Humanity came close to decimation by devils. But just one man...inspired others to break through their limits, and come together to fight! As Magic Knights, they saved humankind. Thereafter they called him the Anti-Magic King. He became a legend--along with his friends, rivals, and allies. It has been one hundred and fifty years since that day.
In generations past, there was a great gap between the commoners and the nobility of the Clover Kingdom. Those who were "beloved by Mana" believed themselves superior. But the Anti-Magic King and those who fought alongside him overturned all that. Again and again, they proved that even those of common birth--even someone without a single drop of Mana--could surpass their limits! To them, the true magic was "Never giving up!"
To some, this is unacceptable.
Trouble has begun to brew once more within the Clover. The Elves of Elysia have begun to repopulate, stirring old grudges from long ago. The borders of Heart, Diamond, and Spade still experience tensions and skirmishes. Devil Cults have appeared, twisting the Anti-Magic King's deeds to justify evil acts. But, there is another, more worrisome conflict that continues to grow day by day...
This conflict has caused a schism throughout all the Clover Kingdom's society. Even within the very Magic Knights sworn to protect that society! A movement has arisen that wishes to overthrow the Monarchy and the Nobility; they claim that they wish for new government, and new opportunities for all people. Even those who do not follow this movement have become split into different factions. Some wish to deal with them harshly and maintain the status quo. They are secure in the superiority of their magical power and their bloodlines. Others believe in compromise. Still some seek to uphold the rule of law and order rather than allow an anarchic rebellion.
But soon, the hand of fate shall be dealt. Will the Clover change suits? Perhaps you will be the one to make the play... Welcome to Black Clover: Fool's Arcana! If you're not familiar with the anime/manga, this is a fantasy setting in which a roughly medieval world is gifted with Magic. A mage reaches their full potential through a Grimoire. No two mages are exactly alike, even if they share elemental alignments like Fire or Water. The strongest magicians aim to become Magic Knights and protect the Clover Kingdom!
In this RP, you'll take the role of potential Magic Knight Recruits. You have journeyed to take the Magic Knights Entrance Exam! As your magical ability grows and you are sent out on missions to prove yourself, you'll come into conflict with the various parties mentioned above--from simple bandits to political revolutionaries. In the end, you'll have to decide what you stand for, and who you'll support. Will you become a pillar that upholds the justice of the Clover Kingdom? Or will you topple those same columns to bring it all crashing down?
No matter your goal, the only spell that will bring success is "Never giving up!" Surpass your limits--Right here, right now!
With that said, here's how I'll be running this RP:
I like fight scenes, and this is a battle shonen after all. In Black Clover especially, there's a lot of emphasis on team battles. There'll be Monsters, Bandits, Rogue Mages, maybe even Devils! By and large it will all be PvE.
Players will start with up to 3 Spells and 3 Skills (Think swordsmanship, keen intellect, etc) and "unlock" more as the story progresses. If I think a Player should realistically be running low on Mana after casting a lot of spells, or something of that nature, it'll usually be pointed out in the narrative. And although we're meant to grow stronger as the game goes on, remember to make an interesting story and be fair to other players!
As Magic Knights, Players will be taking on "Missions," oftentimes in groups. Accomplishments on these missions will see the players promoted through the ranks of their squad. Some missions will build up the overall plot, others not so much. At certain milestones, Plot Events will occur, advancing the story and causing ripple effects in the game's world.
Because the Magic Knights have Captains, and of course we'll be working our way through a variety of enemies, Players will encounter a large cast of NPCs over the course of the game. Some will appear quite powerful at first, but it's entirely possible--preferred, even--that our characters will eventually surpass them! How Players deal with them will determine the outcomes of their own personal arcs, which may influence the plot.
Since this is taking place 150 years after the events of the canon series, will we be joining the same group of Magic Knights? Or have there been new ones formed/old ones that've disbanded?
Yep lol, gotta expand that market coverage so I put it up in both sections.
Since this is taking place 150 years after the events of the canon series, will we be joining the same group of Magic Knights? Or have there been new ones formed/old ones that've disbanded?
I figured for fan familiarity's sake I'd just keep them the same 9 squadrons as seen in canon. Their reputations are roughly the same as well--Golden Dawn are the "elites," Crimson Lions and Silver Eagles are still run by the royal families, Green Mantis is all commoners, Blue Rose is almost all women, etc.
The only differences are that all squads are at least a little more open to commoners than they were before, and the Black Bulls no longer have a negative reputation, but rather one of a "rough and tumble" crew, the foil and rival to the Golden Dawn. Instead of looking at them like thugs, people have a romantic notion of them as "loose cannons and free spirits living on the edge" now and admire them because of Asta, Yami, and the others' accomplishments.
