Hidden 9 yrs ago 9 yrs ago Post by GrafRoy Zeppeli
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Welcome, One And All! To Liseranna Academy!







This is a school only for those with the gift of magic. It does not matter how you came into magic. It might've been an accident, inheritance, self-discovery, curiosity or even a curse placed upon you.

Whichever and as long as you possess the skill, you are welcome to Liseranna, School For The Magically Gifted.

Oh, but don't misunderstand. The fact that you are here does not mean you are special. Many arrive here only to meet death for deluding themselves with a false sense of self importance... for thinking that some kind of deus machina will happen just before their deaths.

How blatantly stupid they are.

Aside from us, there is an approximate of 900 magic schools all across the world. If anything sets us apart from the rest it would certainly be that we are the best magic school in the world. You can at least feel stronger than any other mage.





Those were some words from our dear Director A.

Far as everybody knows, he's been at the head of Liseranna for centuries now. Even with magic, such a thing would prove impossible, but not for this man, the one standing at the top of the most renowned magic school, Liseranna.

With that said, you are welcome to this academy of magic, where even the impossible becomes possible.

Liseranna is located between the waters of the United Kingdom and France, in an artificial island made and protected by magic. There is no record nor map containing its location thanks to the wards protecting it.

Liseranna accepts into their ranks any kind of creature as long as it is capable of doing magic and possess the gift to be accepted into this school. However, the only creatures known to possess magic circuitry inside their bodies are humans, elves, dwarves, angels, fallen angels and demons.




Creatures Capable Of Magic


Angels have access to holy magic, which involves healing to the point of resurrection at the cost of one's own body. However, they've long since gone extinct.

Demons, in contrast, can use Cursed magic that allows them to hex people into submittance or to suffer slow and painful deaths. Despite this, most demons aren't malicious or evil by nature, but like in any society, there are still evildoers.

Fallen angels have access to both kind of magic, cursed and holy. They are the product of an affair between an angel and a demon. Like with demons, Fallen angels are not necessarily evil but they suffer the most from prejudices and racism.

Elves are almost always great mages, and being an elf may give you an instant entrance ticket to Liseranna. They are specially adept in the use of nature in their magic, but they are extremely susceptible to illusions in turn.

Dwarves lean towards a crafting aspect of magic, and specialize in the use of alchemy. In contrast, they lack talent in the use of destructive magicks.

Humans do not excel nor are they terrible in any kind of magic, but their potential for growth is almost limitless once they start. The greatest mage history has recorded was a human by the Baphel.




Creatures Not Capable Of Magic


Despite not being capable of magic, any kind of mythological creature is still accepted in Liseranna, as long as it is in a Master-Familiar relationship with a mage. Yes, there are even Grim Reapers lurking around in the school.

More on Master-Familiar contracts later!




Magic System


A creature capable of magic possesses magic circuitry all across their body, which allows them to use mana and possess a mana pool.

Magic works through the usage of mana, a substance mages produce and store inside themselves in mana pools.

While some have bigger pools of mana than others, when someone depletes his or hers, they experience extreme exhaustion.

The size of a mana pool often depends of the inheritance a mage has, but in some isolated cases, someone can be born with a large pool of mana even if they have no magical inheritance at all.

Though it is possible to enlarge one's mana pool, the processes one has to go through are often dangerous and not worth the risk.

Instead, some with a more macabre perspective prefer to look for alternatives to mana, such as the life force of others or the negative energy in some place at a given time.

The greatest mage of history, Baphel, implemented a system of magical schools to more easily cast magic, and put a stop to people killing themselves while using magic. In other words, he made magic more easy for idiots.

