Roseburg, Maryland. Coastal industrial city with towering office buildings and large urban districts.
Just another routine Monday at the start of summer. Sunny clear sky, light breeze. Nothing out of the ordinary until 3:00 PM. Everything seems to stop. You suddenly find yourself transformed, and with powers too! You don’t know why you have them, but that’s the least of your worries now. Everything around you has stopped. The people, the animals, the clouds in the sky. They’ve all stopped moving. The sun is there but you don’t feel the warmth of its rays, nor does the wind stir. It's as if it's all fake.
But something else does move. Someone, another figure, in a brilliant outfit perhaps like yours. They’ve moved out of sight too quickly, not aware of your presence. Something’s going on.
Welcome to Arcane Dreams! A story of magical transformations and fights with monsters and other magical people to save the world! Or destroy it, do what you want I guess. As a sorcerer, you possess the ability to transform into a magical form and use magic, however you aren't able to do this under normal circumstances. Something around earth seems to nullify and stifle magic, however once removed from that environment (Via these special events alluded in the prelude) you are free to use your powers without restriction!
What is magic? Well, that has a very long and complicated answer! The short of it is that magic comes from one's soul. Every living thing possesses a soul (Yes, even single-celled life forms and plants, however the anatomy of souls varies between different life forms. Colony-based organisms like algae or certain plants and fungi tend to unify one soul for example.) And by extension, everything that has a soul produces magic, or mana (measure of one's magical energy.) However, most living things have a very small source of mana, meaning that they are incapable of using it.
Sorcerers are the exception to this rule, they have been chosen by the dream demon, and had their souls unlocked to allow the their magic to manifest. For sorcerers, as their magic comes from their very soul, their magic is unique to them. Or rather, their soul. So, you can think of magic as the manifestations of ones dreams, desires, ambitions, personas, and ideals. Sorcerers are not chosen by coincidence either, the dream demon targets those with 'potential'. Regarding the soul, those with strong aforementioned traits of desires, ambitions, etc harbor the best potential for magical growth. there isn't any correlation with motive, people with evil desires are just as likely to be chosen as those with good or more neutral ones. In general, those that are more then willing to use magic end up being chosen by the dream demon.
Now, not much is known about this demon, or demons in general really. In fact, no one knows if it's really a demon at all. Maybe it’s a Magical Beast, or an alien, who knows. But most sightings and rumors depict this creature as a quadrupedal beast of a smokey, inky form, two horns, and glowing eyes. Although it mostly appears in that form, its noted that the size is inconsistent from that of a dog to larger than an elephant, and even its shape seems to change by some accounts. To something like a horned, shadowy human, or some other creature.
In every account, the dream demon first appears while one is experiencing sleep paralysis. Its shape and sometimes form accommodates the state of the location when needed. Even if you’ve slept on your stomach and facing the floor, your body would move on its own so you’d see the creature. It doesn’t approach you, it only watches you. They say that if it transforms into a new shape after being observed, it is reflecting your ‘soul.’ If it doesn’t do this, then it means you were not chosen. After experiencing sleep paralysis, you’ll never see it again unless it does reflect your soul.
If it does, then you will see glimpses of the beast from the corner of your eye once each day for three days in a row. And when you sleep after the third encounter, you will have a dream. This dream has no consistency with other accounts, only that it in some way enraptures your own desires, dreams, and wishes. When you wake up, you will have a sense of fulfillment and bliss for the rest of the day. Though you wouldn’t know it at the time, this is when you had become a sorcerer.
What of those that weren't chosen? Well, there are some that may have either some potential, or at least would be more then willing to use magic based on their situation, but have been overlooked by the dream demon or never had the potential it was looking for. In which case, or if the Dream Demon doesn't get to them in time, they may be sought out by a Magical Beast! Magical Beasts will offer a familiar contract in exchange for the sorcerer deal. Unlike the chosen, contracted sorcerers can summon their magical beast too! This is to counterbalance the fact that contracted sorcerers have lower innate potential then chosen. Additionally, the theme of contracted sorcerers revolve more around the magical beast they make a contract with, since its less of awakening one's potential and more of being given power. The exact theme can have minor influences based on the sorcerer, but generally speaking a sorcerer that is contracted to something like a phoenix will have their powers reflect that.