That said, I'm also open to suggestions, especially if it would build up a Player's character arc and stuff like that! :D
Since our character(s) will start off (apparently?) by doing the Magic Knight Exam, are we going to be picking which squad we end up in, or are you going to be all sneaky and have secret criteria for each group, and only let us join the squads of whose qualifications we meet depending on how we did/wrote our character during the trials? :o
@Xaltwind Rather than being "secret and sneaky" about it (which is still a good idea lol) it'll just be based on what kinds of impressions the Players make on the captains. I have several of their NPC profiles finished already (though players won't be privy to them at first) and will be tweaking some others based on what kinds of Player Characters we get, so as to better meet halfway regarding plot, PC arcs, and so forth.
So after the exam is over, the captains express their interest in the Players, and the Players get to choose from among whichever squads want them. Of course, if Players have a vested interest in a particular squad, it can definitely be worked on! I'm also going to try and have a fair amount of overlap between which squads are the most interested, so that we don't end up with any Players who are the only "real" person in a team full of NPCs. XD
Interesting that I come across this not only as I'm rereading Black Clover but am also in a possibly dead black clover rp on rpnation. Anyway interested
I haven't done this RP thing in a while, been trying to dip my toe back in these waters for a little minute now and this seems like a decent place to start. Interested.
@Xaltwind@Duthguy@Expllo Glad to have you all! I'm hoping we'll get at least 5+ players for this, but I'm gonna go ahead and drop the Character Sheet if you guys want to brainstorm! There's the code format, the empty example, and the Player Character I'll be using as another example. Let me know if there are any questions!
[table][row][/row][row][cell][h3][b]NAME[color=2e2c2c].[/color]HERE[/b][/h3][/cell][cell][/cell][/row][row][cell][center][hider=Appearance][img]Image Here[/img][/hider][i][sub]| Age | Height/Weight | Gender |[/sub]
"Quote here."[/i][sup][b]PERSONALITY:[/b] | (What does this person like, dislike, enjoy, etc? Do they have a pet peeve? How do they show affection? Do they have a certain manner of speaking or do they have any physical tells/habits? Etc etc.) |
[b]MAGIC:[/b] | (Give a name and a description to their magic here. It could be as simple as "Fire Magic - A common magic of the four basic elements, allowing a mage to manipulate flames or apply them in various ways." or something more unique like "Chain Magic, Flower Magic," and so forth.) |
[b]SPELLS:[/b][/sup] [hider=SPELL LIST][list][*]Name of Spell - Form (Healing, Offense, Defense, etc) - Description of Spell. [*]Name - Form - Description [*]Name - Form - Description [/list][/hider]
[sup][b]ABILITIES & SKILLS:[/b][/sup] [hider=SKILL LIST][list][*]Name - Description. These should be things that'll be useful to Magic Knights like certain physical capabilities, traits that are useful outside of combat like a keen intellect, and so forth. [*]Name - Description. [*]Name - Description. [/list][/hider]
[sup][b]GOALS & FEARS:[/b] | What is/are their lifelong dream(s)? | | What thing(s) (besides not achieving their goal) keeps them up at night? | [color=2e2c2c].............................................................................[/color][/sup][/center][/cell][cell]HISTORY HERE[/cell][/row][/table]
NAME.HERE
Image Here
| Age | Height/Weight | Gender |
"Quote here."PERSONALITY: | (What does this person like, dislike, enjoy, etc? Do they have a pet peeve? How do they show affection? Do they have a certain manner of speaking or do they have any physical tells/habits? Etc etc.) |
MAGIC: | (Give a name and a description to their magic here. It could be as simple as "Fire Magic - A common magic of the four basic elements, allowing a mage to manipulate flames or apply them in various ways." or something more unique like "Chain Magic, Flower Magic," and so forth.) |
SPELLS:
Name of Spell - Form (Healing, Offense, Defense, etc) - Description of Spell.
Name - Form - Description
Name - Form - Description
ABILITIES & SKILLS:
Name - Description. These should be things that'll be useful to Magic Knights like certain physical capabilities, traits that are useful outside of combat like a keen intellect, and so forth.
Name - Description.
Name - Description.
GOALS & FEARS: | What is/are their lifelong dream(s)? | | What thing(s) (besides not achieving their goal) keeps them up at night? | .............................................................................
HISTORY HERE
TRISTAN.GOFFE
| 16 | 173cm/73kg | Male |
"Nothing made purely by magic lasts. You have to put your hands on something to build anything real."PERSONALITY: | Tristan often comes across as rather dour and stoic. He isn't exactly broody, but certainly quiet. Often he doesn't seem to know what to do with his hands, and defaults to holding them still by crossing his arms, putting his hands in his pockets, etc. Give him anything minutely crafty, however--a ball of clay, paper and pencil, etc--and he'll soon show signs of a creative and inquisitive mind. The strongest opinions he has are all related to craftsmanship; most other things, he couldn't care less. That said, he has a kind heart and strong community values, having grown up in one of those kinds of villages where everyone knows everyone. |
MAGIC: | Sword Magic: A magic that allows the user to create swords out of their mana. Further mana manipulation can be accomplished through using the blades as a focus, and more advanced spells imbue certain qualities into the swords themselves. Once given shape, the swords can be stored in the user's grimoire. At a certain level of control, they can be manipulated telekinetically. |
SPELLS:
Create Sword - Creation - A sword made by condensing magic into an imitation of real steel. The user can shape the sword however they wish, but the less practical the design the less functional it will be. At Tristan's current level, it's roughly equivalent to a cheap iron blade.
