend to have trouble communicating with humans vocally. They are invariably just as intelligent as humans are though, regardless of Monster species in the mix. First Generation Chimeras are the most hated by Monsters, and more aggressive Monsters that might ignore humans will often attack them on sight. A First Generation Cephalopod Chimera would walk on two primary legs and have a human internal structure, but would also have slimy and slick hides and (depending on species) extremely thick and large natural shells, resembling walking nautiluses or squids.
Second Generation Chimeras become more human medically speaking, taking on human internal organs and further reshaping their bodies to resemble humans. Sizes are brought down or up towards human, though not always fully. Some Monster appendages and attributes are lost, and their hides become more mammalian. Second Generation is roughly where Chimeras are guaranteed to have humanlike vocalization abilities, though their voices tend to be very unusual and grating. Second Generation Chimeras onwards have a progressively greater chance of losing their second set of eyes in favor of a humanlike face. A Second Generation Molluscoid Chimera would have a much smaller shell and loses most of its limbs, with the remaining limbs becoming more mammalian and its facial structure moving from completely molluscoid towards humanoid.
Third Generation Chimeras generally have their entire bodies covered in mammalian, humanlike hides, though exterior things like feathers, fur, and spines tend to remain. They have fully humanlike vocalization. Typically, the Monster-esque secondary pair of eyes is gone by the Third Generation. This is roughly where average humans without odd fetishes stop being horrified by their appearances. Third Generation Cephalopod Chimeras may resemble Illithids as presented in Dungeons and Dragons.
Fourth Generation Chimeras are almost entirely humanlike in appearance and behavior, save for a small number of Monster features that may remain, such as claws, carapaces, animalistic ears, fur, feathers, etc. Occasionally duplicate appendages may be present depending on ancestral Monster species, such as a second pair of arms or legs, or the standard Monster secondary pair of eyes. Monsterlike organs that are still functional under the new humanlike form tend to remain - for instance, a Fourth Generation Insectoid Chimera would likely have compound eyes sitting within a human shaped face.
Fifth Generation Chimeras are almost entirely human, only retaining one or two minor Monster attributes, such as digitigrade legs, animalistic ears, tails, shells, wings, and the like. These include animal-like people often present in old Earth animated shows and graphic novels such as nekos and Faunus in RWBY.
Sixth Generation Chimeras only retain vestigial Monster aspects. The most extreme Sixth Generation monster aspect recorded to date has been a case in which a man's big toes were used as a foot support rather than his heels, which were narrow, unpadded, and rested atop his big toes while standing. More common aspects tend to be fewer or more fingers, slightly sharper teeth than average, the ability to wiggle one's tailbone, etc.
Seventh Generation onwards are effectively entirely human, though there is a minor possibility that children borne between two seventh generation Chimeras may resemble Sixth Generation Chimeras if remaining Monster genes are passed on from both parents.
Monsters come in a multitude of different forms. While they are all capable of performing Magic, they tend to look wildly different from one another, save for a few things in common due to their origin as modified xenofauna.
Monsters generally have complete rib cages rather than half rib cages like Earth fauna do, meaning there is no such thing as a Monster with a soft underbelly. Monster hides are often thicker and more radiation resistant than Earth fauna hides are. Almost all Monster species have four eyes rather than two, with both predatorlike forward eyes and preylike side eyes. And Monster "fur" and "hair" is generally more akin to razor sharp and brittle spines formed of silicate compounds, and resembles either narrow, bladelike scales, or feather shafts. Monster "fur" and "feathers" are also more brittle than Earth fauna equivalents as well, owing to the higher concentration of silica and iron in Monster bodies. Monster pelvic and shoulder joints are always side-mounted rather than vertically mounted, giving their legs a much wider range of motion, and Monsters' pelvises and tailbones extend further to provide their legs more muscle mounting points and greater range of motion.
Monsters are categorized by resemblance to Earth fauna, by size, and by danger rating.
Sizes are U, XS, S, MS, M, ML, L, XL, 2XL, 3XL, and X. Danger Ratings are F, E, D, C, B, A, S, and X.
Mordhaben's Institute is in the remnants of what used to be Wyoming, roughly one hundred miles to the southeast of the tail end of the Rocky Gorge. Further to the west, the Flynenhael Gulf Cliffs stand on either side of the Flynenhael Gulf. Across the Flynenhael Gulf is a large landmass that used to be the western coast of North America, stretching all the way from a narrow land bridge near what used to be Alaska all the way down to Baja California. To the East of Mordhaben's Institute, built near the ruins of Chicago, is the great city of Unoctoc Station, seat of the Unoctocan Empire. Further to the east of that lies the Northeastern Bay - a blasted crater hundreds of miles wide opening up much of the continent to the ocean. Numerous other dry craters are scattered throughout the continent where major population centers used to be, now blooming with fresh life.
In the Southeast, cutting across from what used to be eastern Texas all the way up to what used to be northern Virginia, is the nation of Airelosia, which is currently in a white peace with the Unoctocan Empire following a short-lived conflict and Unoctocan victory in 1204PW. The Unoctocan Empire covers most of the landmass, and borders with the Flynenhael Conglomerate to the west are fuzzy at best and heavily disputed.
The Unoctocan Empire is home to Mordhaben's Institute, and most closely resembles old Prussia culturally, though the government is required to be more egalitarian than its old Earth equivalent simply by merit of the existence of magic. While they do have a royal family, this royal family eternally has the sword of the military held above their heads, and parliament has the sword of its citizens held above their heads as well. Revolution is paradoxically staved off by encouraging revolution. The language of Unoctocan Common, translated into English for the purposes of this roleplay, is most similar to Gothic and Vandalic with hints of modern German. The Unoctocan Empire was founded in 804PW and has in the past four hundred years expanded westwards from its capital to cover the old territories of Govoria to the north, Swazivan to the southwest, Mordbauvin to the northwest, and Hasval in the center of their territory.