There are a few other entities besides magical beasts that can offer contracts to make sorcerers, but that's classified information!
Then there are the Inheritors. The Inheritors are those that well, inherit the power of another sorcerer by a willing process. (There is an unwilling process involving stealing one's power, but that is classified information for now :D). Its generally rare, but in instances such as when a sorcerer is on their death bed, or in any other case, wanting to 'pass down the torch', they can give someone else their power if they aren't already a sorcerer. Doing so does unlock their soul, but in general they inherit the theme and abilities of whoever gave them the power in the first place (Though like in the case of contracted sorcerers, the abilities and general appearance vary on individuals on a case by case basis, based on the minor influence of the receiver's soul. So its never 100% exactly the same as the original.)
Most if not all magical beasts require that the souls of the sorcerer becomes their next meal once the sorcerer dies. Some beasts may also provide additional clauses but this varies.
Witches: Classified.
Symbiote Sorcerers: Classified.
Magisters: Classified.
Artifacts: Classified
All sorcerers can see souls! Wow crazy right? You can even interact with them to an extent, however please do not attempt to eat souls! Its bad if you do!
Since sorcerers can't use their powers normally, non-contracted sorcerers often don't realize they are a sorcerer to begin with, contracted sorcerers may have been told such, but they'll have no experience until an EVENT happens.
Still, after becoming sorcerer, some noticeable, positive changes will occur. The changes vary based on the individual, someone might find themselves a bit more lucky then before if they were having an unfortunate streak, someone who isn't happy with their looks will wake up more beautiful, a love one with a fatal illness might be cured. In general, the changes that occur are self-thought problems that their magic will try to fix. Keep in mind, that this will not perfect every 'flaw' they see themselves with, in fact only a few if not just one flaw will change in this manner. Additionally, the magic can't force other people's thoughts and free will to grant the desire of the sorcerer, nor can their magic do something drastic like becoming immortal. Contract Sorcerers may have also been bargained additional deals like this as part of their deal, though in reality most sorcerers experience these positive changes whether or not they made a contract. These wishes are only granted when someone first becomes a sorcerer.
NOTE: If you don't wanna play a sorcerer and just wanna do slice and life, you can put N/A for non-sorcerers. Keep in mind you won't be able to interact with combat events if you aren't playing a sorcerer.
Since sorcery can be thought of as magic of one’s soul, and subsequently one’s desires and personality, it stands to reason that their ability can be altered by thought and emotion. Fear, for example, might weaken one’s magic, or cause it to explode with power depending upon how they interpret that emotion. This is also true for other emotions like love, anger, hate, anxiety, serenity, sadness, etc. Additionally, the more confident one is in themselves, the stronger they tend to be, and conversely, the weaker they see themselves, the weaker their magic will come out. This doesn’t necessarily mean that their magic is limitless, but the efficiency of how they bring it out is affected by the behaviors of personality and confidence. This can be, conversely, a dangerous mindset. While being overconfident in yourself certainly makes your magic stronger, it becomes almost impossible to recognize one’s limit within regards of their magic, and thus end up in worse situations due to it. Conversely, under-confident individuals can never succeed with their mindset.
Mana Burning: Magic is also limited by mana, which can be thought of ‘magical stamina’. Depending upon one’s soul potency and power determines the rate of capacity and regeneration of mana. If a sorcerer tires completely of this energy source, then they will temporarily lose their magic for up to a week.
Despite this, it is technically still possible to use magic, albeit with extreme consequences. Mana burning effectively burns one’s own soul to produce more mana. To even start mana burning is an incredibly strainful process, as one will have to continue to try and transform again repeatedly against pain and emptiness each time, until the soul eventually gives and allows itself to burn. Mana burning will drastically push someone past their limits, but will rapidly burn away both their body and soul in the process. It's incredibly hard to stop mana burning just as it is to start it, even if one manages to stop themselves from burning completely, the act will cause permanent damage to their soul. Failure to stop it, of course, will also inevitably cause themselves to burn into nothingness within a few minutes, leaving only the empty husk of an inert soul behind.
Mana scars: Mana scars appear as permanent scars, often tinted by the color of one’s magic along the body. In addition to the scar. Its the result of surviving a mana burn. Mana scars represent scars on the soul, and thus will never truly heal even by magical means (Unless they can somehow repair the soul.) For every mana scar one has, serves as a reduction of one’s magical abilities. (Thinking of it as burning a part of the soul that produces magic.) They’d never be able to attain the same efficiency, worse cases have completely lost the ability to use magic due to the damaged soul.