Azure Edge - Reinforcement, Offense - Tristan channels mana into a sword (technically it could work with other weapons too) which gives it a blue aura. The concentrated energy runs circuits around the blade's edge, greatly increasing its cutting ability.
Spin Slash - Offensive - Tristan charges mana into his blade, then releases it with a violent spinning strike. It produces a shockwave capable of knocking enemies backwards all around him, though the range only extends a short distance beyond the tip of the sword.
ABILITIES & SKILLS:
Amateur Swordsman - Tristan has never stepped foot in a proper training hall, but for the last six months he's practiced what little he could learn in preparation for the exam. If nothing else, he's figured out the basic cuts, a few blocks, and has a theoretical understanding of parry and riposte.
Strength - Being a blacksmith's son is hard work, and so is working the fields, chopping firewood, and any other number of chores commoners must do on a daily basis. Even without a real workout regimen, Tristan is surprisingly sturdy for someone of his age and size.
Analytical Mind - He's one of those types that can look at things, model them in his head, and figure out how they work. Working with his father has allowed him to see how various bits of farm equipment are put together, he's helped with a few barn-raisings over the years, and he was the best at math among all the grubby students in the village schoolhouse. Given time, especially if he gets his actual hands on something, he could probably figure out how it was made or deduce its function.
GOALS & FEARS: | He wants to at least make Senior Magic Knight before he retires, though he has no delusions of being a Captain or much less the Wizard King. He just wants to send enough money back home to support his family...and maybe one day open his own workshop in the royal capital. | | He worries that he isn't ambitious enough; that nothing he does is of real, enduring value; that his life is somehow pointless because all he wants is to do the same thing his father does, and his father before him, and so on. He constantly compares himself to others who are more driven and goal-oriented and feels a deep sense of inferiority. | .............................................................................
The Goffe family are a small bunch. Father, Mother, Tristan, his older sister, and his younger brother. But going back several generations, they have lived in the same village, working the same forge. They fix plowshares, sharpen axes, make hammers and nails...and, every so often, a spear or a sword. Not exactly master crafts, but enough to get a local guardsman or occasional mercenary along. A little magic helps the process along here and there--Tristan's grandfather had fire magic used to stoke the bellows, and his grandmother's earth magic is probably what influenced his father's iron magic--but by and large it all comes down to elbow grease and skill.
Tristan had never imagined the possibility of being a Magic Knight. Oh sure, as a kid he played knights and devils with the other brats, and the braver boys sometimes went on little excursions through the forests. But, the way his father taught him to swing a hammer, and pedal a grindstone, and polish, polish, polish until he couldn't feel his hands anymore...it turned into an appreciation for the gleaming metal he held up afterward. And seeing the thankful face of a farmer whose pitchfork or hoe he'd made, or the smile of a toothless old woman whose soup pot he fixed, was a good enough reward for him.
Then he received his grimoire. He'd wondered if it would be something fire related like his grandfather, or if his mother's wood magic would be passed down instead--he could still use it to help make handles and tool shafts. Instead, the book that came to him sprouted a sword's hilt from its pages.
"Hey, Tristan got Sword Magic! Isn't that kinda rare?!" "They say the Anti-Magic King had different kinds of swords in his grimoire too--do ya think they can cut through other magic?" "He's got to be a magic knight now, huh? What better use is there for magic like that?"
He didn't feel the same connection between the blade in his hands, and the ones he'd forged with hammers and tongs. The swords he made with his meager mana couldn't last forever. For being a "rare" magic, it sure didn't actually seem all that powerful or versatile.
But it was true that swords had no real use except to fight. Maybe...maybe he could give it a try. If he failed, then oh well, he could just go back to the village, and the forge...
It's called good enough for a reason." PERSONALITY: | While Albie is willing to experiment with his magic, he is isn't that diligent when it comes to physical activity. In fact while not to the point of completely ignoring his duties he prefers to do as little as possible. He can overcome his laziness if the situation is important enough but his low stamina will still limit him.
Albie is pretty smart but he does better when he has a clear plan and can freeze when caught by surprise or when having to improvise. He has a sarcastic but not mean spirited sense of humor and tends to make bad jokes when nervous.