The Flynenhael Conglomerate to the West is less a nation and more a loose confederation of communities, and resemble old tribal societies more than anything, using a mixture of direct democracy and mutual aid, with a strong focus on magic and advanced radio technologies for long distance communications. Each community is free to join and leave the Conglomerate as they please, though the Conglomerate has spent large amounts of resources in ensuring that its member communities are self-sufficient and extremely well protected with static defenses. The Conglomerate has a wildly varied culture stemming from its historical respect for other cultures, save for one defining feature: their dedication to egalitarianism. The Conglomerate is, as such, composed of hundreds of different tribal cultures which have banded together over its long history stretching all the way back to 241 PR (Pre-War). The Flynenhael Conglomerate is the only modern nation to have participated in the Great War over a millennium ago, and is currently embroiled in a soft territorial conflict with the Unoctocan Empire in which border towns regularly switch national identity in exchange for gifts of resources from both respective nations. The Flynenhaeli language sounds similar to modern earth's Welsh with English grammatical structures, but there are dozens of distinct ethnic groups within the Conglomerate with their own tribal languages, and Unoctocan Common has become their second nationally recognized language after a centuries long trade war.
Airelosia to the Southeast is the most brutal by far, with a military meritocratic dictatorship in place that actively encourages would-be rulers to assassinate their superiors, under the thinking that a strong enough leader for their nation's needs will be able to protect themself. Airelosia is a watery place, overrun with the descendents of bamboo and kudzu and continually bombarded with heavy rainy seasons throughout the year, giving it a unique culture all of its own. Airelosia is notable in that it exterminates all traces of non-domesticated Monsters wherever it can, including Chimeras, likely due to its proximity to the Deadlands. Airelosia is the second oldest nation in what used to be North America, and has been around since 0PW, when the population of Aivez revolted against the tyrannical Hozez dynasty in response to Aivezu soldiers being executed for failing to defeat Hasvali forces in combat over the Appalachian Mountains. It's debatable whether the system of governance they came up with was better than what they had before, but it at least seems stable. The Airelosian language is most similar to Spanish and Latin, though its grammatical structure resembles nothing in the modern world. Unoctocan Common has come into widespread usage amongst the nobility and in border regions, though it is not formally recognized as a national language and likely never will be.
Shitty Legend: Unoctocan Empire, Flynenhael Conglomerate, Airelosia, Deadlands, Unclaimed Territory, Oceans and Seas
While the Unoctocan/Airelosian border is concrete, all other borders are soft and ill-defined.
Yellow Stars are fallen Stations, used as major central cities in the Unoctocan Empire, Flynenhael Conglomerate, and Airelosia. Orange Blips are each region's preeminent Mage Universities.
Mordhaben's Institute is located in the midwest Unoctocan Empire. Ysfel Hwm Davin is located in Flynenhael's trade hub city of Saern Llos. Yuutos Academy is located in the Deadlands, in the Yuutos Peninsula. Universita Centraliz Aivezu is located in northern Airelosia, in Centraliz Aivezu.
The Imperial City of Unoctoc Station is in the northwest Unoctocan Empire, sitting only a few miles outside of the ruins of Chicago and on the coast of the Unoctocan Sea. The city itself is primarily made up of modern brickwork apartment towers and factories, though ancient structures with smooth red clay surfaces and pseudo-Gothic architecture are standing near the Station itself. The Station is a massive cylindrical tower standing at the south end of the city, soaring a two kilometers into the sky and measuring sixty-five meters in diameter. Stained glass windows cover up gaping holes twenty meters in diameter each with jagged edges that have been machined down on the north, southwest, and southeast sides of the tower at 700 meters, 400 meters, and 200 meters in the air respectively. Three ruined and nearly unidentifiable structures with fifty meter long scaffolded tubes lay in a heaps outside of the city, presumably having been knocked off of the station's core during deorbiting. The Station has the words "MINERAL STATION 188" written vertically across its northern side beneath the top window in riveted chrome plating. The time of day may easily be determined by looking at where the reflections are cast off of the shining text, and much of the city's population uses this "station hour" as a measure of when they should take a break from their jobs and take care of other business.
Saern Llos, the greatest trade hub in the Flynenhael Conglomerate, sits in the middle of the enormous peninsula that forms their nation, on the slopes sweeping down from the Flynenhael Gulf Cliffs. The Station is three miles long, narrow, and fifty meters wide and tall, and runs from Northeast to Southwest. What used to be a scientific observation port on the topside of the Northeast end has been converted to The Peoples' Garden, and the length of the western side of the Station has been torn open to expose the tightly packed trade city built within its five decks to the open air and sunset. The words "ANOMALY OBSERVATION STATION, 212" are printed across the eastern side in enormous, bold, black letters. Beneath the overhang formed out of the jagged top of the western side is a two and a half mile bazaar resting along the ground, where foreign traders come to set up stalls, offload inventory, etc. East of the city is a wide, square tunnel sloping many miles downwards through the cliffs' slopes towards the Flynenhael Gulf, and the tunnel shows traces of having been blasted open cleanly with magic. At the end of this tunnel is a port, where trade ships regularly dock to take on and offload goods traded at Saern Llos. Buildings within the Station's decks are made of solid steel, salvaged from the remains of the western wall and made to appear uniform with the outer hull. The inner streets are lit with magically constructed artifacts spewing violet flames rather than electric lights, and the entire top deck is dedicated to the grounds of Ysfel Hwm Davin.
Centrali Publica, the capital of Airelosia, is located on a triangular manmade island of bricks surrounded by hundreds of miles of thick marshland, in the core of the nation near the Aivezu Materitoro Peninsula, a mere four hundred miles from the Deadlands' dust storms and aurora. Centrali Publica's Station's visible portions are similar to a four hundred meter per side triangular pyramid with fifty meter arms tipped in ancient biospheres erupting from each side. The entire station has been painted a brilliant shade of white trimmed in gold, with the number 57 resting upside-down on all visible sides, and the station's arms perform a similar function to Unoctoc Station's shining lettering by casting a shadow across the town. The buildings surrounding the Station are widely made with frames of Shroomwood, which is an off-white form of local fungal tree stem, with layered walls of woven bamboo fibers meant to let cooling breezes through. Upper-caste micro-palaces soar many stories into the sky with open decks and no windows beyond the pull-down shutters of similarly woven bamboo fibers. A shantytown on sticks surrounds the manmade island, stretching for roughly two miles in each direction.