The Schools of Magic:
  • Contritio: Destructive magic. Most easily used in battle. As long as its original purpose is destruction, it fits into this school. Things similar to explosions, fire or electricity fit into this school of magic. Magic already known to this school are: Implosion, Fire and Sword Art.
  • Pythones: Necromancy, but not in its most traditional sense. This school of magic is not for rising the dead to make them do your will. Pythones magic usually involves using spirits to produce a effect similar to those of other magics, but as long as it uses spirits it is considered Pythones. Known Pythones magicks are: Rotting Spirits, Water Spirits, Possesion.
  • Medela: Healing magic. This one is fairly simple. Regardless of the method, any magic that is used for healing wounds fits in this school. Scroll Healing, Light Healing and Rewind are some of the most widely known magicks of Medela.
  • Praestigiae: Magic related to illusions. Like with the others, it does not matter the origin of the illusion, as long as it confuses the brain. This can also be used to inflict excruciating pain on others. Light Illusions, Darkness Illusions and Mist Illusions are the ones most often used by Praestigiae mages.
  • Alchimia: Magic to either create or change the structure of things. Though the creation of objects has been deemed taboo, changing the structure of things, or even transforming the elements of things. Material Alchemy and Chemist Alchemy are the most used kinds of Alchemia known.
  • Naturalis: Magic surrounding the principles of the nature of the world. It usually involves using Nature in any of its forms or the natural laws of the world, but is usually applied to a single type of element or such. Naturakinesis and Time Magic fall in the Natura school.
  • Neutra: Where all the other magic that does not fit in the other six schools falls into. This include Telekinesis, Teleportation and similars.


Each School has many branches of magic, and even in those there are many other sub-branches. A mage can only master one branch of their school, whilist being able to use several of the sub-branches. A branch is usually the element used while casting magic.

A mage can especialize in three schools at once, but cannot cast any kind of magic from the direct contrary of any of those schools.

The Relationships of The Schools:
  • Alchimia, the school of creating, is countered directly by Contritio, the school of destruction. Though one cannot live without the other, the two cannot be casted by the same person. Since they directly counter each other when two mages of these schools face against each other, it usually ends up in draws, depending on who is faster, the creator or the destructor.
  • The school of spirits AKA the dead, Pythones, is the direct contrary of Medela, the school of healing and the living. Death is impossible without life to begin with, but a mage cannot learn magic of these two schools. Medela is fundamentally not a school used to fight, so they find themselves at the mercy of a Pythones user.
  • Illusions and the natural creations of earth, they are such total contraries that one can live without the other just fine. Praestigiae and Naturalis, however, cannot be learned by the same person at any given time. The animosity between noble houses of these schools is especially heavy. Unless the Praestigiae mage is capable of physically stopping the Natura mage, the results when they confront each other is almost always obvious.


If someone ever tried to cast something of the school contrary to their own, it is rather possible that their magic circuits would explode. Death is the worst case scenario, and not being able to cast magic ever again is the best case scenario.

To perform magic, a mage needs either a catalyst, through which he can transform his mana into magic. A catalyst can be just about anything, even one's own body if one is willing to inscribe runes into it, though it is an extremely dangerous and painful process.

There are some special catalysts that can boost one's magic and make them more capable than they would be without their catalyst. An example of this is the Gaia Stone, a green emerald that boosts the powers of any Natura mage using it as a catalyst. However, these objects tend to have strict conditions to be used and even 'personalities'. It is the object that chooses their mage, not the mage choosing a catalyst.

Just like special catalysts, there are also magical objects that may allow a mage to cast magic without having to learn the theory behind the magic. An object such as this may allow a mage to use two schools that directly negate each other at once because the magic does not go through the mage's body, but rather through the object.

Elves, Angels and Demons can cast magic without a catalyst. Dwarves need a catalyst just like humans. Every other antropomorphic or mythological creature, like centaurs or lamias, cannot cast magic, unless contracted as a familiar.

Mages can be classified in 4 initial classes that make it possible to asses how powerful a mage really is:

Magic Classes:
  • Enchanter/Enchantress Class
  • Sorcerer/Sorceress Class
  • Warlock/Witch Class
  • Conjurer Class


When someone dominates his school of magic, they become part of an exclusive class for each of the schools:

Contritio: Destructive Class Magician

Pythones: Necromancer Class Magician

Medela: Medic/Nurse Class Magician

Praestigiae: Illusionist Class Magician

Alchimia: Alchimist Class Magician

Naturalis: Druid Class Magician

Neutra: Sage Class Magician

A single student may hold a single one of these titles. It is odd to see one with mastery over more than one school of magic.

Teachers in the school are masters of at least 2 schools and the headmaster is master of four of the schools.

A single person can only master one branch in their school of magic, which is often ruled by the element they dominate, but the sub-branches of said magic don't have any kind of limitation.