MAGIC: | Arrow Magic: Albie is able to shape his mana into arrows. While it's possible to give these arrows extra effects for the most part he either increases their raw power or their numbers. |
SPELLS:
Mana Arrow - Offense - The most basic spell in Albie's grimoire. This allows Albie to form an arrow made of mana in his hand which he can throw with the range, speed and accuracy of a regular arrow.
Spinning Mana Arrow - Offense - While this simply adds a spinning effect to his arrow, it increases the piercing power behind it. While the mana cost is the same as for the regular version the casting time is a bit longer.
Manifold Missiles - Offense - For this spell the arrows don't appear in the user's hand. Instead multiple arrows appear around the caster and launch through their own power. Both the range and power of each is weaker than the basic mana arrow. At the moment Albie can summon six missiles with one spell.
ABILITIES & SKILLS:
Magic Bullet - Albie has a natural affinity to this grimoire-less spell, which he attributes to it being similar in concept to his personal magic. Magic Bullet is easier and faster to use than Albie's Arrow Magic but is weaker and has considerably less range and can be used only one at a time.
Cooking - While not restaurant quality Albie, having grown up on a farm, knows how to cook basic simple meals, which is useful when setting up camp.
Hunting - To supplement their income/food plenty of peasants sometimes hunt small game and the Finch's were no exception. Albie is a decent hunter, helped tremendously by his magic skills.
GOALS & FEARS: | His main goal is to not have to take over the family farm, becoming a Magic Knight seems like a good way to do that. Finding a nice girl to marry and make enough money to retire young, while being able to support his parents would also be nice but he sees that more as an extra. | | Albie's magic is solely long ranged and predominantly offensive. He is fully aware that if someone can close the gap and gets within melee distance he is practically helpless.| .............................................................................
Albie was the second and youngest child of a family of farmers, while it was clear he loved his family it was just obvious that he hated working on the farm and only did the bare minimum to complete his chores. In an attempt to improve his work-ethics his parents made the well meaning but wrong decision of giving him more and more jobs, which only increased his dislike.
When he got his grimoire his parents hoped that Albie would get some kind of magic that would help out on the farm, like the rest of his family, instead he got Arrow Magic. At first they were disappointed but Albie actually worked had on improving his magic skills, often shooting at improvised targets until he was out of mana.
After a year and a half of showing he was serious about improving his Arrow Magic his father suggested that Albie try out for the Magic Knights and Albie despite knowing it would be hard work, just different from farm work agreed.
hi!! i found myself fairly interested in this rp and i have a first draft for a character ready. would love to hear anyones thoughts/criticisms on any part of her, but especially the spells that she has. i want to make sure theyre explained well, and that they dont cover too broad of a scope somehow
Parin.Kia
| 16 | 157cm / 46kg | Female |
"Put some money on it. Alright, how much you bettin'? ...you're serious? That's it!? Put it all on the table!" PERSONALITY: | Parin is cheerful and charismatic. She holds sympathy for people in similar spots to her, such as the poor or those who have suffered grave losses. While she has an easygoing exterior, on the inside she's secretly judging the other person. Not in a mean way, more that she's gauging their character and deciding her next moves based off of that. She doesn't let herself get too comfortable or feel safe very easily. If someone were to ask about her personal matters, they'd meet a wall. However, given enough time and they're shown Parin's blinding sense of loyalty. Once someone passes her tests, she's with them for life, and she would give them any sort of service they need. She loves to tease no matter her familiarity with the other party. She has thick skin. She wants to eat the rich for breakfast, lunch, and dinner.
She may seem outwardly greedy, especially due to her eagerness to squeeze as much money as she possibly can out of every situation, but it comes out of love for the orphanage. It's her way of giving back and servicing them.
Parin is also great at masking her emotions, thanks to living a life of trickery and conniving. She naturally has a loud voice. Work smart, not hard, these are a few words that she lives by. |
MAGIC: | Water Magic - One of the four basic elements-- a magic which allows the user to generate and take control over water. |
SPELLS:
Water Walking - Supplementary - [name] focuses a steady stream of mana to her feet, which create a thin layer of water magic separating her feet from the ground. On solid ground, this masks her footsteps. This spell grants her the ability to walk on water, although it takes an increased (and fluctuating) amount of mana. At her current level she cannot use this spell to walk more than 5 feet across a body of water without having to take a swim.
Healing Water - Healing - Parin has to first make contact with another living creature. Then, she uses her control of water to redirect the person's mana towards it's natural defenses -- she uses the water within the body to guide the mana. This takes a disproportionate amount of mana from her compared to how much it can heal. Part of that is due to her own lack of knowledge about the flow of mana within the human body. At her current level, she's too inefficient with how much water magic she's using, how much effort she moves it with, etc. As a result, she's limited to "healing" the area that she's touching (i.e. she cannot influence the flow of mana in someone's left wrist if shes touching their right thigh. she has to be touching the spot she wants to influence).
