Hidden 10 yrs ago 10 yrs ago Post by Letter Bee
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###**A World of Progressive Magic: The Magical Peace Corps - Reboot!** _**Intro**_ In the 21st Century, The World limped on, enduring crisis after crisis, somehow surviving despite refusing to completely band together. Terrorism, war, protest and intrigue, all of those proceeded for several decades. However, so did research, science and technology, and of course, the deleterious effects of humanity's exploration of the Earth. Seas rose, ice caps melted, storms grew worse, and entire nations, like Kiribati, sunk into the waves. In the end, though, humanity made it through to the end of the century...which was when everything changed. Across the globe, people observed strange lights. As more appeared they seemed to join into one, enveloping the whole world. The illumination was gone just as fast as it appeared, but the consequences of this phenomenon were worse than anything that plagued humanity in the past. Half of the world's population, 6 Billion souls, disappeared, not just from the planet, but from people's memories, just the same as everything they once might have owned, their houses, possessions, nothing remained that even hinted that they ever existed. No one could protest, after all with their memories gone, it was as nothing ever happened... Nevertheless, losing memories wasn't the only change those remaining humans experienced, something more profound seemed to have begun. They developed not physically, but on a deeper level. Men and women experienced visions, felt energies coursing through them, and witnessed strange interactions with those beyond their world. A few discovered they could tap into those strange new powers and control them, discovering in them the power of, what would later be called, Magic. Although times have remained peaceful and progressive, not all was well. Humans weren't the only ones who awakened to this new power, animals and the planet itself also changed. Due to this the landscape evolved and a new species of creatures, Magical Beasts, was born. These beings would be different in temperament as they are in body, with some just content to stay in their natural habitat, while others would actively hunt humans for sport. Some even worked with humans, but that was a rare occurrence. With this new threat to people, the conflicts amongst their own kind and just for the sake of living in this new world, the Magical Peace Corps were created. Their job was to protect those that couldn't do so themselves, aid those that required help and educate others on magic so it wouldn't be misused. ------ Basically, guys, this is a reboot of A World of Progressive Magic: An Arcane 2100s, where the optimistic history of progress, followed by a dark conclusion, is instead replaced with a grittier and more realistic history...which has a calm and peaceful end - unless you can't ignore the disappearance of half of humanity! Anyway, this starts out as an Academy RP for the first few rounds, but then becomes a Chase RP, instead. **Mods:** Letter Bee Aqutanama _**Chief Consultant**_ **Lucek** ###_**Magic**_ Magic is theoretically innate to all, but to actually advance in it, you need the help of a Mentor; someone who is somewhat more advanced in Magic than you are. Basically, you just describe what you can do under 'Magical Powers' (see below), and we'll see if it's too overpowered or not. Note, however, as a rule, that Magi from the Magical Peace Corps use the Codified Magic System (See below). **The Codified Magic System “Optional, Lore Only”** ###**There are Ten Areas of Magic** ###**Space** Teleportation, Superspeed, Flight (shared with Energy), Scrying the Present. ###**Time** Scrying the Future, Bullet Time, and putting Conditional Effects on Spells (for example, casting a gun to shoot Fireball 'X' number of times). ###**Energy** Electricity, Heat, Light, Cold (which is the removal of heat), Magnetism, Gravity, Polarity, Sound, Telekinesis, Flight (shared with Timespace) etc. ###**Mentalism** Mind Control, Mind Reading, Illusions. ###**Life** Healing, Controlling Plants and Animals, Mutation. ###**Death** Killing, Destruction, Necromancy and Undoing Necromancy (Making sure that people die peacefully) ###**Matter** Transmuting Matter, Changing the States of Matter (Turning Water to Ice, or Gas, Solidifying Air), and Conjuring Matter (in conjunction with Prime). ###**Fate** Increasing or decreasing Luck. ###**Law** Making Magic Lasting, Making Magitech, Conjuring up Silver Bolts of Light that harm High-Level Mages. ###**Otherness** Contact with Other Dimensions, Taming Extra-Dimensional