One can, however, cast magic of another branch if they have a catalyst containing the magic, but it does not accumulate to their overall magical power.




School System


As it must be easy to guess, this is not a normal school.

They accept anyone into their ranks, no matter how young, there have been records of magical geniuses that were babies.

The courses are divided in years, with 1 being the lowest one and 6 the highest one.

  • Year 1: The lowest year and where all the novices are. Since this is Liseranna we are talking about, mages here usually already know how to use their magic in practice. Though it is not uncommon for a small kid to show promise as a mage or for a grown man to still be in the need of more practice, Year 1 students are usually around 10 years old to 12 years old.
  • Year 2: The second year is a bit more advanced. Their magic is now more easily used in combat situations. The students here are usually around 12 to 14 years old.
  • Year 3: The third year is the half point of Liseranna's course. Mages in this year are usually neither masters nor novices of their magic, but they certainly have it completely under control. Mages in this year usually have a familiar already, but is not necessarily the case. Year 3 students are usually 14 to 15 years old.
  • Year 4: From this point onwards, students are allowed to form teams and go in missions, with which they can gather money, credits or better facilities for their dorms or rooms. Though their magic is already powerful enough to be used in actual battles and such, their teams are still of 6 people to make up for each of the members' weaknesses. They range from 15 to 16 years old.
  • Year 5: Mages here are often already masters of their schools of magic, though they desperately need some control over their skills. They usually move in squads of 5 people. They are from 16 years old to 18 years old.
  • Year 6: The most powerful mages are in here. Masters of their art and with complete control over their magic they operate in teams of 4 that are usually like the elite of the school. It is odd to see a mage that is not at least 18 years old here, and it isn't odd to see elderly men or women still trying to dominate the last of their magic.


An student goes through an exam when applying for the school which determines which year they will be placed in.




Familiar Contracts


As a magician, anyone can make a contract with a familiar that will then acquire magical powers (if it did not have them to begin with) and also be able to teleport to their master's side when called upon.

A familiar can be any kind of creature that is willing enough to let the mage sign a contract with them.

Though most of the creatures are almost always non-sapient, there have been registered cases of centaurs, lamias, humans, dwarves and even elves becoming a familiar, but they are something extremely unusual.

A non-sentient familiar can turn into any kind of weapon its master finds fitting, and this weapons usually have magical properties that enhance the magic of the user even further.

A sentient familiar would become able to use magic if they couldn't to begin with. If they could, then their magic would be reduced to a single school, though extremely powerful.

To sign a contract with a familiar, a mage must make a vow to them, and receive a vow in exchange. Depending in the words used for the vow, the familiar will acquire different kinds of magic. E.G. A bat familiar vows to guide its master through even the darkest of depths, and so becomes able to transform into its master's weapon of choice with the ability to produce a sonar to detect enemies.




The School Grounds


'We seek to foster and cultivate an independent life style for our students, so that they can see for themselves what it means to be a mage.'

So the director says. As such, the whole artificial island is part of the school grounds, and there are several facilities that will make students feel like they are in any other city.

Among the facilities of the school there are dorms, the enormous campus that covers at least 1/3 of the island, a mall and a small city where teachers and even some students live in.

For the use of missions, there is a teleportation system to which only instructors and the director have access to, reality marbles to use in tests and practice sessions and an armory and storage at the very basement of the school, where dangerous magical objects are kept and safeguarded by beasts and expert mages.












Missions And Squads


From year 4 onwards, students are allowed to form or are put in squads. This means one can choose their own teammates before forming a squad or will be randomized into one squad or other.

In year 4, squads are of 6 people, in year 5, of 5 people and in year 6 they are of 4 people. This is in order to make sure that the team is as strong as others, regardless of the year they are in.

It is not odd to hear of a year 4 squad beating a year 6 squad, so there is not actually a ranking in place for missions or contracts sealed.

Usually, there is a leader in each squad. The whole squad, through an special ritual consumed at the time the squad is created, can communicate with each other through telepathy, however the leader is the only one whose telepathy is intrusive over the thoughts of their teammates. In the case of the other squad members, it is like a mental phone call that rings until they pick it up.