General knowledge over the body's healing processes would help with the effectiveness of this ability, as it opens up more ways to help the body. In regards to wounds, she currently has the ability to relieve soreness and stop small, shallow cuts from bleeding. She can really only do one spot at a time without exhausting herself. If a body part isn't wounded, and simply has strain from use, she can use this spell to provide relief and return the body part back to equilibrium.
She can't heal herself. She's never tried, and she doesn't bother to learn. (for now)
ABILITIES & SKILLS:
Stealth - She's abnormally sneaky. It started off creeping out of view of Hari to grab an extra cookie (or 5). Then, she became expertly making her way out of the door. BLAH BLAH STEALTH sorry i need to do research on how i wanna describe her this looks rlly ugly rn
Thievery - Parin is an excellent thief, especially for her age. Walking past her too slowly on the street could lead to your wallet getting snatched. Her skills come from constant testing, trying to scrounge whatever profits she can to give back to her orphanage. BLAH BLAH idk maybe more details
Agility - She naturally moves around alot. She has a knack for idk describe her brand of agility :/ BLAH BLAHHHHHHHHHH
GOALS & FEARS: | She wants to earn enough of a fortune to buy Hari a really, really big house. Besides that, consistently giving back to the orphanage in some way is what keeps her going. In general, though, she'd probably feel fulfilled if she could provide meaningful support for anyone. |
| She feels lost, and honestly doesn't care much for her own well-being. "Providing" for the orphanage is one of the few things that gives her drive, a goal, focus in life.
She doesn't know what to do for herself, or what she wants. She doesn't even consider herself as someone who deserves to have anyone care about what she wants. Her parents wouldn't have abandoned her otherwise. In her mind, any action has to be framed as benefitting someone else, or else she just doesn't have any drive to go about it.
She has a fear of abandonment. And of her actions catching up to her; she's escaped so many of her escapades off dumb luck that she feels it's a matter of time. Nonetheless, whatever danger she puts herself in doesn't matter if it's for something as important to her as the orphanage. | .............................................................................
Parin hails from a long lineage of adventurers (rather, thrillseekers and treasure hunters). The Kia family has been said to have stolen some of the world’s most priceless gems, afterwards pawning them off to whoever’s willing to give up their prettiest penny. This, of course, is among other tales —like of the “countless demons” slain by her great-great grandfather with his use of light magic. Or others which detail her great-great-great grandmother’s pioneering when it comes to the applications of plant magic.
She’s never been proud of her family, not even for a second.
It’s not because they or she did anything—she’s simply never been able to. The Kia family, while once said to have a large, sprawling family tree, had undeniably been dwindling down in the recent years. This culminated into the last true surviving member of it being her mother. By the time of Parin’s birth, the legends of her family were nothing more than a distant memory.
Despite that, her mother had still inherited the Kia family’s undying desire for adventure. As a result, she and her lover (Parin’s father) decided to go on their last adventure together, making a promise to themselves to come back for their daughter.
They entrusted Parin to one of her mother’s closest friends. The friend in question just so happened to be in charge of an orphanage, which was the place where Parin was raised.
They have yet to be heard from. Parin’s mother’s friend, Hari, has long since made the decision to never tell the girl her family's history unless she’d asked. Only the elderly would know her Kia name now, and even then there’d be little reason for them to bat an eye. Hari gladly risked being hated for hiding the truth if it meant Parin would be able to grow up free of any burdens.
Although Parin would eventually at least find out what her parents are doing (and their most likely tragic fate), the truth about her family's "legacy" never mattered to her. She’d been in the orphanage practically since birth, so it’s all she knows. The other orphans didn’t have parents either, so it became something to bond over rather than a struggle. They felt united by what they didn’t have.
The orphanage was a rough place to grow up, to be sure. It wasn’t in the richest area already, and having one (middle-aging) woman be the primary caregiver meant the orphans often had to just make do with what they had. But they would work together. The eldest of them would pick up chores such as cleaning or laundry, so that Hari could focus on being there and interacting with the children while she wasn’t trying to provide for them.
Parin, having spent her whole life with Hari, always had a deep desire to help her. She noticed Hari’s worst struggles always happened to deal with money. So, she thought of ways to help out with the money, even as a young child.
She started off as a typical beggar, and it would serve her well until she hit her preteen years. The older she got; the less people looked her way. She had no other choice but to stop trying to get other people to help her. She had to help herself.
Stealing was the next step. When Parin was around 11 or 12 was when she’d begun practicing her sleight of hand. Even if she fumbled or ended up otherwise getting caught trying to snatch someone’s moneypouch, she would simply run away. The people didn’t tie it back to the orphanage because she never stole too close to the orphanage, and she was an orphan child in a large realm. Nobody knew who she was anyways. She always wore a cloak to hide her appearance, and she'd switch them out so as to keep people off her trail. Along with that, she'd always take atleast one day off before heading back out. Her constant trial and error lead to her learning her area like the back of her hand; she’d needed to if she wanted an edge up on the adults.
