Back from a bit of a hiatus and pretty rusty, so let’s get these old gears cranking again. I’ll have further details added if there’s enough interest. Detailed rules to be added later, but in general play nice. More info in the CS Template.
❈ WHO AM I? ❈
》 𝖡𝖠𝖲𝖨𝖢𝖲: John Smith || 20 || Daeva"Lorem ipsum dolor sit amet, consectetur adipiscing elit."You can play any of the available races, in whatever reasonable iteration you like. Biological/social gender is quite loose for everyone in this world, thanks to magic. You can specify if you like.
As a result of rather violent culling throughout the eons where those who were outliers ended up annihilated one way or another and those that remained slowly lost the benefits of producing offspring with a longer-lived race, age is now quite consistent across all the sentient races, with everyone averaging around 120-150 years these days. More ancient races in the distant past were eradicated in certain Starweaver attacks, and more ferocious predator races have long warred themselves into extinction. What remains of any such lineage is relegated to the far reaches of the world.
In death, Mal’akh fade into glimmering lights drifting upwards back into the sky; Daeva slowly (or suddenly, depending on manner of death) petrify into stone statues; Fae folk transform into various magical plant life. Humans still die the same way, though some have applied death-trigger spells on their bodies to mimic various other races’ deaths that are relatively more pleasant to look at than leaving behind a rotting corpse.
If you’re doing something particularly complex with the race, PM me first with the idea so we can discuss it. You can put a brief blurb about the character here.》 𝖠𝖯𝖯𝖤𝖠𝖱𝖠𝖭𝖢𝖤: 160cm tall || 62 kgIMAGE IS OPTIONAL/ILLUSTRATIONS ONLY; NO IRL FACECLAIMS.
Put a description of your character here. Descriptions are mandatory, but the image is not. You’re free to not include an image, especially if you can’t find any that fits.》 𝖯𝖤𝖱𝖲𝖮𝖭𝖠𝖫𝖨𝖳𝖸Your personality forms a loose theme for the power you receive as a Starweaver. Craft what you like within that, though, as personality themes are not strict and this isn’t a strict game.》 𝖧𝖨𝖲𝖳𝖮𝖱𝖸You’re free to make any changes to the sheet that you like, aside from mandatory sections like appearance, personality, and history. Change icons, add colors, make a new sheet template, go wild.
Starweavers can awaken at any age. You hear a voice that sounds like someone you know and trust, and maybe that’s just yourself, but you hear it all the same. It whispers “Wake up” in a language you understand and your name. That’s all the warning you get before the burden of the world settles on your shoulders in the form of a new power you might have wished for all your life or never wanted in the first place. The newfound magic comes easily to you, gently easing itself into your mind and your body like it’s always been there. Using it is as natural as breathing and you figure out your nuances and limits rapidly. You also find that you can feel other Starweavers now, that the pull of their nearby presence is like the air turned elastic, tugging you towards each other, just strong enough to notice and weak enough to ignore. Eventually, the feeling is natural, like air against your skin. You no longer find it strange, or even noteworthy, after a time.
Remember that in your history, your character will have somehow encountered the fog sometime before the disaster that struck Antarctica. The character may or may not have been a Starweaver at this time. Seeing as magic is commonplace in this world, it’s possible to pass off such an encounter as a cheap prank or someone’s spell gone briefly awry. What they’ve seen is similar to a sudden mist across their vision, blanketing the surrounding area so severely that it was hard to even see their own hands in front of them. Magic (even Starweaver magic) and tech failed in the mist, and when the character moved forward one step, they seemed to walk straight into a memory of something irreversible—-something they’ve lost or done that they would give anything to redo or return to. Anything for a second chance. When they took a second step, the vision was gone and they’re standing there walking into nothing in particular.
It’s preferable if your character has a great regret. It doesn’t need to be necessarily a huge event that continues to affect them severely and traumatizes them. It’s just something that cuts them to the core personally that, if they were given the chance, they would want to change. Maybe they’ve gotten over it in the sense that they’ve made peace with the fact the past can’t be changed, but if there was a way to turn back time (a magic that has not been created throughout all of history), they would be tempted to take it.
When the fog coated Antarctica, that regret floated to the forefront of their mind, unbidden. They can pass it off as coincidence, or they can decide there’s more to this than what it appears.
You have large freedom in creating a power for yourself, and Starweavers are not bound to the racial magic restrictions when using their unique ability. (You are otherwise still bound when using normal magic, of course.) You can only select one particular power that needs to be specific. For example, you can’t be both a mind reader and a telekinetic. The benefit of a Starweaver is that no known magic or science can easily stop a Starweaver’s ability—-it would take a concerted effort, likely involving many magical beings and devices. The quickest counter to a Starweaver can only be another Starweaver, and only if the other possesses an ability that can do anything about the former. Between power clashes, GM/co-GM will have the final call on how colliding abilities interact, though it’s open for players to call on their own without needing outside decisions.
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❅ WAKE UP, STARWEAVER ❅
❖ 𝖬𝖠𝖦𝖨𝖢MIND READER
» 𝖲𝖳𝖱𝖤𝖭𝖦𝖳𝖧 » 𝖲𝖴𝖯𝖯𝖮𝖱𝖳 » 𝖣𝖤𝖷𝖳𝖤𝖱𝖨𝖳𝖸 » 𝖣𝖤𝖥𝖤𝖭𝖲𝖤 » 𝖲𝖳𝖠𝖬𝖨𝖭𝖠 ★★★☆☆ ★★★☆☆ ★★★☆☆ ★★★☆☆ ★★★☆☆Describe your specific Starweaver power here. I’m giving you a lot of freedom in what you can do, so I trust that you’ll balance your ability appropriately. A player power that effectively can be any power is not acceptable. Neither is long-term time control/travel. ‘Gaming the system’ isn’t welcome here and is playing in bad faith. Be reasonable, please. I’m open to discussing iterations of anything so long as it’s clear you intended this to be a power that works with the narrative rather than a nightmare to GM.
Most stats are pretty clear. Stamina can be a measure of both physical/magical stamina such as how long casting can keep up without stopping or how long someone can fight at full strength. Just take it as a rough guide rather than anything laid in stone. Feel free to explain any stats further if your character warrants it.❖ TELEGRAPHStarweaver abilities have a signature mark (also commonly referred to as the starmark) that’s unique to each Starweaver and will become glaringly apparent when casting. It’s extremely easy to identify which ability is being cast by which Starweaver as the mark will appear prominently above the head of the casting Starweaver and will appear above anyone affected by the Starweaver. In some way, the mark will always make itself known. For example, in the third Great Calamity, the errant Starweaver destroying much of the Eastern countries left large scorches and enormous chasms in the ground in the shape of his mark. Many of the more remote fissures remain to this day as they’re too deep to readily fix for areas of uninhabited land. Music section below is optional.❖ 𝖬𝖴𝖲𝖨𝖢
❖ PLAYLIST ❖ SONG OPENING THEME ARTIST = "SONG TITLE" CASUAL THEME ARTIST = "SONG TITLE" BATTLE THEME ARTIST = "SONG TITLE" ENDING THEME ARTIST = "SONG TITLE"
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