Dawn of The Coming Storm - The Reimagining
I. Intro
------
Note; this RP was originally made by Flamelord (as Dawn of a New Age), but he gave me permission as long as no one, and I repeat no one @mentions him.
II. Magic
III. What if I don't want to play a Mage?
IV. Rules
V. Character Sheet Skeleton
I. Intro
We live in troubled times, times worsened by new revelations into the cosmos and the universe, revelations that break the framework of current science. It started when mysterious new books, the Malakim Records, began to appear in libraries, bookstores, and even people's homes. These books contained writing in a mysterious, universal language, writing that when read, granted their reader mysterious powers from a long-forgotten age. Then, they would disappear, leaving a mystery and a legacy of power.
Needless to say, the appearance of these tomes, and the powers manifested by the people who read them, have caused alarm and speculation in circles all around the world. Some decry the Malakim Records as 'demonic', and those who gain powers from them as 'damned'. Others see the Records as a new hope for a world in disorder. And a few are just trying to see whether human society can go on despite this new challenge...or because of it.
You are a group of people who have seen a Malakim Record and read from it, getting strange powers you barely understand. These powers caused you either trouble or profit, depending on the talents and personality you previously had. However, The Government found you...and actually decided to negotiate calmly and respectfully. They didn't decide to be cartoonish villains, they didn't use brute force and kidnapping, and they decided not to abduct and experiment on you (whether experimentation works with magic or not is a moot point; it would still have been painful if they had tried it). Instead, they told you that they can help with your situation and actually offered proof. Whether it was by dispersing a mob of anti-magical thugs in your neighborhood, or mundane stuff like preventing businesses from discriminating against you because of your magic, they actually helped.
Note, however, that they were only acting sane and rational because it genuinely worked for them as well. Beset on all sides by enemies, attacked from within and without, the current Administration of the US, led by President Beatrice Steele, has decided that it needs your help in this crisis as much as you (from their point of view) need theirs'. For they had found a lead to where the Malakim Records are coming from, and just why they exist. And you have the necessary spells and mundane talents to follow said lead.
Needless to say, the appearance of these tomes, and the powers manifested by the people who read them, have caused alarm and speculation in circles all around the world. Some decry the Malakim Records as 'demonic', and those who gain powers from them as 'damned'. Others see the Records as a new hope for a world in disorder. And a few are just trying to see whether human society can go on despite this new challenge...or because of it.
You are a group of people who have seen a Malakim Record and read from it, getting strange powers you barely understand. These powers caused you either trouble or profit, depending on the talents and personality you previously had. However, The Government found you...and actually decided to negotiate calmly and respectfully. They didn't decide to be cartoonish villains, they didn't use brute force and kidnapping, and they decided not to abduct and experiment on you (whether experimentation works with magic or not is a moot point; it would still have been painful if they had tried it). Instead, they told you that they can help with your situation and actually offered proof. Whether it was by dispersing a mob of anti-magical thugs in your neighborhood, or mundane stuff like preventing businesses from discriminating against you because of your magic, they actually helped.
Note, however, that they were only acting sane and rational because it genuinely worked for them as well. Beset on all sides by enemies, attacked from within and without, the current Administration of the US, led by President Beatrice Steele, has decided that it needs your help in this crisis as much as you (from their point of view) need theirs'. For they had found a lead to where the Malakim Records are coming from, and just why they exist. And you have the necessary spells and mundane talents to follow said lead.
------
Note; this RP was originally made by Flamelord (as Dawn of a New Age), but he gave me permission as long as no one, and I repeat no one @mentions him.
II. Magic
There are six disciplines of Magic:
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).
World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.
Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.
Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...
Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...
Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.
You have six spells available, but the more schools you pick, the weaker they will be, as a rule.
Counterspell and Dispel Magic Rules
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the rote that counters other magic, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Note, though, that you can 'fluff' your Anti-Magic spell however you like; you can make it a zone where specific spells vanish, or a fireball that erases magic only, scorcing them from existence. Or perhaps you can use a ritual to slowly unravel a curse or dispel it...
Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the rote that counters other magic, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.
Note, though, that you can 'fluff' your Anti-Magic spell however you like; you can make it a zone where specific spells vanish, or a fireball that erases magic only, scorcing them from existence. Or perhaps you can use a ritual to slowly unravel a curse or dispel it...
Enchantment Rules
Enchantment requires High Magic and a spell that you or a party member knows, along with an item to be enchanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Enchantment requires High Magic and a spell that you or a party member knows, along with an item to be enchanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.
Perfected Electrum
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). Thus, Perfected Electrum is made only in very small quantities, under the watchful eye of the most powerful states...
Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). Thus, Perfected Electrum is made only in very small quantities, under the watchful eye of the most powerful states...
Group Spells
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy and negotiate with Angels/Gods/Demons for the permanent return of the Soul (they must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Ressurection cannot be Enchanted into Items.
Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
Example Spell:
Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy and negotiate with Angels/Gods/Demons for the permanent return of the Soul (they must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Ressurection cannot be Enchanted into Items.
III. What if I don't want to play a Mage?
Platinum, a very rare and precious metal, is also immune to all magic; this is the opposite of Gold, Silver, and Electrum, which 'conduct' Magic very effectively. The cause of this is unknown, as Platinum has not been mentioned in ancient legends as holding any supernatural power. Nevertheless, the fact that Platinum is anti-magic is a fact; while Magic can conjure and transmute Platinum, it cannot do anything else; magical heat cannot melt it, nor can it be changed to another material. Not merely that, but when a Mage touches Platinum, they experience a feeling of unnatural cold, one that is innately uncomfortable.
Through trial and error, researchers at various governments and corporations have discovered that various rituals that require animal blood can dispel magical curses and effects. In short, blood sacrifice can dispel magic, if the required rites are followed. The more unscrupulous regimes of the world have even attempted human sacrifices and rites that required them, and found that the blood of human sacrifices, when placed inside containers and sprayers, can cancel out spells as they are being cast.
IV. Rules
1.) No godmodding, powerplaying, metagaming, etc. etc.
2.) Any mature scenes, aka anything above nudity, must be taken to PMs.
3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
4.) No talking about IRL Politics. Ever.
5.) Please notify me if you will be gone longer than a few days, I myself will let you guys know if I will be gone.
6.) Again, six spells; the more schools of Magic you have at first, the weaker they'll be, and vice versa. You can get more as the plot goes on.
7.) Yes, Magic can be gained through artificial means.
8.) The Tone of the RP is 'Dark, but Optimistic'. Things are grim at first, but your characters are not supposed to be hopeless jerks about it, nor would basket cases be accepted. This world can be made fairer and its suffering will be reduced if the PCs do things right. So, do things right.
2.) Any mature scenes, aka anything above nudity, must be taken to PMs.
3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
4.) No talking about IRL Politics. Ever.
5.) Please notify me if you will be gone longer than a few days, I myself will let you guys know if I will be gone.
6.) Again, six spells; the more schools of Magic you have at first, the weaker they'll be, and vice versa. You can get more as the plot goes on.
7.) Yes, Magic can be gained through artificial means.
8.) The Tone of the RP is 'Dark, but Optimistic'. Things are grim at first, but your characters are not supposed to be hopeless jerks about it, nor would basket cases be accepted. This world can be made fairer and its suffering will be reduced if the PCs do things right. So, do things right.
V. Character Sheet Skeleton
Name: What’s your characters name?
Age: How old is your character?
Physical Description: What does your character look like?
Place any photo’s here.
Important items: What possessions are important to your character?
Short Bio: Tell us your characters story up to this point.
Spell List: 6 Spells overall.
Age: How old is your character?
Physical Description: What does your character look like?
Place any photo’s here.
Important items: What possessions are important to your character?
Short Bio: Tell us your characters story up to this point.
Spell List: 6 Spells overall.