Hari would always show suspicion and dismay, especially when Parin had especially good days/nights out, but Parin never paid it any mind. She was always careful enough not to get too caught up, and only became more careful as she grew older. And either way, the kids needed the money more. They always did.
When it was time to receive her grimoire, Parin didn’t really care. It was Hari who was ecstatic. She couldn’t wait to see what Parin would have, what magic she would develop and how she’d use it. Parin had seen other orphans gain some crazy magic in her days, and they had all immediately changed their lives and become Magic Knights. Parin knew that even if she did somehow end up taking that same path, she’d always have the end goal of giving back to the orphanage in mind.
After recieving her grimoire, and discovering that her affinity lied with water magic, it was Hari who had urged Parin to become a Magic Knight. For if she were a Magic Knight, she’d able to take jobs for money and do good deeds for others (which, Parin thought, lead to money aswell). Hari didn't tell her, but her main reason was wanting Parin to have a chance to find herself and do something for her own sake for once. Not for Hari, and not for the kids.
Either way she began training and studying her magic immediately. It was what Hari wanted, so it was urgent. Even though she wants to become a Magic Knight, she still holds her value of supporting the orphanage above everything else. So, she’s still stealing. And lying. And swindling! It’s for the kids, you know.
@DuthguyFirst with Sword magic, now Arrow magic--all we need is someone to apply with Axe magic and we'll have the Fellowship over here! XD
His image is borked at the moment, at least for me. The effects and drawbacks of his magic all seem good, I'm assuming that as he advances the idea is to add things like homing arrows or explosive arrows, and increasing the general numbers/power?
Backstory and other bits look good, so I feel confident approving him!
@imiaHi, welcome aboard! The first thing that jumps out to me reading over your CS is the emphasis put on her family history. I don't know if you intended any reference to canon characters in her ancestry or anything, but since Light magic is known as rare, powerful, and also has associations with the Clover Royals, did you have some sort of plan regarding her ancestry aside from their status as treasure hunters? If so, it's something that needs to be hashed out before I can approve the CS--for big reveals and whatnot, feel free to send me a PM.
As for her spells and skills, I know these are a work in progress so most of my feedback is just suggestions, not requirements. You've also got room for one more spell if you want it. I'll go piece by piece:
Water Walking - I'm more concerned with the stretch it takes to tie this in with her stealth abilities than I am with her actually walking on water. I feel like someone sneaking around with their feet coated in water would sound like someone walk-slapping around in flippers, or would leave soggy footprints. Maybe instead of making it sound-oriented, make it more about mobility? Using a water current to "slide" around or a small number of "floating puddles/bubbles" to use as footholds in the air?
Healing Water - This one feels a little more needlessly complex than it has to be. Elemental healing spells in canon don't seem to worry so much about the biology of it as just the nature of the magic--Healing magic is more limited in Black Clover than elsewhere, as people still seem to regularly fall ill/die of what we'd think would be preventable cause, and they can only rarely, in a best case scenario, reattach limbs or treat severe maiming without scars. Maybe just say she has to coat the "affected area" in her water in order to diagnose/fix the issue, and while she's focusing on that she can't cast other spells, heal anything outside of what her water covers, etc? I'm imagining her sort of holding a mass of water/bubbles in her hands, and sweeping it over someone's body to try and find where she needs to heal.
Stealth - Again, there's not much need to over-explain it. Her backstory establishes that she started stealing to make up for the orphanage's poverty, so it's expected she'd somehow learn skills to do that. Leaving it at, "It started with pilfering an extra cookie, then sneaking out without being seen, and ended up at dodging between shadows," would be fine by me.
Thievery - While I still advocate keeping it simple, I also want to point out she probably shouldn't be an expert thief or anything given she's only had about 4 years to practice with no mentorship or tools available to her. Aside from pickpocketing and maybe jimmying some basic locks, I wouldn't treat this as infallible. And this is a bit of a warning, just so you know--the usual "Chaotic D&D Rogue" kind of shenanigans would likely be a fast track to getting kicked out of the Magic Knights. She would need to only use her abilities for good or be very careful.
Agility - This is also where I'd point back to her magic helping her out. While she might've practiced things like running, jumping, climbing, and maybe even a backflip as a rambunctious kid running around an orphanage in the Common Realm, if you're having trouble describing how she does it or how she learned it, think about how she could improve her natural movements with her water magic.
I think this will be a good application once you've got it a little more ironed out, so just let me know if there's anything I could do to help!
@DuthguyFirst with Sword magic, now Arrow magic--all we need is someone to apply with Axe magic and we'll have the Fellowship over here! XD
His image is borked at the moment, at least for me. The effects and drawbacks of his magic all seem good, I'm assuming that as he advances the idea is to add things like homing arrows or explosive arrows, and increasing the general numbers/power?
Backstory and other bits look good, so I feel confident approving him!