Magic, incidentally, is also quite addicting. In part because experiencing magic itself seems to trigger some sense of satisfaction, but also because of the subconscious appeal of following their dreams.
However, Sorcerers can’t use magic any time they want, or at least, something is preventing them from doing that. There’s some oppressive force in the air that seems to drain away any sensation of magic the moment they try to call upon it. The only time this restriction seems to be gone is under special events, where time seems to stand still outside of them and others that use magic.
This has led many sorcerers to go rogue in order to find a way to fix this problem. Either by trying to find a way to simulate these events themselves, or by destroying the source of this oppression to begin with.
Lets break down the sorcerer abilities now!
So in short, the player-available sorcerers are Chosen, Contracted, and Inheritors! (Witches and other faction-based sorcerer characters are classified, since they will be more relevant in the later story, but if you are curious on any for character creation I can give you more details.) In general, most players should be chosen, a few contracted. Inheritors are okay, but for plot reasons there aren't any established sorcerers at the starting IC location, so you'd have to come another city, pm me for details if you wanna go that route.
Chosen Sorcerers tend to be the strongest of normal sorcerers since they are picked precisely for having the personalities that would end up using magic of their own will anyway, and by extension having the strongest potential.
Theme: Sorcerer's powerset revolves around a 'theme' of their soul. This means sorcerers can have a vary wide range of abilities based around some kind of concept or theme. For example a rose themed sorcerer will likely have many abilities relating to rose petals, growing thorns and ivy-plants, aroma-based spells, etc. The abilities themselves can vary widely based upon interpretation and creativity of the user. It isn't exactly limitless, but abilities depend to revolve around the ideals of the caster. Someone who is more selfless with a desire to help and defend others will have abilities that match that, be it creating defensive wards, buffs, healing, etc. Not every ability is directed in this manner as they can have offensive abilities too, but a majority of their spells will revolve around their own interpretation of their desires. Most sorcerers have an extent
Sorcerer Form: All sorcerers can't use their inherit magic without first transforming into their magical form. The magical form primarily alters the outfit of whatever the sorcerer is currently wearing into an ideal form. What that means for each sorcerer varies: A suit of armor, a fancy tailcoat, an elaborate dress. It can vary wildly, but all sorcerer forms tend to be on the flashier side with elaborate details and colors that match their theme.
Catalyst: A catalyst is a unique magical item to a sorcerer. The catalyst doesn't necessarily have to relate to the theme of the user, but it still does relate to their inner self and desires as with the rest of their abilities. Catalysts can vary in function and form. Examples include a flying broom, a crystal ball, a magic set of cards, a sword, a gun, a shield, a voodoo doll, A giant pair of scissors, etc etc. In addition to whatever properties they may have, sorcerers often have spells that require or are enhanced by their catalyst. Spells that require a catalyst are referred to as 'incantations', and they also require some words or chanting to cast too. Spells that don't require a catalyst are referred to as invocations.
Familiars: Contracted familiars do not have a catalyst, instead they can summon their familiar to their side. An important detail to note however, is that the form the magical beast takes is fueled by the sorcerer's magic, rather then the beast's own form. This means that while destroying the familiar won't kill the magical beasts, its power, ability, and the extent to how close the form takes to the original (usually this means smaller or incomplete form.) are based entirely with how strong the sorcerer is. Like catalyst spells, Summoning a familiar also requires an incantation.
Binded Summons: Classified ability; not relevant for start of rp, but tl:dr if you are looking to play more as a pokemon trainer/summoner deal pm me.
CONSTRUCTS(Optional, applies only via certain invocations.) Magical items or creatures created by one’s own magic. The ability of one’s invocation may allow them to conjure thematic entities and objects of this manner. Such as a magic sword, a magic swarm of beetles, a bird magic bird, etc. Unlike binded summons or familiars, these are not independent entities. They are created solely by one’s magic and can better be thought as an extension of one’s own soul, they cease to exist once they are dismissed, though it is more like they return to the part of your soul they were borrowed from.