The leader also is the only one with the authority to seal contracts or accept missions. Their whole squad then becomes involved in the mission regardless of the nature of the same, though they are free to chose not to take part of it.

A leader can and perhaps will die. Another ritual must be performed to choose a new leader after something like that happens. The only way to know that a leader has died without seeing it with your own eyes is the sudden cut of the telepathic line with which you could communicate.

The school is not the only one allowed to give out missions. A noble or similars can also give out missions by making a contract with the leader of a squad.

Usually, squads are registered by names, decided at the time when the leader is chosen. E.G. Last Remnant.




The Eye Of Baphel


There is a rumor going around.

The base of this rumor is very much real, however.

The Eye Of Baphel. Baphel was the greatest mage ever, and the one who implemented the current system schools of magic. Wanting to see his work, the man did a taboo ritual.

This ritual would allow him to make a single part of his body to trascend space and time and the bounds of a single mortal body. To pass down a single part of his body.

As such, the man chose his eye, to oversee the events of the future.

However, the Eye of Baphel is known for bringing disaster every time it appears.

The current rumor going around the school is that an student is the new Heir Of Baphel, and possesses the eye.

Some symptoms of the Eye Of Baphel is a characteristic lack of control over a great magical power, even greater than what a normal human would have, extreme residues of Negative Energy that the Eye Of Baphel leaves in its trail and extreme bad luck, unless redirected elsewhere.

Redirecting the Negative Energy and bad luck of the Eye Of Baphel is relatively easy, given that one has an object with runes inscribed on it and the corresponding ritual.




Rules


  • No Mary Sues, Gary Stus or similars.
  • No Metagaming
  • No Godmodding
  • Interact with other characters. Not necessarily positive interactions. If your character is shy, then just have them brushing the others aside or something.
  • Romance is heavily encouraged, but nothing beyong PG-13. Anything past that goes to PM and you have to leave us with a cliffhanger and a fadeaway.
  • Pointless swearing and dirty jokes are all right OOC, if everybody is all right with 'em.
  • Also, if you are chatting with another member of the RP about something unrelated to the RP, and the chat drags for too long, take it to PM's.
  • No flame wars, please. If there is something, solve it at PM's or bring it to me. I'll see what I can do about it.
  • Character Sheets this time need to be posted in the OOC. I'm doing this so that I can check that the magic of the characters isn't too OP. Rune_Alchemist will be looking at your magic and tell you if you need to turn it down a notch, as well as RabidAnubis. I will be in charge of checking that it goes according to lore and whatnot.
  • If you are going away for some time and can't post, then just tell me. I'll have to Godmod 'em a bit, but nothing major.
  • I usually give people the benefit of doubt, so if you can't post for a while, I'll wait for you at least a week. The others are free to move on and handle your character as they see fit to go on with the story. If you get past that week, your character will have a sudden and horrible death.
  • People can have up to two characters the moment they join the RP. However, if you want a third character you will need permission from either me, or my co-GM's, RabidAnubis and Rune_Alchemist. Getting permission fromall three of us would also be ideal.
  • No speed posting, please. Wait for a post or two after a response meant for you before posting again.
  • Conversations or battles that you think will drag for a while IC, please make them a collaborative post. You can use titanpad.com for this if you like.
  • Obey your overlord and savior, the GM GrafRoy Zeppeli. Also heed what his lackeys, RabidAnubis & Rune_Alchemist, say. They're both higher in the food chain than you.
  • Your Holy GM and savior shall deliver and smite those that fight over things in the OOC or who break the rules. Smiting shall come with extra kisses.
  • No minor Gods/Demigods/Any kind of divine dood or gal is being accepted at the time. Too many of them right now. Teachers are banned for the time being as well.
  • Don't try to kill your GM and co-GM's in the OOC, pls. Do it in PM's.
  • And lastly, have fun!
  • More rules may be added at my discresion.





Character Sheets











Current Dorm Arrengements




Thanks to @RabidAnubis for making these. Dunno how many are there already.




The Afterlife


The Afterlife is not a different place for every creature and race, not even religions come into place here.

There are several reapers lulling around, each culture having different ways to identify theirs. Grim Reapers, Dullahans, Shinigamis, Valkyries, all the lot of them have a single objective, and that is to help souls pass on.