Pretty much yeah, I was thinking of having him learn rune arrays to make his spells homing and have some other effects in mind but for the most part he will just increase the number/power of his arrows.
I didn't expect character sheets so soon. Lol I just put something together based on my first idea, definitely not as in-depth as I'd normally like it but this is the general direction I'm thinking for my character. Definitely let me know what could be better/changed.
NAME.Hikari Tahada
| 16| 6'2/193 | Male |
"I’m going to purge this world and make it pure… only I can do it."
PERSONALITY: | Surface level, Hikari is a very nonchalant person who isn’t afraid to approach situations with a smile and kindness. He puts people first, an extrovert interested in learning other people and their interests. Internally, he’s a very paranoid person with a boiling anger and judgemental attitude. He’s analytical and easily irritated from the smallest things he deems stupid or not worth his time.
What some may call Two-Faced, Hikari would say he’s just smart enough to know which cards to play. He’s not above using people and situations to advantage himself and his goals. However, he isn’t completely heartless as he’s fiercely loyal and caring to who he cares for.
Hikari has a habit of laughing whenever faced with an emotion he’s attempting to suppress, which furthers his appearance of being a kind and optimistic person. |
MAGIC: | Steam Magic: Hikari is able to create, shape, and manipulate steam. The more mana he pours into the steam, the hotter it becomes even to the point of burning someone. |
SPELLS:
Burning Palm l - Offensive - Steam emanates from Hikari’s palms causing them to heat. Anyone or anything touched by Hikari is capable of being burned, even Hikari himself has scars all around his hand from overheating himself. It cannot be used for too long without risking hurting himself.
Steam Cloud - Defensive/Offensive- Steam pours from Hikari’s nostrils and disperses throughout the air, creating a fog that opponents cannot see through. The thickness is determined by the amount of mana output. Alternatively, Hikari can create a singular large smoke cloud instead of dispersing it through the air. Hikari himself cannot completely see through the smoke, but has better vision than his opponent altogether. He also cannot heat up this ability yet.
Steam Clone - Defensive - Hikari disperses steam from his mouth creating a clone that looks completely identical to whomever he chooses. It cannot talk nor does its physical attacks hurt, essentially being just a distraction. However, if destroyed, erupts into steam that can be heated determined by mana output when first released.
ABILITIES & SKILLS:
Poker Face - Hikari is used to being in high-tension situations which helps keep him calm in moments others might be distressed. This has also caused him to be able to hide his facial expressions well regardless of how he’s currently feeling.
Hand-To-Hand Combat - Hikari was trained extensively in how to fight by his mentor, Vander, and how to properly use his size to his advantage. This comes with a downside that he is abysmal with weapons beyond very basic level, but if it comes to fisticuffs he’s your guy.
Intelligence - Hikari is someone who prefers to use his intellect first and fists second, despite his background. Hikari has a photographic memory, so anything he reads sticks with him and once he understands it then he wants to master it. For better or for worse, his thirst for knowledge knows no bounds.
GOALS & FEARS: | Hikari dreams of purging the world of criminals and evils, including kingdoms. His ideal world where everyone can live peacefully, without the need of money or servitude, he believes can only be brought by someone with ambition to do whatever it takes. | | Regardless of his ambitions or stature for his age, Hikari fears being powerless and fears not being able to bring change. He’s insecure about his own magic, and any show of weakness or defeat can lead Hikari into a depression which further feeds into his need of wanting control. | .............................................................................
All Hikari knew growing up was the criminal underworld. The last memories of his parents were of them getting arrested stealing food. He would fall down a similar path as a child, seeing as that’s all he knew with no guidance around. A man popularly known as Vander took him off the streets and let him into his gang. Hikari was small so he was good at slipping in and out of places to steal for Vander’s gang, and in exchange all he wanted was food and to learn how to read. Hikari took a keen liking to reading and gaining knowledge, yearning to surpass those who taught him. As he got older, he would go through multiple growth spurts which made him more noticeable and less stealthy. Looking to still earn his keep, Hikari allowed Vander to train him in hand-to-hand combat. As he was adult sized, he made a perfect body guard and extorter for the gang instead of a petty thief. Hikari would often stay quiet on these missions to avoid revealing his child-like voice despite his stature, nor would he need to as most of the debtors were already intimidated by his presence.
Knowing that Hikari loved books, a member of Vander’s gang snuck out with him to show him the grimoire ceremony once he turned fifteen. Unbeknownst to him, Hikari would end up receiving his own grimoire. Excited to let everyone know about the event they would return, not to celebrations however, but to the bodies of their companions accompanied by shouts of battle. The remaining members vs knights. One such knight would approach the two, and before Hikari knew it he was screaming with steaming emitting from his hands. The memory blurred until this day of him killing the soldier, all he remembered was staring at the blood on his hands being vaporized away by the steam. He was grabbed by the shoulder and told, “Sorry kid, you’re back on your own.” by Vander before he felt himself being dragged into a shadow portal. “They don’t know your face, kid, promise to live for something greater than… this.”