Entities like Spirits, Creating New Spirits, and going to Other Dimensions. ###**References** [Spheres](http://whitewolf.wikia.com/wiki/Sphere_(MTAs)) [Arcana](http://whitewolf.wikia.com/wiki/Arcana_(MTAw)) [Spirits](Http://whitewolf.wikia.com/wiki/Spirit_(WOD)) ###**Learning Spells** Spells can be learned through IC actions, such as practice and meditation. However, later in the RP you will gain access to special trinkets, a combination of Grimoires and Artifacts from Canon! Mage the Awakening, which allow you to both cast spells and learn them. And, I realize that this is a restriction on the original system, but no, you cannot make up your own spells, nor use a spell that you have not requested for or 'officially released' yet. More on this below. ###**The 'Released Spells' system** Okay, this is a break from Canon! Mage, but we needed a counterbalance for the removal of Paradox, aka a way to stop the PCs from godmoding. So, we're going to use a new system: Basically, we release three 'Sample Spells' from each School, and you guys have automatic access to said Sample Spells, and _only_ the Sample Spells, with the potential to learn more. As the RP Progresses, we shall release new 'Learnable Spells' for every page of the IC. As mentioned before, these Learnable Spells are present either as instructions and pieces of lore given by NPCs, or as special trinkets that allow you to cast said spells without practice, but would leave you devastated should you lose them. ###**Places of Power** ###**Demesnes:** Places that, because they were special before the Awakening Surge, form a reservoir of magic that strengthens one's spells. Desmenes are attuned to one School, for example; the still-intact Statue of Liberty are a Fate Demesne, while the Isle of Corregidor in the Philippines is a Timespace Demesne. Demesnes, to be fully used, need Manses, which are structures that are equivalent to a House, Factory, Power Plant, and Hydroelectric Dam. ###**Shadowlands:** Demesnes made by killing lots of people. Shadowlands cause the dead to rise, creatures to mutate, the air itself to be filled with horror, and its energies can only be used by the most depraved of Magi. Due to the peace, few Demesnes are Shadowlands; this didn't change with the disappearance of half of humanity, as the disappeared aren't dead. ###**Rules:** **1.)** The RP is set in an undisclosed location, in the year 2100, just so you know. **2.)** All players are part of the Magical Peace Corps. **3.)** Technical Pacifism is enforced upon the PCs. No killing, no permanent harm, no mutilations, no torture, no outright mind control unless your life is in danger (mental suggestions are okay). Part of the fun is finding ways to fight without doing those things. It's okay to go all-out when fighting undead, though. **4.)** No controlling another PC's actions unless you're the GM and the player is absent. **5.)** Yes, this is the Anti-Shadowrun. **6.)** Rules for Conjuration: With Matter, you can conjure up non-living, non-undead stuff, but it's only temporary unless you have Law, even then, you can only conjure as much as your own body weight. **7.)** In OOC Chat, don't be a jerk. **8.)** New Rule: While the Magic System of AWoPM is based on Mage: The Ascension and Mage: The Awakening, I reserve the right to override their rules with my own houserules. -Souls are now Immortal except for the Avatar, the part of said soul that allows you to use Magic. You can hurt them, you can control and bind them, and you can send them to the True Afterlife, but you cannot destroy them except for the Avatar. -Cuffs enchanted with all Nine Schools of Magic in order to restrain Rogue Magi are not feasible in both Mage game lines, but they are viable here, meaning that even Archmagi can be captured. - Artifacts and Grimories have been merged; it is now possible to learn spells from Magical Items. **Character Sheet:** **Character Sheet** **Name:** **Age:** **Appearance:** **Personality:** **Magical powers/Physical Abilities:** **Flaws:** **Bio:** List of approved characters (After the Restart) [Jonathan Alexander Vanderswift](http://www.roleplayerguild.com/topics/60022/posts/ooc?page=1#post-1974607) [Ascot Harper](Http://www.roleplayerguild.com/topics/60022/posts/ooc?page=1#post-1975465) [Hibiscus](http://www.roleplayerguild.com/topics/60022/posts/ooc?page=2#post-2010080) [Omega](http://www.roleplayerguild.com/topics/60022/posts/ooc?page=4#post-2064533) [Serenity Arvennicus](http://www.roleplayerguild.com/topics/60022/posts/ooc?page=5#post-2117747) ------ So, anyone interested? Also, no, this is not set in the World of Darkness; it just uses one of the Magic Systems.