Independent of what they believe in, the afterlife is a single place. Once crossed over, the spirits can choose whether to reincarnate or just rest forever after in the afterlife.

Most reapers are able to read the souls they pick up, so they can decide whether to pass them over or not. Usually, a fate worse than hell itself is not being able to do anything for the rest of your days, just being a mere spectator inside a flask, or being fed to a soul consuming beast, or someone erasing your soul and disappearing from existance completely.




I intend this to be a good mix of slice of life goodness combined with some action and story that will go through arcs. You don't necessarily need to be part of the arcs, hell, you can even make your own for all I care.

You can be either a student or a teacher, just try not to make magic too OP, a'ight?

If you want to make a major arc, make sure to send it to me so that I can give it the okay and we can work the main details together.

Arcs and important NPC's will be kept on track in the first post of the Character tab.
Hidden 9 yrs ago Post by GrafRoy Zeppeli
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Jokes on you, Light. For review purposes, this time you'll have to post your CS in the OOC first.
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Hidden 9 yrs ago Post by Rune_Alchemist
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Awesome awesome. I'll get to work on something~
Hidden 9 yrs ago Post by neogreggory
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So... anyone need a magical servant? Perhaps a personal grim reaper? Or a private miniature dwagon? Or maybe even your very own fey? I'm open to serving anyone and being just about anything in this RP. First person to say 'yes please' gets my service. Then we can decide the details.
Hidden 9 yrs ago Post by Musoka
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I am hella interested in this. Will write a cs soon.
Hidden 9 yrs ago Post by Rune_Alchemist
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So... anyone need a magical servant? Perhaps a personal grim reaper? Or a private miniature dwagon? Or maybe even your very own fey? I'm open to serving anyone and being just about anything in this RP. First person to say 'yes please' gets my service. Then we can decide the details.


I will be the first to say, 'yes please'! Then~ :D

having a magical henchman servant I can boss around do all my dirty work do my homework be friends with would be awesome.

You know, if that's fine and stuff.
Hidden 9 yrs ago Post by sakurasan
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Very interested!! ^^
Hidden 9 yrs ago 9 yrs ago Post by Light
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Jokes on you, Light. For review purposes, this time you'll have to post your CS in the OOC first.


Ew

Joke's on you, GrafRoy, I already have a character done. (Maybe, can I use this guy?)

That's from my Character Archive (which is in my sig). He can be tweaked to fit in this campaign.
Hidden 9 yrs ago 9 yrs ago Post by Iatos
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"No I don't sniff other people's butts... *Pout* '"


Name: Shikio Wahlaal

Nicknames/Titles: "The beautiful yet fierce Queen of the Northern wind!" 'Self appointed'

Age: Totally legal age but don't get any ideas!... I bite, I promise. '18'

Gender: Alpha Female

Race: Fenrir. 'kinda.... beast-she if you'r picky'

Sexuality: "That's... a very... very sudden personal question!" 'Bisexual'

Year: 3

Ranking Class: Familiar

Magic:
Contritio: Ice Magic: By freezing the ground she can manipulate the ice into pointy sharp icicles that can be brought forth rapidly to impale things that's less durable than ice. She if used around her she can freeze the water molecules in the air to make it snow, possibly create blizzards and hail storms if boosted by either air magic or natural gushes of wind.


Strengths: Ice is cold and can chill opponents making them shudder and freeze. It's natural strength is in wet environments with cool temperatures. From the creating of a simple snow ball to the sharp ice pike icicles, Ice can take many forms. If it melts it become water again and can still be used quite well against fire.

Weaknesses: While being cold, slippery and hard while frozen. Freezing is not necessarily a quick progress, especially in hot and dry environments. To create ice in a desert would be next to impossible without implementing a source of liquids, and even while it may last for a while it will melt rather quickly making it difficult to use. Enough heat will turn ice into steam which can possibly be leathal for someone caught in it even for Shikio herself who have no special resistance towards being boiled alive.

Catalyst: Five magical talismans, one located on each wrist and ankle and one in the collar around her neck.

Inventory: Lots of snacks... yeah it helps her cast magic... because her belly's not empty.