In the northwest Deadlands lies a collapsed, rusted-over space station with merely the number 873 printed across it. Nature has reclaimed much of its structure, and most of the station's outer hull has been buried for millennia. Surrounding the station are massive jungles of indigo shroomtrees and razor sharp crystalline plants, with a river running from southeast to northwest only a mile away. Much of the flora here are all coated in thick layers of foul-smelling mucous secreted from their leaves to keep out excess moisture, and are rendered effectively impossible to set ablaze. Trust us, we've tried before. Three small villages are scattered about, with two villages of grass huts lying in the north and south respectively, and a third village hidden from view, though likely in the west due to the identification of a second species of tribal Monster hunting group different from those in the first two villages. The very air here is deadly poison to all non-local life. It took twenty-four Unoctocan scientific expeditions to gather this much information, during which no fewer than two hundred and ninety-three Imperial Battlemages and scholars have died. No further expeditions are planned for the forseeable future, by order of the Czar.
The Character Sheet
Fill this thingy out, double-check your math on character attributes, and PM it to me or shoot me an @Mention with your CS in the OOC tab. Put effort into it, eh?
If you wish to run a Staff or Professional Mage character, PM me with details on what position and/or occupation you want them to take. The RP will be taking place predominantly at the Institute, so if you're bothering making a full CS for them, they're going to have to have a reason to be at the Institute for a long period of time.
Name:
Appearance: (Picture optional, text description required)
Age: (16 and up, or Monster equivalent in the event of shorter lifespans)
Species: Human, Monster (describe type - restricted to S through ML size), or Chimera (list generation and type)
Gender:
Occupation: (Students only at this time. List year, first years preferred. Will open up to Professional Mages and staff members at a later date, when the roleplay mandates it).
Personality: (only what others would notice immediately; I'd recommend filling out the Big Five test scores below, but you can remove those if you have a suitable description)
Distribute 40 Points. Most characters' stats should range between 3 and 8. Minmaxing players had better be good at playing that character, because these numbers ain't just for show.
Monster Characters may cap out any given two attributes at 12, and First Generation Chimera characters may cap out any given two attributes at 11, but they still have the same total point value. This is in exchange for their physiological inability to use human equipment.
One point may be spent for any "special" biological ability, such as flight, fire-breathing, acidic blood, etc.
0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd
P/F/V/C impact what each attribute is most useful for. P = Physical, F = Foundation, V = Vision, C = Compromise.
Strength: P (Pretty obvious. Can you suplex a train or not?) Endurance: PFC (How long can one continue to work, fight, or use magic?) Constitution: PF (Welcome to the Salty Spitoon! How tough are ya? - physical durability, including poison resistance) Agility: P (Gross motor skills - movement speed, acrobatics, climbing, etc.) Dexterity: P (Fine motor skills - weapons accuracy, finesse, writing neatness) Intelligence: FVC (In this case, ability to learn new things quickly and draw connections between concepts.) Wisdom: FV (Resistance to faulty information and impulse control. The lower your Wisdom, the more propaganda you swallow.) Charisma: C (Social skills, language skills, and animal skills! Contrary to popular belief, not boosted by alcohol.)
Magic Type Preference: (Magic category - manipulation, energy conjuration, object conjuration, time alteration, illusion, etc. - come up with shit if necessary) Innate Magic Talent: (specific magic skill that may or may not be linked to magical type preference, such as chucking fireballs, dispelling magic, seeing into an object's past, manipulating playing cards, controlling golems, etc.) Interests: (E.g. underwater basket weaving, history, quantum mage-chanics, etc.) Skills: (Add a few things your character is good at; you can keep filling it out as the RP goes on.)
Biography: (3+ paragraphs, 5 preferred. Put your heart into it!)
The Rules
If you've RPed at all, you should know the usual ones: godmoding is frowned upon, controlling other actively played characters is bad, don't metagame, etc.
If you've got to drop out, let the GMs know with an @Mention. Please don't just disappear without warning for weeks. This kills the RP.
Writing Standards are mid Casual. Aim for a paragraph or two, keep things clean. Please don't scare the newbies.
Don't be an ass in the OOC. If a GM or Co-GM tells you to stop a discussion, then stop.
Respect other players. While I encourage characters to be assholes IC, ask the other player before you do something lewd/creepy/unexpectedly violent to their character. Some folks get really, really creeped out by that sort of thing, and I don't want it to cause any problems.
If you're not sure about something, ask the GM and/or Co-GMs.
Real life comes first.
Above all, have fun.
Closing Notes
I would've put "Slice of Life" up in the tags, but I ran out of space. The roleplay will be moving fairly quickly in terms of IC time - there will be frequent time skips in order to keep things from stagnating and to avoid players' relationships building faster than their characters' relationships. Half the RPs I've been in, I've ended up RPing with other people one-on-one outside of the roleplay because we got bored. Let's not have anyone need to resort to that here.
The format we're going with is as follows: Each in-character day will begin with a semi-detailed summary of what topics are covered in each class, happenings around the school, and happenings in the world around us. Players may choose to roleplay any given class periods, in which case I will slow down and stop the time progression so that other interested players can jump in, until they so choose to stop and continue on with the flow of time. If a larger timeskip happens, I will quickly summarize anything important that has happened in the meantime, as well as condensing a list of topics and skills that had been taught during classes. Please try to keep track of what your characters have at least tried to learn, eh?
And finally: If you're interested and want to know more, please join us on Discord at discord.gg/fCbhrcj Or just go there to hang out and talk about stuff. We'll be using Discord to help in collaborative posts, particularly with mission running. Discord stuff no longer relevant.
Appearance: A slight child, Matt stands at about 1.6m and doesn't weight much even for that height. He has long blonde locks with a hint of rebellious curling, and usually wears simple but practical clothing. He's always carrying around a backpack that looks too large for him, filled with art supplies and his own creations.