The portal would close and Hikari would find himself on random farmland. He spent the night against a tree, sobbing as he ran through the faces of his comrades wondering why he deserved to lose a second family again. Criminals, yes, but never evil. Just a group of people trying to make ends meet. The sadness turned to anger, and the confusion led to newfound motivation. He didn’t know what he did to deserve this life, but he would take Vander’s words and fulfill his promise. He would work day and night to master this new power, to purge this world of evil from the lowest to the highest levels. He was going to change this world for the better, no matter the costs.
I know what character I want to make, in tersm of personality, background and all that. My issue's more going to be finding a face-claim I'm happy with and deciding what their actual magic is going to be like. :P
@Duthguy Yep, image works now! The way I envision upgrading and adding our spells will work, as long as he's going through the stages of "Arrow > Arrow that spins/Arrow that homes in > multi-arrows > multi-arrows that home in" etc, he wouldn't necessarily need runes unless you just want that, thematically. What might be cool though is using the runes to essentially set up traps to make "arrow turrets" he could set up!
@Expllo Unless you'd like him to be an immigrant from the Hino Country (where Yami's from) Black Clover usually has Westernish/Fantasy names rather than the traditional Japanese ones. Also, so far as we know it's standard for every kid in the kingdom to attend a grimoire ceremony whenever it's held after they turn 15 (implied to be once per year when they tell Asta to try again). It wouldn't be a surprise for him to get one and he wouldn't necessarily need to sneak in, unless it's just his bandit buddy trying to avoid notice from any authorities who might've come to watch. Other than that I don't see any real issues, so let me know if you have any questions!
@Zeroth How difficult do you think it would be for someone with only passing knowledge of the series to keep up with? Since this is a sequel and not an alt. universe. For reference, I've only read up until the elves first start appearing in the manga (which meant that at the time I was caught up, but its been some years since then... lol)
How difficult do you think it would be for someone with only passing knowledge of the series to keep up with? Since this is a sequel and not an alt. universe. For reference, I've only read up until the elves first start appearing in the manga (which meant that at the time I was caught up, but its been some years since then... lol)
Well, none of the canon characters, and none of their immediate descendants (kids, grandkids, great-great-grandkids, etc) are alive/relevant. Even if their family lines are out there, we're just gonna say this generation doesn't quite have as much "red thread of fate" woven into them. So there won't be much in the way of direct references.
You might get spoiled on certain "concepts" of the series, but I think by and large any actual plot elements would be safe. The entire point of a few plot-related references is that it's been long enough people are getting stuff wrong and making their own interpretations--like, taking that line that says "The three leaves are faith, hope, and love. The fourth is luck, but within the fifth lies the Devil." and twisting it to say "The Anti-Magic King had a five leaf grimoire and he wasn't evil, so it's cool if we start a devil worshipping cult right?"
The manga's gone to a quarterly schedule, but is near the end of what seems to be the final arc. Even so, I tried to set things up in such a way so that aside from the general assumption that shonens are gonna shonen, I don't ruin the series for anyone.
Well, none of the canon characters, and none of their immediate descendants (kids, grandkids, great-great-grandkids, etc) are alive/relevant. Even if their family lines are out there, we're just gonna say this generation doesn't quite have as much "red thread of fate" woven into them. So there won't be much in the way of direct references.
You might get spoiled on certain "concepts" of the series, but I think by and large any actual plot elements would be safe. The entire point of a few plot-related references is that it's been long enough people are getting stuff wrong and making their own interpretations--like, taking that line that says "The three leaves are faith, hope, and love. The fourth is luck, but within the fifth lies the Devil." and twisting it to say "The Anti-Magic King had a five leaf grimoire and he wasn't evil, so it's cool if we start a devil worshipping cult right?"
The manga's gone to a quarterly schedule, but is near the end of what seems to be the final arc. Even so, I tried to set things up in such a way so that aside from the general assumption that shonens are gonna shonen, I don't ruin the series for anyone.
I see, thanks. I'm not so much worried about being spoiled on the series, as I am with being able to keep up with the RP with somewhat limited knowledge of the series canon. At the moment I'm tentatively interested, so we'll see if I can come up with a character.
@Duthguy Yep, image works now! The way I envision upgrading and adding our spells will work, as long as he's going through the stages of "Arrow > Arrow that spins/Arrow that homes in > multi-arrows > multi-arrows that home in" etc, he wouldn't necessarily need runes unless you just want that, thematically. What might be cool though is using the runes to essentially set up traps to make "arrow turrets" he could set up!
True, I mostly went with the rune array since that was the planned setup for the black clover ep on rpnation, but that works just as well. In fact doing it this way makes one of my current spell ideas a less developed precursor of straight up homing