SOUL PROJECTION (MUST BE UNLOCKED): Soul projection is a talent that represents a major arc of one’s own ability to use magic. To master soul projection, one must already be so attuned with their magic and inner self. Soul projection allows the user to create a temporary space around themselves, trapping whoever is within range of the technique within the user’s own domain.’ The domain can be thought as the space around a soul, or the home of one’s soul.. Within it, a spatial dimension exclusive to the personal soul. The space is represented as its own terrain, or lack there of, depending upon the theme of the sorcerer or power. While under the effects of a soul projection, various status effects are applied autonomously in the background for both positive and negative effects. The exact properties of each projection varies, but in general it gives the owner a major ‘home’ advantage. In addition to status effects, the user has complete awareness of this inner space. Powerful soul projections can even actively alter the projection’s terrain and elements within it for various attacks, or make themselves harder to hit conversely by merging with the terrain in some cases.
Soul projections can clash with other soul projections. Either creating two perpetual worlds that border each other, or having a projectil swallow the other depending upon the strength of it. Some domains in the event of a weaker vs stronger domain can still put up resistance to their effective field to help hinder the other user’s benefits.
SOUL HARMONY (TEAMWORK):
Soul Harmony is a special technique that combines the powers of two sorcerers in one attack. This feat can be difficult to achieve as its primary requirement is a near-synergistic connection with a companion. The better they work as a team, the different soul harmony techniques may have. In addition to combining their two powers, the combination also factors in the emotional connection between the two sorcerers. Friendship, lovers, rivalries and even hatred can fuel these kinds of attacks and that emotion can sometimes reflect the nature of the attack.
SOUL FUSION TECHNIQUES (WITCHES ONLY):
(Format however you like, but this is the basic info.)
Name:
Age:
Gender:
Appearance:
Background:
Personality:
Sorcerer Type:
Sorcery
Theme:
Sorcerer Form:
Catalyst:
Familiar:
Invocations (You can either list specific moves or detail the extent of their abilities.)
Incantations (These are specific moves, be sure to have some kinda incantation with them.)
Howdy y’all, browsing through forums and noticed that this rp has newer characters and still has the apply open. Don’t suppose y’all wouldn’t mind another player?
There was a suddenly an explosion of black smoke along an unoccupied street. A black and purple pillar of shadows rose from the clearing smoke. The pillar had risen far above the surrounding buildings before its form extended a long flight of steps to the street, and a slightly more purple carpet of shadows materialized and rolled down the steps. With the remaining smoke clearing around where the steps stopped at, a figure emerged already taking the first step onto the stairs. A well dressed suit, gold trimmed, with armored pauldrons and a ring on one of his gloved hands.
Masashi Yamada, the Fortunate Shadow, the self proclaimed prince of Arakawa. He had finally appeared on the scene, always one for his dramatic entrances. Due to the height of the stairs, he had them move and shuffle like an escalator to bring him to the top, stopping once he had reached the step below the top of his pillar. With a snap of his fingers and a stream of shadows from his ring, a throne formed itself out from the pillar's floor. Masashi had spent a great deal of practice to simulate a proper, comfortable seat made from his shadows. His real furniture at home were still more comfortable, but his current constructions was satisfactory nonetheless. Before he let himself sit, however, he turned to face the steps, to face the frozen bay and the gate of monsters.
"Hmph! It seems it was a waste to come here after all! An easy task such as this is better suited for my personal servant!" Masashi explained with dramatic flair. He was always one to play character whenever he was 'on the job.' Always to try and put on a show. The height of his throne left room for long ranged support should that somehow be required, though he had no intention of actually getting his hands dirty if he could help it, but more importantly it was to ensure a bubble of personal space, a luxury that was rare when dealing with her.
He raised his right towards the sky, facing the same direction upward as he began to shout. "I beseech the powers of lord Hades! From the deepest depths of the underworld, the infernal pits of Tartarus! Again I call upon a monster worthy to serve under my power! Come fourth, the Witch of Shadows, the Weaver of Night! Dispatch of these pests!" He chanted loudly, sounding like some kind of spell. His ring had glowed with black light while he had spoke. It something he had rehearsed and practiced unlike most of his abilities. In reality, the words had no purpose in the spell, it was just to draw attention to himself and to buy time.