Age: 16
Species: Only Human
Gender: Male
Occupation: Student, first year.
Personality: Raised in a small, tightly knit family environment, Matt is often shy around outsiders. To him the big city is a place full of surprises and strange people. He's a quiet kid most of the time, but if you get him talking about something he enjoys he has a tendency to rant. But despite his many social inadequacies he's always hopelessly optimistic and cheerful.
Distribute 40 Points. Most characters' stats should range between 3 and 8. Minmaxing players had better be good at playing that character, because these numbers ain't just for show.
Monster Characters may cap out any given two attributes at 12, and First Generation Chimera characters may cap out any given two attributes at 11, but they still have the same total point value. This is in exchange for their physiological inability to use human equipment.
0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd
P/F/V/C impact what each attribute is most useful for. P = Physical, F = Foundation, V = Vision, C = Compromise.
Strength: P (Pretty obvious. Can you suplex a train or not?) Endurance: PFC (How long can one continue to work, fight, or use magic?) Constitution: PF (Welcome to the Salty Spitoon! How tough are ya? - physical durability, including poison resistance) Agility: P (Gross motor skills - movement speed, acrobatics, climbing, etc.) Dexterity: P (Fine motor skills - weapons accuracy, finesse, writing neatness) Intelligence: FVC (In this case, ability to learn new things quickly and draw connections between concepts.) Wisdom: FV (Resistance to faulty information and impulse control. The lower your Wisdom, the more propaganda you swallow.) Charisma: C (Social skills, language skills, and animal skills! Contrary to popular belief, not boosted by alcohol.)
Magic Type Preference: Enchanting Innate Magic Talent: Golemmancy Interests: Drawing, Painting, Origami, Pottery, Nature, Insects, General Art Skills: Quite Artsy, Bookwise Biography: At home, Matt never really fit in. He grew up in a farming village, where everybody worked for their keep. As a scrawny boy he was never able to help out much on the farm, and he preferred to spend his time reading books or staring at flowers instead of playing with the other children. It didn't take long for his magical talent to manifest. One day he rushed into the living room in order to show off a paper plane he'd brought to life. Animating inanimate objects came naturally to him, and his parents accepted that Matt wasn't much like them. However they supported him fully, pooling up money with the whole village in order to send him to a good school. As such Matt was allowed to develop his talents, as well as his knowledge and artistic inclinations.
After some time Matt discovered that the village wasn't doing well. They had never been rich, but the success of magically enhanced farms and industrialisation was lowering the price of food. Farming the old-fashioned way just wasn't making enough money. It was only when Matt returned home from school that he realised just how much effort it had taken to get him into that school. As such he promised he would become a master magician, and he'd use his magical talents to support the whole village. With this determination in mind he came to Mordhaben's Institute, although he might be in for more of a challenge than he was prepared for.
(Sorry about the relatively short backstory, Matt just doesn't have much going on in his past).
Just going to place this here since I don't know if it's accepted.
Name: Fox Delta
Appearance: Copper hair and pale skin, he is a ginger after all. Brown eyes Short for his age - 5'6"
Age: 18
Species: Human
Gender: Male
Occupation: Student
Personality:
Openness to Experience: 20 (Not very open to new experiences, he's fine with where he is and what he's doing. He doesn't need or very much want change)
Neuroticism: 80
(His father wasnt the nicest man, he hit and yelles at him every time he had reason to. Whether that was spilled a glass of milk, coming home 2 minutes late, or flunking a test. Paired with paranoid schizophrenia, Fox still believes his father will cime back from whever he went two years ago and beat him sensless for all the "wrong" things he has done. Either he will do it himself or through someone else. Also because of his father (and maybe the paranoid schizophrenia), he constantly believes people are going to hurt him, whether that's through abusing his trust, playing with his emotions, hurting his mother, or hurting him.
Agreeableness: 70
(Delta has his own opinions on things, but unless its a very strong opinion he won't say anything. If you want to go left when he wants to go right, he'll go left without a fuss. His guess is that his father beat out the majority of disagreement he had in him. Extroversion: 26 Paranoia doesn't help anyone's case when they want to go out and make friends. Delta is scared that he'll be attacked, especially by people he's just met. So, he'd rather stay away from people.)
Conscientiousness: 90
(He had to be careful about everything he does, otherwise his father would beat him. Even with his father gone, Fox can't help but think he'll come back and mill him for making so many mistakes.)
Fox doesn't trust anyone or anything. He's extremely skittish and always expects someone to hit him. He's also always anxious about something. Fox loves strategy and planning, and when he's playing a strategy game or planning something he becomes surprisingly calm. His love of chess is the one thing he will openly share, and he usually bonds with people that have the same love of similar things. Although, Delta will passive-aggressively destroy anyone who messes with his plans.
Attributes: 0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd 40 points
Strength: 4 (Pretty weak. He'd rather stick to what he's good at, which is not exercise.)
Endurance: 4 (The only endurance he has is enduring puzzles and beatings. He doesn't do much else.)
Constitution: 4 (His mental disorder kind of stole any constitution he had, so now he's left with a measly four. He doesn't have a lot going for him.)
Agility: 5 (He's not complete trash, gosh.)
Dexterity: 5 (He doesn't have the best balance, but it's not terrible either.)
Intelligence: 8 (His father always made sure he was the best and brightest in any class. He had to have ALL A' s, and mentally destroy those that opposed him. Otherwise, he'd get hurt. His father made sure not to hit him in the head though.)
Wisdom: 7 (He's been through a lot and so he knows how to deal with a lot. One time, as a test, his father even went as far as leaving him in the woods for a week.)
Charisma: 3 (He doesn't talk. He wasn't allowed to and he doesn't like to. He'll try, but that doesn't mean he'll be good at it.)
Magic Type Preference: Illusion Innate Magic Talent: Destruction (I.E. Chucking Fireballs.) Interests: Strategy Games Reading Medicine Skills: Planning Strategy Basic Medical Knowledge
Biography: (3+ paragraphs, 5 preferred.