Hidden 10 yrs ago Post by Aqutanama
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It is sad to see that the code was messed with. We need to rewrite everything and get it working correctly or else we will have [b] and stuff places they shouldn't be.
Hidden 10 yrs ago Post by CitrusArms
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It's just tedious to change it, really.
Hidden 10 yrs ago Post by Letter Bee
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Yeah, that was my logic.
Hidden 10 yrs ago 10 yrs ago Post by Aqutanama
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I changed my character >.> See now was that so hard? I hope my edit will be liked. :P
Hidden 10 yrs ago Post by CitrusArms
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This was pretty fun last time, i hope we get another good crowd.
Hidden 10 yrs ago Post by Letter Bee
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Yeah, been waiting for more players. @Aqu, when you get back, can the first post of the IC be a collab?
Hidden 10 yrs ago 10 yrs ago Post by Aqutanama
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Spells may change **Death** Ectoplasmic Shaping: The mage can alter the form of an ectoplasmic manifestation, shaping it with his will into whatever form he desires. He must contend with the will of the mage who conjured the ectoplasm or the ghost who manifests through it. Ectoplasm is the medium through which ghosts manifest. Forensic Gaze: This spell enables a mage to discern at a glance exactly how a creature died and how long ago. Thus, the mage might be able to realize that a cause of death obvious to all modern forensic evidence is in fact a ruse designed to distract from the subject’s true cause of death. Because of the limitations of the Death Arcanum, Forensic Gaze reveals only cause of death and not mitigating circumstances. Can be used no matter the state of the body (mutilated, skeleton, burned, turned to ash.) Grim Sight: The mage gains the Mage Sight, perceiving the supernatural through the lens of Death. He sees the weight of death around a person or place — not his likelihood of death (unless the subject has a terminal illness), but how often he has rubbed shoulders (knowingly or not) with the dead or dying. Using this spell, a mage can perceive another’s grief through a recent loss, and use this knowledge to manipulate that person’s emotional vulnerability. It can be used to identify murderers who have otherwise concealed their crimes from all knowledge (although this rote reveals no details about the murder, only that the target has blood on his hands). **Fate** Interconnections: Allows the mage to examine anyone in sensory range to determine the interconnections they might have with each other (or even with things and institutions, such as corporate brands or fashions) Each success yields some information, with more successes yielding more powerful or secret connections. The mage cannot tell exactly what the connections mean, just their intensity. Note: Successes depend on power and concentration used and the GM will decide the amount of information you get. Quantum Flux: This spell allows a mage to influence negative effects that might make any of their actions fail. At any time within the spell’s Duration, the mage can spend time “aiming” any action, reducing penalties that influence him in the scene. A maximum of three penalties can be removed. This effect can negate only penalties, however, and may not result in any kind of bonus to dice pools. The penalty or negative effect doesn’t disappear, but its influence is lessened or negated. Penalties mean negative influences, for example if one tries to hit a remote target and has wind in their face, they can lesser it’s influence (without changing the wind itself) and take aim like there they weren’t hindered. Reading the Outermost Eddies: The caster knows the outcome of some small random (or mostly random) action in her immediately vicinity. The spell cannot bring about a life-altering change. Nor can it be used to change the probability of an event already set in motion. (A mage couldn’t use the spell on a scratch-ticket she’d already bought, but must use it before buying one ticket out of many.) Nor may the spell create any chance that an impossibility will come to pass. A simple success results in small turns of immediate or nearly immediate good fortune pertinent to the willworker’s current circumstances (such as which vending machine will drop that dangling candy bar the last guy paid for and gave up on after it got stuck on the rotating coil). An exceptional success yields the high end of small good fortune. (Say, turning down the left-hand alley rather than the