When he finished, the ring streamed a connection of shadows to an alleyway near where the steps he had summoned began. A predetermined spot he had planned with an accomplice. Another burst of smoke erupted through the streets from the desired point, this one lasting a bit longer to allow 'his servant' to get into position. The First few steps of the stairs had morphed completely within the smoke-formed shadows. Becoming something closer to a stage with steps on all three sides to the street. An archway standing at the center where the rug extended and continued to roll down the steps and off into the street to adjust the new structure. Two braziers simulating shadow-flames stood at either end of the front of this stage as the smoke started to clear. Before it fully cleared up, far above, Masashi had already taken his seat upon the throne with a devilish smirk.
"Sorry, if I needed help from commoners like you it would be to empty my trash bin."
Masashi is a fair-skinned, 21 year old man. He stands at 5'10", with jet black hair and crimson eyes. He often wears various black suits, usually with red or white variations. This is mostly to keep up appearances wherever he goes. When he can afford to not expect as much attention, he will sport a more simple and comfortable approach of black shorts with a white t shirt. Secretly he enjoys wearing pajamas within the comfort of his home.
When he transforms, Masashi wears a mostly black suit and tie with gold trimmings, along with lightly armored pauldrons, Light knee plates, black gloves, a shoulder cape, fedora, and face mask
Personality
Masashi is incredibly prideful and flashy. He enjoys having the limelight, and is more then willing to save those innocent peasants for the image it gives him alone. Unsurprisingly shallow and arrogant. He enjoys taunting foes and rivals, believing himself to be superior to most, and deserving of the powers he was given more than anyone else. Due to his overconfidence, he isn't easily provoked until one starts to prove that his overconfidence is misplaced. He loses his cool façade when he realizes he doesn't have the edge he thought he had and will start getting more desperate and aggressive. His inner hobby as a wanna-be actor tends to let him be overdramatic at times.
Background
Masashi was raised in a strict but wealthy household. Growing up, his parents did little more then encourage an insecurity upon his self worth. At first, this made him a meek and quiet kid. But there was a turning point in his later teens when he had one last fight with his parents. He left on his own, given a generous sum of money as a form of 'take it and leave' from his father, and lost all communications with his immediate family. He was desperate to spite his parents, prove he wasn't a deadbeat, and tried to make a name for himself. His pursuits as an actor didn't get very far, and at his lowest point, that was when Hades contacted him, and made him a deal.
Masashi had thought he'd won the lottery, power and fame. What more could a man like him want? All he had to do was to keep this territory safe, and spread Hade’s name. Taking his image seriously, he quickly grew to see others territory owners as his immediate rivals.
Patron: Hades, lord of the underworld.
Patron Tool: Ring of shadows. A silver ring with an onyx gem encrusted on it. He usually wears the ring on his right index finger.
Patron Aspect: Shadow Manipulation
Aspect Magic
Dark energy is pulled from his shadow towards his ring, which can manifest in various forms. The shadows weaved can take on various properties, such as a flowing liquid, dark lightning, black explosions and fire, or a solid plexiglass-like mass.
While initially he can only generate shadows around his ring, he can create a liquid-like surface of shadows to expand his range of creation, typically in the fashion of of a circle beneath his feet, or a mass above him like a cloud. Creating an expanded mass requires a building up time and continued connection to maintain, along with a lot of energy to maintain.
He can attempt to 'mimic' attacks, or rather copy the form of said attacks by shadow manifestation. Such as someone's fire wave with a black fire wave, granted this 'copycat' strategy is solely based on his shadow manifestation ability. He's still limited to his own power, and can't create something that his shadows can't do, or mimic some conceptual or status effect.
The strength of his ability to create shadows is strongest at dusk and dawn. During the day between is at its weakest, and the night between is strong but not as much as dusk and dawn. Light-based abilities and magic can 'petrify' his shadows to some extent, limiting his ability.
The general range of his creation is limited to the ring's general surroundings, though he can expend energy to create a shadow mass to further his range.
One of his favored techniques is creating a katana that he dubs 'the Umbral Blade.'
The arm that the ring is worn on can be transformed into various shadowy-shapes. His primary tactics in this regard is a stretching/retracting serpent, a shadow-made minigun arm cannon, or a claw.
He can disperse into his own shadow to move around quickly, though the moving shadow can be hit with an attack to force him out of it.
He can substitute an attack with a shadow clone, but can only perform this once every night.