Fox had a fear of pretty much anything due to his abusive upbringing and built in paranoia, let's just say his father wasn't a very kind man and his mother's genome wasn't the cleanest. One particularly terrible day at his home, his father had come through the door in one of his infamous rages, fuelled by his time at the nearby bar. He blamed Delta for being the reason he was fired from his job. A silly excuse, but his father was one to put his problems on the nearest person. His father through a book at Fox, not the worst thing, but that fact that was it was a hardback didn't make it a good thing either. Scared out of his mind, he froze, eyes screwed shut. He managed to duck, sending the book crashing through a lamp instead of his face. His father blamed him for that too, even though Fox immediately passed out from the fear afterward. Fox also had what seemed like an affinity for being in the wrong place at the wrong time. He one day decided to talk an alternate route to school and ended up being arrested for a murderer. He was later released since they ended up catching the real culprit, but that's what he gets for walking under a bridge, past a corpse one day. It's still on his record though, they forgot to erase the fact he was wrongfully accused of murder, so he won't be getting a high-end job anytime soon. Fox's father disappeared a couple years from now, for an unknown cause. This frightened his mother, since all of his unpaid debts would roll onto them both, but Delta was glad to be rid of the man. Even with the danger of loan sharks, gambling buddies, and who knows what else, he was finally free to be himself, even if it still mostly fell in line with his father's rules.
Other: He is always carrying the book his father had thrown at him, "Being Mortal: Medicine and What Matters in the End" by Atul Gawande. It's a reminder that not everything will go terribly, he can at least rely on himself.
Alexander stands at about 6'2in, and weighs approximately 175 lbs. He is about average for his age, but has a very lean physical build; something that is fairly expected for one with experiance in acrobatics. His eyes and hair stand as a dead giveaway to his heritage, as the combination of red bags under the eyes and natural grey hair is a trait exclusive to the Breckenridge family. Anyone who has ever seen a military recruitment video or advertisement has seen a photo of someone in his family.
Age
17
Species
Human
Gender
Male
Occupation
First Year Student
Personality
Alexander, like most all, is a fairly complex individual; Depending on his circumstances, either his empathy or rationality will take charge of how he thinks. In peaceful, more casual situations he will be relatively quite, albeit strong in presence; not stoic altogether, but his un-required words tend to be rare and worth listening to. He will often be rather amicable, and has a significant "Guardian" quality to him, and is often found looking out for others or breaking up cafeteria fights.
On the contrast however, when in tense or high-risk situations, he will become a particularly cold an efficient individual. His mind will become one of a tactician's, and while he will die in defense of those he finds himself responsible for, the polite and gentle side of him will vanish almost entirely. This contrast in personalities has cost him in more than one way, however ultimately he has found himself to be successful in his goal to protect those around him more often than not.
Switching - Alex is able to "switch" a variety of Human Functions on or off, in a way similar to how one would flip a light-switch. When used, this can cause a variety of effects; including cramping, numbing, and spasms of various limbs. Examples of this ability's use would include Alex "Switching" a trigger finger, leaving a gunman unable to fire their weapon or "Switching" a leg, causing an individual to stumble and fall. The effect lasts for an average of ten seconds, but the time can very depending on Alex's focus.
Stunning - Alexander is also able to induce significant cramps on others, and has an effect very similar to a Taser or stun-gun. He is able to force people into intense periods of physical tension, where one's body will tense in a manner similar to full body Charlie-Horses.
Interests
Philosophy, Poetry, Literature, Art, Music, etc. He's a romantic at heart.
Skills
Acrobatics/Gymnastics, Hand-to-Hand Combat, Average proficiency in firearm use, Field First-Aid, Stealth, and Tactical Understanding.
Biography
To understand the History of Alexander Breckenridge, one must be familiar with the Breckenridge family tree. The first Breckenridge to become a notable public figure was Thomas Malcolm Breckenridge, one of the earliest discernible members of the Unoctocan Military. Now, it is said that the only true royal family are the Breckenridges, a house that has consistently produced significant members of the Unoctocan Empire since 845PW. While the house is not technically a "Royal Family," the power they hold by the house's involvement in Military, Politics, and Technology is rivaled by few, and has gained them the respected moniker mentioned above. The house has many branches, with relatives stretching across the entire expanse of Unoctocan's territory.
Alexander himself was raised by one of the central houses in Mordbauvin, the northwestern part of the Unoctocan Empire. His home was far from any major cities, his parents being retired military had purchased a home far in the country to raise their only son. His Mother was an incredibly kind, charitable woman that had been a Nurse before retirement. Her Magical preference was Biological Restoration, or healing in layman's terms. His father had been a member of the Unoctocan High-Guard, a well respected and powerful military unit known to be used exclusively in dangerous combat zones. His magic was titled "Gravitational Distortion," and did what one might expect.
The widely different methods of parenting his mother and father had reflect in Alexander's rounded development. His mother encouraged him to pursue the Arts, as well as his studies. On the other hand, his Father would often steal him away for hunting trips and combat training, forcing him to become used to firearms and combat situations. Because of this contrast, Alex was forced to play different parts around his parents; being a gentle and caring man around his mother, and a stoic and powerful one with his father. These roles developed into his personality, which is fairly evident if his actions are compared in different scenarios.
Despite all this, Alexander has developed a clear preference towards the part he played around his mother, truly enjoying the romance of poetry and beauty of art. This irritated his Father, not out of distaste for Alexander's preferences, but out of fear that they would drive them apart. So, it was eventually decided that Alex would attend Mordhaben's, and learn what he hoped to do in his life on his own. Alexander is largely unsure of what he intends to do, as he has very conflicting aspirations. On one hand, he adores art in all it's forms and wishes to pursue it in one way or another; on the other hand, Alexander's compulsion to defend and protect others would leave him restless if he pursues a career in art. As such, he is widely grateful for the chance to determine what his future holds at Mordhaben's.