Master: *Open*

Squad Name: blank

Pesonality:
Well, Shikio is a Alpha female and won't let anyone tell her anything else. She's a proud girl who's easily pissed off if someone tries to belittle her for anything and mostly only holds respect for people who can school her big time. She have a hard time for sarcasm, hate people who lies... and while trying to be the best she can end up butting heads with people. Her beast side are often visible, and she sometimes depend more on her instincts than rational thoughts. If pushed she's quicker to bite than to bark.

Backstory:

Born as a proud Fenrir, Shikio is a member of a northern clan that live in very cold Enviroments. Spending time with half beasts, wolves and her own Fenris family as she grew up she was most used to pack life before coming to Liseranna. She discovered her natural inherited magic at a young age as she howled with her father and created ice together with him. Yet it took her a few years before she actually attended the Acadademy and managed to get good enough to actually advance classes.
Hidden 9 yrs ago Post by GrafRoy Zeppeli
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<Insert CS here>


Sorry but I cannot accept Shikio as she is.

For starters, her race, a Fenrir, is not one of the few races specified here to possess magic, BUT don't scrap her yet or anything. I may accept her if her catalyst is something that makes her change into a Fenrir.

It'd be a type of magic provided by her catalyst, but you should be able to keep her mostly as she is, with that minor tweek.

Or, if you'd like to keep her as she is, you can make her a familiar.

Oh, and perhaps I should go more into depth as to what is considered a 'demon' here. Ya know, pointy horns, big wings.

And @Light I think it is all right to use him, if you modify him to fit the sheet here of course.
Hidden 9 yrs ago Post by neogreggory
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<Snipped quote by neogreggory>

I will be the first to say, 'yes please'! Then~ :D

having a magical henchman servant I can boss around do all my dirty work do my homework be friends with would be awesome.

You know, if that's fine and stuff.


*Bows deeply* Then I suppose we should decide what I shall be, I'll open a pm to go in further detail without derailing this thread too much.
Hidden 9 yrs ago Post by Light
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@GrafRoy Zeppeli
Sure I'll do it tomorrow.
Hidden 9 yrs ago Post by GrafRoy Zeppeli
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Lazyass.

But it's all good. Go train that Titan.
Hidden 9 yrs ago Post by Light
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Light Please @ me, I'm Sunday bored

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Oh you don't even know. On three separate occasions, I got part way through the King's Fall raid with people who kept dumping out on me. I have a Sisters checkpoint on normal with my warlock and no one to play with.
Hidden 9 yrs ago Post by Iatos
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<Snipped quote by Iatos>

Sorry but I cannot accept Shikio as she is.

For starters, her race, a Fenrir, is not one of the few races specified here to possess magic, BUT don't scrap her yet or anything. I may accept her if her catalyst is something that makes her change into a Fenrir.

It'd be a type of magic provided by her catalyst, but you should be able to keep her mostly as she is, with that minor tweek.

Or, if you'd like to keep her as she is, you can make her a familiar.

Oh, and perhaps I should go more into depth as to what is considered a 'demon' here. Ya know, pointy horns, big wings.

And @Light I think it is all right to use him, if you modify him to fit the sheet here of course.


Well she can be a Familiar than =).

Hidden 9 yrs ago Post by GrafRoy Zeppeli
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Well then, you can either make a master NPC or ask another player to be your master.

Also, your Naturalis magic would just be part of your physiology instead.
Hidden 9 yrs ago Post by Iatos
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Yeah ^^

So I think I leave it open for a while then if that's okay?.

So she's up for master suggestion by any player xD.

Otherwise if none want her I make an NPC then.
Hidden 9 yrs ago Post by Rune_Alchemist
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Hmm...I want to just make sure I understand Pythones magic before I go and make this character. Basically, it's summoning spirits and using them in some way to fight for the user? Like using a fire spirit to create an explosion and such?
Hidden 9 yrs ago Post by GrafRoy Zeppeli
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Yes, that's exactly the core of Pythones. As long as there are spirits involved, it can classify as Pythones.
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Hidden 9 yrs ago Post by Rune_Alchemist
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Yes, that's exactly the core of Pythones. As long as there are spirits involved, it can classify as Pythones.


Alrighty, thanks. Just making sure I understood that. And now to spend the next two or three hours making this character.

Tsk, and I was thinking I was going to get to sleep at a decent hour.
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