Other skills
Acting (Supposedly), and Video-games (Though he's ashamed of letting anyone know that he's really just a nerd).
"Sorry, if I needed help from commoners like you it would be to empty my trash bin."
Masashi is a fair-skinned, 21 year old man. He stands at 5'10", with jet black hair and crimson eyes. He often wears various black suits, usually with red or white variations. This is mostly to keep up appearances wherever he goes. When he can afford to not expect as much attention, he will sport a more simple and comfortable approach of black shorts with a white t shirt. Secretly he enjoys wearing pajamas within the comfort of his home.
When he transforms, Masashi wears a mostly black suit and tie with gold trimmings, along with lightly armored pauldrons, Light knee plates, black gloves, a shoulder cape, fedora, and face mask
Personality
Masashi is incredibly prideful and flashy. He enjoys having the limelight, and is more then willing to save those innocent peasants for the image it gives him alone. Unsurprisingly shallow and arrogant. He enjoys taunting foes and rivals, believing himself to be superior to most, and deserving of the powers he was given more than anyone else. Due to his overconfidence, he isn't easily provoked until one starts to prove that his overconfidence is misplaced. He loses his cool façade when he realizes he doesn't have the edge he thought he had and will start getting more desperate and aggressive. His inner hobby as a wanna-be actor tends to let him be overdramatic at times.
Background
Masashi was raised in a strict but wealthy household. Growing up, his parents did little more then encourage an insecurity upon his self worth. At first, this made him a meek and quiet kid. But there was a turning point in his later teens when he had one last fight with his parents. He left on his own, given a generous sum of money as a form of 'take it and leave' from his father, and lost all communications with his immediate family. He was desperate to spite his parents, prove he wasn't a deadbeat, and tried to make a name for himself. His pursuits as an actor didn't get very far, and at his lowest point, that was when Hades contacted him, and made him a deal.
Masashi had thought he'd won the lottery, power and fame. What more could a man like him want? All he had to do was to keep this territory safe, and spread Hade’s name. Taking his image seriously, he quickly grew to see others territory owners as his immediate rivals.
Patron: Hades, lord of the underworld.
Patron Tool: Ring of shadows. A silver ring with an onyx gem encrusted on it. He usually wears the ring on his right index finger.
Patron Aspect: Shadow Manipulation
Aspect Magic
Dark energy is pulled from his shadow towards his ring, which can manifest in various forms. The shadows weaved can take on various properties, such as a flowing liquid, dark lightning, black explosions and fire, or a solid plexiglass-like mass.
While initially he can only generate shadows around his ring, he can create a liquid-like surface of shadows to expand his range of creation, typically in the fashion of of a circle beneath his feet, or a mass above him like a cloud. Creating an expanded mass requires a building up time and continued connection to maintain, along with a lot of energy to maintain.
He can attempt to 'mimic' attacks, or rather copy the form of said attacks by shadow manifestation. Such as someone's fire wave with a black fire wave, granted this 'copycat' strategy is solely based on his shadow manifestation ability. He's still limited to his own power, and can't create something that his shadows can't do, or mimic some conceptual or status effect.
The strength of his ability to create shadows is strongest at dusk and dawn. During the day between is at its weakest, and the night between is strong but not as much as dusk and dawn. Light-based abilities and magic can 'petrify' his shadows to some extent, limiting his ability.
The general range of his creation is limited to the ring's general surroundings, though he can expend energy to create a shadow mass to further his range.
One of his favored techniques is creating a katana that he dubs 'the Umbral Blade.'
The arm that the ring is worn on can be transformed into various shadowy-shapes. His primary tactics in this regard is a stretching/retracting serpent, a shadow-made minigun arm cannon, or a claw.
He can disperse into his own shadow to move around quickly, though the moving shadow can be hit with an attack to force him out of it.
He can substitute an attack with a shadow clone, but can only perform this once every night.
Other skills
Acting (Supposedly), and Video-games (Though he's ashamed of letting anyone know that he's really just a nerd).
Appearance: While she was about average height at 5'8" or 173cm, her ability can make her look bigger than she really was. Her equipment as well gives her the appearance of being bulkier than she was. Under the mask and clothing, she sports short dirty brown hair, with gaunt eyes hidden under them.