Appearance: Kian is what could be called an above average good looking guy, mostly because of his Lynx DNA which gives him white, almost flawless skin, with sharp long ears and emerald green feline eyes. His hair is completely white, being this it's true color. He is muscular but not bulky, standing at 188cm tall and weighting 78kg. Other than his pointy ears and feline eyes there is no tell that he is a Chimera. He favors long silk robes because he has read a book of the ancient world which speaks of a race called Elves that looked like him and dressed like that (he does not know that the book he read was a fantasy book).
Age: 21
Species: 6th Generation Lynx Chimera
Gender: Male
Occupation: First year Student
Personality: Kian is a very charismatic and full of himself guy. Most of the time he only talks to other people if he has any benefit from it. However, he is very loyal to those who he considers his friends and is capable of anything to protect them and punish does against them. When he uses his powers he likes to play with the reality of the adversary, often trying to affect the psychological first before affecting the physical.
Magic Type Preference: Sensory Manipulation Innate Magic Talent: "My World" - After touching a person, Kian creates a mental link between the two and he can change the perception of anything they see around them. (Can only affect a person at a time, at least for now. His power is something like a "Naruto Genjutsu" but cannot damage the person unless Kian does so in the "Real World") Interests: Chess; Parties; Girls/Boys. Skills: Mastermind; Charmer; Party Animal when past the 3 beers.
Biography: Kian was always the popular boy in his other schools, not being particularly good in any sport he never was the jock around but sometimes he was even more popular than them. Kian's parents are the much present parents due to their jobs, but he doesn't mind that because this way he is able to make huge parties at his house which everyone enjoys. In this parties Kian is normally the center of attention, not because he wants to, but well he just the embodiment of a party animal.
@Kaesus Biography looks more like a personality section than like a bio. You're creative enough though, so you can put that up on the char tab as well -- after patching that up and getting it filled in a little. Where's he from, what does he do, what led him to the Institute? etc. ;)
I'm going to write a character sheet in a bit if you guys don't mind, lol (will update this post later)
EDIT:
Name: Mark STEEEEL (Yelling his last name like that is mandatory for Mark)
Appearance: A 175cm human bottle rocket, MARK STEEL THE MAN OF STEEL is a fifth generation chimera with a pair of floppy, lightish brown canine ears and a matching tail. Mark will never not sport a soft and long buzz cut the same color of his dog traits.
His body is severely toned, lithe and olive in color. His usual outfit consists of a camo tank top, your basic pale green military hat, and of course, dog tags. He wears baggy army pants and chunky black boots as well. On his neck hangs a small silver whistle.
Age: 17
Species: Fifth generation chimera. Specific heritage unknown, but his animal features are undeniably canine in appearance.
Gender: Male
Occupation: First year
Personality: Mark's obsession with the disciplined and powerful nature of the ideal military man has influenced his entire personality beyond belief. While most children grow out of their "I want to be a soldier" phase once puberty hits, Mark only became more enamored with the concept.
His fervent studies of both ancient and contemporary military customs have inspired him to withhold a bizarre and self-invented soldier's code. He strongly believes in heavy daily exercise, wearing a uniform no matter how inappropriate the occasion, and speaking to everyone in loud, boisterous militarly lingo. Mark believes that military men should all sleep, eat and even bathe together for the sake of increasing morale, and the side that he bats for has been the subject of many heated debates between people who have suffered his presence. His motivational speeches have earned him a small reputation among the younger crowd, who have no doubt been forced to hear his extreme rambles at events.
Magic Type Preference: Manipulation Innate Magic Talent: Mark unknowingly uses magic in the form of emotional manipulation. When blowing on a whistle, clapping his hands or doing an action that impactfully attracts his target's attention to him, he is able to boost their spirits or deflate them, although the former is used 90% of the time. Those that he motivates find themselves more inspired and sharpened in their abilites, although the effects vary on his wording.
Interests: ANCIENT ancient military history, think Rome and Sparta (Greece) Exercise Dogs Strengthening the bonds between his fellow man Superheroes Rolling around in mud Giving motivational speeches Children's board games and action figures Eating war rations as regular food Eating dog food as regular food
Skills: Motivating others, one-handed push ups, losing to children at board games
Biography: Mark grew up in a drab Unoctocan orphanage seemingly in the middle of nowhere. He never knew his parents and seeked out friends at a young age to fill that family-shaped hole in his heart. The name Mark Steel is a fake one, selected by himself to replace his boring, traditional name that was slapped on to him during his early days there.
Mark enjoyed the orphanage's limited supply of comics, although it was the superhero and Unoctocan propaganda comics that caught his eye more than anything. He would read the tattered second hand stories over and over again until his fingertips would turn black from the ink. He frequently read them out loud to his friends, and the children would all reenact the best scenes in the fields outside their shared home.
As he became older and all his friends outgrew their dreams, Mark clung to the idea of becoming a soldier, while keeping a soft spot for the fictional heroes of his past. The pre-teen spent the next couple of years training like a madman and screaming pep talks others around like a sergeant, much to their dismay.
One of the orphanage's many employees was a retired Mordhaben scholar, who devoted his last days to relaxation while occasionally keeping an eye out for talent. Mark's overwhelming and tiring personality seemed horrible for a coach, yet he carried out the role well. A little too well. After questioning the annoying army boy a few times he found himself supernaturally motivated to fulfill his job, confirming his suspicions and landing Mark a place to hone his skills at.
Appearance: Jhin stands at 179cm(5'9 with a humanoid lean build. When you look at his face you will see 2 sets of eyes, one set looks normal in shape and positon on the face, but the sclera is black and his iris is gold. The second set is smaller and sits on top of his eyebrows, the sclera is black and so is the iris. His nose is normal, and the only odd thing about his mouth wold be the fangs that can be see every time he talks. Jhin has dirty blonde curly hair that is ususally faded out on the sides and cut short on top, and he has two pedipalps that protrude from his shoulders, they are hairy and black, most of the time they are went around his neck and look like a necklace. Traveling further down to his torso, the first thing noticed are his 6 arms., each on is a normal humanoid arm that has and elbow, forearm, wrist and 5 fingers. His nails are black and sharp, his legs are normal as well and his skin is a weird fade from grey to peach. The bottom half of his body (Starting at his feet) is a light grey with undertone of peach and once you hit his waste the more normal, mammal hide comes into color. The last odd thing about his body is a abdomen that protrudes about 1 foot and a half away from his body, its average size (half a foot in width) and the markings are a darker yellow (closer to gold) and black that follow a complex patter.