right one and finding the runaway cat for which the owner has posted fliers advertising a $100 reward). Successive attempts to use this spell for the same goal are considered vulgar and will bring ill fortune to the user. **Forces** Influence Heat: The mage can guide the direction and/or flow of existing heat. He could, for example, keep warm in cold weather by pulling the ambient warmth shed by other human bodies to himself, or make sure that the dim heat from a radiator on the other side of a bathroom reached the shower stall. He could not increase the temperature of the heat at this level, nor create heat where there is none. Influence Light: The mage can guide the direction and/or flow of existing light. He could, for example, cause a wide-angle lantern beam to focus more tightly, like a flashlight beam, or split visible white light into its full spectrum of colors, like a prism. He could not (at this level) cause a weak light to become brighter or cause light to appear where it did not already exist. Influence Sound: The mage can guide the direction and/or flow of existing sound. He could, for example, focus sound waves from across a vast chamber so he can listen in on a whispered conversation, or ensure that the sound of his own voice does not carry beyond the person to whom he is speaking. He could not amplify the volume, however, or create a noise from thin air. **Life** Analyze Life: The mage discerns the species, age and sex of a nearby living plant or animal, including humans. Cleanse the Body: The mage can cleanse herself of drugs, toxins or poisons. Healer's Trance: The mage can discern the state of health of a living being and detect and identify any illnesses. **Matter** Alter Conductivity: The mage alters the conductivity of a simple object. An electrical cord can be rendered completely non-conductive, while concrete can be made to conduct electricity like copper. Craftsman's Eye: The mage can discover the proper function of an object with moving parts. Dark Matter: The mage gains the Mage Sight. This spell is especially good for reading resonance that is ponderous (“thick”, “sluggish” or “dense” as some have called it). **Mind** Aura Perception: The mage can discern the mental and emotional states of a thinking being by reading his aura. Some mages perceive auras as a series of colors, while others describe them in terms of musical notes, odors, tastes or other purely non-physical senses. One Mind, Two Thoughts: This spell enables the mage to hold two individual and wholly distinct trains of thought at once, provided neither is intensely physically demanding. Sense Consciousness: The mage can detect the presence of minds in the material world or mental projections in the state of Twilight. He knows how to detect the presence of psychic activity, from the basest (that possessed by the simplest of animal life) to the most complex and elevated (powerful lords among spirits, the most enlightened of willworkers and the like). This sense allows the mage to know when other thinking creatures are present, and roughly what sorts of minds are present. (Experience may not teach a mage the distinction between a cockroach’s mind and a dung beetle’s, but it does tell her the difference between an insect and reptile mind.) The mage detects the general type of mind she senses (a host, disembodied consciousness or spirit, for example) and this sense is useful for helping the mage to know when she is spied upon or just watched by a being currently lurking in refined dimensions. **Prime** Analyze Enchanted Item: The mage can scrutinize an enchanted item —an Artifact, enhanced item or imbued item — to discern its powers. Discern Phantasm: The mage can see through Primebased illusions (those created with manifested Mana, knowing them for what they are. Having substance, however, they do not vanish from her sight. Dispel Magic: Mages can dismantle or dispel existing spells, a process also known as “unweaving.” **Space** Correspondence: The mage can analyze the connections between things, people and places, determining their degree of sympathetic connection. This spell provides useful information to the caster who intends to affect a subject through someone or something to whom or to which the target is emotionally bound. It might be a very dear friend, a treasured childhood possession, or that nook beneath the old oak where the subject fell in love for the first time. Finder: The mage can flawlessly track an item in his immediate surroundings. Omnivision: The mage can perceive 360 degrees around himself. He essentially has “eyes” on the back and sides of his head. **Spirit** Coaxing the Spirits: The mage can whisper to a spirit sleeping within a material object