Personality: A work minded individual, who focuses on the now with laser concentration. In every matter she would think and do, but never allows herself to doubt. She strides forward always, and never stops walking forwards. Not without orders, and certainly not if the order conflicts with her goals.
Background: There was once a family in the village, unnamed. While their lives were common, one girl in it felt it was not. As her body matured so to did her desires and views. As undeveloped feelings were rejected, it left only a burning flame, and a numbness in her heart. As everything lost its color, a voice called out to her as her feet hesitantly dangled over the streets below.
A tired voice, who offered her a way.
The same path, certainly, but one that will not leave her useless. Seeking salve to ease the pain, though her mind were numb, her feet left the concrete.
Except, she could not leave. And the one who wanted her life, could not stay. By some cruel luck or twist of fate, their lives stood at an equilibrium, leaving them both with their pains unsalved. Thus did she start looking for a way to cut the bond.
Education: Familiar: 5 Mana: 3
Name of Familiar: Dgrjl Type: Contract(?)
Contract details: Rather than a contract, it was more akin to a fused link. They were as attached as surely as a hand to the wrist. It was not an exaggeration that she became an extension of the dragon and the dragon hers. The equilibrium of lives will never be broken unless broken whole.
Species: Dragon
Appearance: A large rotting dragon, its flesh sloughing off slowly with every move it makes. Where scales still adhere to its body, they gleam a dull green. However, the rest of its body was mostly comprised of nauseating rotting flesh, where not even maggots could adhere to it. The white of bones showed through flesh, though it didnt hamper its wings.
Gender: ???
Personality: Perhaps it had a different personality once, but now it was mostly taciturn, dismissive of anyone that wasn't Minerva. Pride still dominated its frame, subdued but there. Whether it deigns to converse or even acknowledge someone depends entirely on whether it thinks them worthy. Or if it thinks them useful in some way.
Background: It came to Minerva one night, sensing her pain. As it was already on the brink of death, it asked Minerva for her life, seeing as she was already on the precipice. Whatever it had intended to do with it, this connection didn't seem to be its desired outcome.
As to where it came from, or how it was injured so badly that it needed to communicate with a human, it did not deign to answer, only saying that there was pressing issues then. Regardless, it was obviously highly intelligent, sapient and more importantly, willing to cooperate as long as it could search for a way to finish what it had started.
Powers and traits: Fiery claws and fiery breath comes as easily to it as breathing. Should it eat enough bio material, it can manifest black bugs with sharp claws and the ability to shoot sharp stingers at short ranges to help it scavenge and help repair any part of its body. Its most powerful ability however, was manifesting a 2m field around its body. Extended to cover its large body, the field would only moderately slow projectiles down. Scaled down it could slow projectiles greatly, but only cover a smaller part of its body. Its true use however, was to warp the user's body in that radius, shattering it like a fractal mirror if they so choose.
Additional boons: N/A
Standard Equipment and on duty armor/attire if applicable: Ceramic silver composite materials for her inner armor, and her face mask, designed especially to withstand tremendous heat. The trenchcoat she wears all the time is woven from aramid threads laced with silver to make it especially protective against heat. Last layer underneath is a bodysuit made with what the scientists called muscle tape, enhancing both speed and strength. Revolvers, or rather coilguns with a simple feeding mechanism to maximize its output, was secreted throughout her body under the coat.
Sheet checks out, though there doesn't seem to be any suggestion of her joining T.I. after getting the familiar, I assume that comes after if you could write in a bit more of that backstory.
Hello y'all! I'm here to introduce an rp with semi-scp foundation vibes. Less emphasis on cold organization with containment procedures and more of a sci-fi fantasy hybrid of wizards, advanced but inconsistent tech, and all sorts of mythological monsters set in a post-apocalyptical world! You can find all that info here:
I already have a small list of players but I am searching for a few more, as well as two co-gm positions. I'll be looking for at most 5 additional players (though that number may grow in the future.) Discord link is here: discord.gg/fhNzGxYK
Those looking for co gm positions can ask me in the discord and we can talk it out.
Welcome to The Tartarus Institution! Here at the T.I. we pride ourselves on the more ethical solution to human improvement among this chaotic world. It is our duty that we try to adapt towards the mystical aspects of the world as much as possible, though our priority is still on human safety. Co-existence is better then destruction. Though many predators of mankind exists in the shadows, it is our job to root out the weeds while keep the rest of this mystical world undisturbed. To tame the magic and the unknown. That is our cause.