Clothing wise he is mostly seen wearing custom made sweaters, hoodies, and low cut, muscle tees. Sleeves are not really his thing so he either likes to cover up 4 of his arms comfortably, make sure there is a sleeve for each arm, or not have them at all. The position of his abdomen is exactly where the human tail bone sits, so in reality it is his "tail". Bottom wise anything works, jeans, cotton joggers, but it has to breath and be able to stretch.
Personality: Jhin is an odd character due to his upbringing. He was raised without much human interaction and taught by his parents the bare necessities of life and survival, not really focusing much on the social, cultural and divers aspects of life. This lead him to be a bit ignorant as to peoples feelings, certain actions they took, certain phrases etc. In all honesty if it does not deal with the furthering his survival then he will not know it. Crying over a loved ones death, complaining about pain, falling in love, anger, frustration, all these and more are confusing to him.
Many know about his proper speech and his lack of using mixed words or slang. He is also quite dense, Jhin will not pick up on flirting, sarcasm, most jokes, underlying meaning, social ques (like when to shut up) or how to properly interpret other people's feelings. Jhin is one to speak his mind whenever and however he likes, but that does not mean he is a jerk, more like he does not have a filter. This means caution is advised when asking him any opinions, questions, favors, well when asking or telling him anything really because he is more than likely to tell you how he fells/thinks about the situation. Jhin is still a child and is curious about the world, he wants to have new experiences; try new foods, make "friends", go places he has never been, and to have an adequate understanding of life. He is never afraid to start up a conversation and has a hard time holding back especially when he thinks certain things need to be said.
0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd
P/F/V/C impact what each attribute is most useful for. P = Physical, F = Foundation, V = Vision, C = Compromise.
Strength: P (Pretty obvious. Can you suplex a train or not?) Endurance: PFC (How long can one continue to work, fight, or use magic?) Constitution: PF (Welcome to the Salty Spitoon! How tough are ya? - physical durability, including poison resistance) Agility: P (Gross motor skills - movement speed, acrobatics, climbing, etc.) Dexterity: P (Fine motor skills - weapons accuracy, finesse, writing neatness) Intelligence: FVC (In this case, ability to learn new things quickly and draw connections between concepts.) Wisdom: FV (Resistance to faulty information and impulse control. The lower your Wisdom, the more propaganda you swallow.) Charisma: C (Social skills, language skills, and animal skills! Contrary to popular belief, not boosted by alcohol.)
Magic Type Preference: Plant Manipulation Innate Magic Talent: Poison Manipulation
Interests: Literature Weaving Hunting People Animals (New and Old) Plants (New and Old) Camping Mountain Climbing (i.e Rock Climbing) Asking Questions Botany Cute Things (puppies, new born babies, flowers, stuffed animals etc, its a guilty pleasure)
Skills: Spider Physiology Seasoned Hunter Edge Weapon Specialist Flexible Adept Hand-hand Combat Great at Poker Biography: Jhin is the child of a 2nd generation Arachnida Chimera and a human male. Those early years for him were primal, filled with nothing but harsh forest and brutal training administered by his mother. She was a assassin in her prime and worked for many different nations removing "trash" from the world (as she called it). She frequented Airelosia and Unoctocan Empire but grew-up/ raised Jhin, in the unclaimed territory to the north. The woman met Jhin's father in a very particular way, he was her target and they fought to near death before giving up and calling a truce. When she met his father it was at the point in her life (mid 30s) where she needed to find a suitable mate in order to give birth and the man she couldn't kill fit the bill. Like all spider pairings it started violent and ended with the parting ways of each parent. They decided she would have Jhin until he turned 13 and then he would get an opportunity to raise his son the way he wanted without her intervention. Jhin's father understood her situation though, most arachinda monsters and chimeras were single mother house holds (simply because the father either died in the mating process, or came close to it and left to lick his wounds, never looking back), but when he continued to express an interest in his child's development and growth she could do nothing but compromise.
Jhin's early years were spent watching, learning, and killing. His mother stuck to their heritage and taught him how to hunt, she wanted to gift him what her mother had given her; a way to survive in this world. She knew being 2nd generation was rough but Jhin had it even worse, he wold be in that mixed stage where the genetics was like muddy water and could barley be seen through. In her opinion anything but 3rd generations had it easy because of the lack of confusion, this confusion always leads to hate and anger, it came from unclear distinctions and not knowing whether or not the "differences" where okay to accept into society. She wanted to make sure he had a way to survive and live well and not have to worry about him getting stepped on like a real bug. Jhin was raised to only care about the fundamentals, eat, sleep, hunt, repeat. All other things were secondary and did not matter to living; making friends, falling in love, joy, happiness, emotion and feeling in general, in his mother book it was all weakness that he did not need. This dulled out his personality, almost making him a carbon copy of her and made him harsh and cruel to the world.
When he turned 13 his father found them in the forest of the north and stole him in the night. He came for his only child, and a son no less, the man did not care if he had 30 arms but if Jhin was his son so that meant he had a responsibility to raise him. Jhin knew who he was and simply left with him not putting up a fight at all, the fresh teenager knew of their arrangement and would not risk his life trying to fight off his father. So they left and returned to his home in the Flynenhael Conglomerate, where the man had a job as a solider. When he got Jhin, the boy was a spider in all sense of the word and this gave him the task of domesticating him. The next 4 years he would do everything he could to "normalize" the boy; education, manners, proper speech, usage of clothing and utensils, socialization, everything form a-z. Now 4 years was not enough to make him the poster boy of society, and his father could not erase the extra appendages that littered all throughout his body, but he was satisfied with his work. Jhin's time with his father was cruel and filled with a lot of fighting. He was constantly bullied and picked on by child and adult alike, and he did not nothing but survive it all. He took his mothers teachings to heart and fought anyone without mercy, his father did not lift a finger at this bullying simply calling it "character development" and moved onto focus on his job.