and ask for its aid, making it easier to use the object. Exorcists' Eye: This spell enables a mage to detect the presence of a possessing entity within a terrestrial being, often to the end of expelling that spirit by means of the “Exorcism”. Those who are knowledgeable in the ways of the spirit realm may be able to identify what sort of spirit inhabits a given individual, but such information is not necessarily conveyed by this spell. Second Sight: The mage gains the Mage Sight. He can also determine the Strength of the local Gauntlet. **Time** Momentary Flux: This is the power to discern the “Butterfly Effect.” The mage can judge a currently ongoing event, one about to take place (within the next five turns) or one that has just taken place (again, within five turns) and discover whether it will be beneficial or adverse for her. For example, she could check to see if letting a sketchy-looking valet take her car keys turned out to have been a bad decision (and maybe stop him before he drives off). Or she could, when being chased by police, learn whether or not it’s a good idea to turn down the alley ahead. This sense does not say what will happen, only whether it will be a boon or a hindrance to the mage. If all possible choices are equally beneficial or adverse, this sense will tell the mage as much. If all options are based entirely on the results of random chance, rather than any actor’s intention, then the mage gains a rough idea of the odds — that the guy in the black jacket has the edge in the fight that’s about to break out (because his Strength + Brawl dots are higher than his opponents’ — not enough to ensure victory, but enough to make him the oddson favorite). Perfect Timing: Know the perfect time to throw a punch to inflict maximum damage, as well as the perfect time to speak. Temporal Eddies: The mage gains the Mage Sight (see “Mage Sight,” p. 110). He perceives resonance through the way in which it “snags” things, people and events moving through the timestream, by the magnitude of its presence (in much the same way as scientists determine the presence of a black hole by witnessing the phenomena around it). He can also tell perfect time, anywhere, discerning the passage of instants with such clarity that his sense is more precise than even those most carefully maintained clock.
Hidden 10 yrs ago Post by Letter Bee
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@Cirus, your character idea counters what's written in the OP.
Hidden 10 yrs ago Post by Aqutanama
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In this restart all characters are starting without any links to magic perhaps one branch. Then they are trained in the basics and what have you. At least that is what I thought was going on. Although I didn't change my characters magic list, perhaps I should.
Hidden 10 yrs ago Post by CitrusArms
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Maaan, you're the one that said Serenity was preapproved. What is it that goes against?
Hidden 10 yrs ago Post by Letter Bee
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What I meant by that is that Serenity, as a basic character, is pre-approved. Some aspects of her backstory, like her magical powers and magitech, need, well, modification. Basically, Serenity can only use the spells listed on the 'Released Spell' list, and her father would only be involved with normal tech, not Magitech, although she can still have Mechs.
Hidden 10 yrs ago Post by Aqutanama
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So we going to get this show on the road?
Hidden 10 yrs ago Post by Renny
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If you are, I don't mind joining up again. It may take a day or two for me to get my character made.
Hidden 10 yrs ago Post by Letter Bee
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Squee, cool and thanks!
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Squee, cool and thanks!
No problem. I remember thinking that this had potential but it wasn't for me at the moment. Let's see if I can't get back into the groove of things.
Hidden 10 yrs ago Post by Letter Bee
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Thanks, Renny! That said, we do have the problem of a lack of players...
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Thanks, Renny! That said, we do have the problem of a lack of players...
Lack of players? Is the players that were here still here?
Hidden 10 yrs ago Post by Letter Bee
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Nope, most of them all left.
Hidden 10 yrs ago Post by Renny
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Well who is left?
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