The decision to go to Mordhaben's Institute came after the reappearance of his mother. She had come to reclaim him, saying that he could learn nothing further form his father and the man's attempt to normalize him would only make him weak. They argued for a few months until finally Jhin spoke up about going to Mordhaben's, he wanted to learn more about the world hey lived in, he wanted to understand people and experience "human" things and going to the best institute was one way to do that. Everyone was going for their own reasons, plus peers would be his age and there would less of a chance of bullying. This was the only compromise and both parents allowed it at the condition the neither would try to whisk him away in the night. Jhin hopped at this opportunity, and set out to learn about what "life" really was.
Other: -When his silk reflects off of any light it looks like golden strands. This because the thin layer of sticky liquid that covers his spider silk has colored properties, something not common with most of his species. -He hates clothes, they make him feel confined. -His mother gave him a set of 6 curved edge knives for "protection" as she called it.
Lucannus stands at 6'3 weighing in at 193 lbs, this man has a more lean build with a longer reach than most people. He has medium length hair that reaches his neck. Being partially a devil he has retained some features, such as a pointy tail and horns. Well he had horns before at least, the only thing left now are the stubs of them. His body, arms, and legs are full of scars. Preferably why he likes to wear long sleeve shirts or jackets in order to refrain from people asking questions. The usual facial expression he wears is an aloof straight face, when he looks in your direction it is as if he is staring rigt through you.
Lucannus is one person who lacks sympathy for others. At a young age he realized it was a eat or be eaten world, Kill or be killed. Some would say he is selfish being, one who only will comply when he can benefit. Lucannus dislikes being around others, some may call him a loner though he has no problem with that. He glady accepts the alone time which allows him to gather his own thoughts or hone his skill. He actively avoids battles that has nothing to do with him as they are seen as pointless if he will not benefit.
Lucannus can come of as arrogant because of the tone he uses when speaking to others. Plain and simple he is just blunt. If someone has a rediculous idea or thought he will voice his opinion. Others may take it personal though thats his version of being nice. When he meets someone new he sizes them up seeing whether they are a potential threat, asset, or overall insignificant. Though this thought can be subject to change over time. If you can make it past his attitude then you may realize he is not as bad a guy.
He is also very ambitious and a hard worker, what he wishes to accomplish drives him. If it can help him to acquire his ultimate goal he has no problem losing some pride. His drive pushes him to want to become the best, this also hands him somewhat of an competitive attitude when he is rivaled by others.
Lucannus has a strong hate towards the Airelosian military as well as the high ranking officials of Airelosian. It infuriates him how corrupted the country is as well as how nothing is being done in order to combat it. This dislike is also a fuel that pushes himself to be elite. On top of this he also has the conception that he would not befriend a Human just because of all the scum he knew in Airelosia.
A demon from the slums of Airelosia, living there was like being in the jungle. If you don't learn to fend for yourself you wont live. Lucannus noticed this at an early age, how cruel life can truly be. Born into poverty, he had to learn the basics of survival when he was young. The home he lived in at was not one of immense love nor a completely dysfunctional family. His father was a devil chimera while the mother a human. This family operated on the soul purpose of survival, they were thiefs. Lucannus was taught to thieve as early as 5, stealing from stalls or pickpocketing. They got by with what they stole, coining currency while reselling any objects of value.
This lifestyle was useful though it backfired, with the way of life in Airelosia. Murder or torture was expected as punishment. Especially if you make the mistake of stealing from those who have influence. At age 8 his father made that mistake. The military came raiding the house of everything as well as apprehensive of his father and mother, once caught their penalty was execution. The last words his parents spoke were "spare him" before a bullet was put into each of their heads. Though they did spare him, that did not mean he escaped unscathed. The Airelosian military publicly sawed off his horns, publicly shaming him as well giving him such a beating until he was on the verge of death. In which they had just left him there to rot. In that moment he was accepting death at the age of 8.
Lucky for him there was a savior who would save him from death.
Waking up the next day covered in someone elses home covered in bandages. It was painful for him to move and he could barely even talking. Soon a shadow peered over him as he was met with a large toothy smile greeting him goodmorning. The boy justed stared wide eyed at the Wolfman infront of him, most likely a third generation Chimera. The saviors name being Murdoc who was a merchant in Airelosia. The reason being that Murdoc saved the boy was to use his thieving skills to make profit. He proposed to Lucannus that he would feed and shelter him in exchange for his thieving services. Having no other choice the boy nodded his head accepting the favor.
Little did they know that such a strong bond would develop, over time Murdoc and Lucannus both shared their backgrounds to each other. The wolfman revealing to the boy that he had also lost family to the corruptness. To Murdoc, Lucannus had become an adopted son, he taught the boy how to fight, hunt, cook, and fish. These times lasted a some years though word had caught onto the mans Merchant business. When the young devil was 15, that was a blow was dealt to the two. After coming back from his evening rounds he found Murdoc laying on the floor in a pool of blood. Lucannus picked up his guardian, his blood staining the body. This was when he truly wanted revenge, giving into the built up hate inside him. Disgusted by the system of power in Airelosia. He longs to show those in power the error of their ways. Though in order to do that he knew he would have to leave Airelosia. Prior to doing so he buried Murdoc in the backyard of his house. The place that sheltered many memories. Packing his belongings Lucannus fled town that same day to seek refuge in the Unclaimed territory north of the Unoctocan Empire.
He lived secluded right near the border of Unoctocan territory, this is when he first caught whim of Mordhabens Institute. Knowledge on the world around him was a necessity if he wanted to gain power. He would often hunt in the unclaimed territory selling the meat and hide he acquired. In exchange he would buy books and the latter in order to self educate himself until he reached s level of knowledge suitable to enroll in Mordhabens. Going into this institute he crsved the tools needed to set a foundation for the goal ahead.