You are an agent, a magister, of this organization. Like every one else, you were brought under to study and train the mystical arts. The occult, the mysticisms, the arsenal of weapons. All that with the talents and history you have learned will be utilized to secure humanities future. Kill monsters only when necessary, capture or release otherwise. Some monsters can't be shown mercy, so pay attention to the mission. Confiscate magical artifacts, capture rogue spellcasters, that kind of deal.
You are a magister of division 136, and you have been assigned a guard post at designation Pit 357. A particularly new pit close to Federation borders. Tensions have been as rough as always between us and the inquisition, us being branded as heretics and whatnot, but this station gives us a competitive access to some of their toys.
We recently acquired a rogue spellcaster that we 'saved' from the inquisition. Under our care, we'll be sure to keep her under lock until we can either restrict her powers enough to return to society or even incorporate her into our division with training, depending upon her decision. That's just some of things we do here at the T.I!
In a time long forgotten, humans and monsters inhabited earth one and the same. Magic and the supernatural existed alongside reality. Fables and tales of old once 'real'. Most pressing was the monsters that loomed over humanity. The ones that preyed upon mortals, or held high above the food chain. The untamed world of the supernatural was the stuff of legends.
So it was that at some time in ancient history, the worlds strongest wizards gathered together to banish the supernatural so that humanity could truly thrive. As sacrifice, in addition to the predators being wished away, so too did magic in its entirely. All that didn't conform to reality had been banished. What was sent away festered in a newly created realm, known simply as the Fae, where the supernatural thrived in a earth-like world of chaotic extremes.
So long had the unknown been cast away that the world forgot about it. They became nothing more then fantasies, ideas of fiction stretched from inklings of truths that survived the thousands of years. The world was 'normal', life moved on. Humans advanced. At the year 2,200, however, calamity struck. The realm between Earth and the Fae collided. Gateways formed between the realms, and from these realms, monsters roamed. Magical energies flooded the planet, raw power that stimulated natural disasters across the globe. The continents began to shift and shape, monsters roamed and preyed upon humanity, the old world was effectively destroyed.
Despite all though, humanity survived. In what technology survived and luck could be had, humanity had gathered, rebuilt, and repopulated parts of the earth. Though it is said that humanity survived in large part from the angels, a benevolent and divine race of the gods. These beings departed soon after humanity's resurrection. Parts of North America had resurrected as the Phoenix Federations (From the ashes humanity rises again.) This new government expanded gradually, recruiting other isolated tribes. Beyond the federation, less developed, independent human tribes and city states remain across the globe, fractured and broken societies that fight off the threat of monsters at their borders.
The Phoenix Inquisition is a Federation-Supported organization designed to deal with the threat of the supernatural while enforcing the dogma of the angels. It was the angels that inspired the organization's creation, after they had spread their wisdom and left the mortals. For humanity to thrive, to fight the beasts that stalk them, the supernatural must be purged.
The organization operates mostly on a search-and-destroy basis. Monsters and mortal spellcasters are killed, anomalous and arcane items are destroyed, and information is restricted regarding the supernatural (Beyond the sentiment to publicly vilify anything anomalous.)
The world has been enlightened by the angels of the Three Ancient Gods. The ones forgotten in humanities history. The faith consists of the Bethaius God of the earth, Zithaius, God of the Sun and Sky, and Levaius, God of the Sea.
Through faith in this religion, and specific trainers, practices of this faith (Known as priests/priestesses, clerics, and acolytes respectively) can perform magic-like abilities through prayer. Prayers that deal with Bethaius revolve mostly around healing, Prayers with the Zithaius Utilize or even weaponize divine light that is especially effective against certain unholy or undead monsters, and prayers to the Levaius usually dispel, nullify, or counter magic to varying degrees. (While counter-magic and dispelling is capable of magic, prayers cannot be nullified by the same means,)
The 'magic' of the holy powers of the faith. The 'spells' of theurgy are broken down into prayers. Keep in mind, while supernatural, the source of Theurgy isn't quite the same as magic, though they both originate from the Aether. Spells that would interact or nullify magic in some capacity does not affect the powers of Theurgy. While many beings of the Aether are connected to mana, a lesser amount align with this alien energy.
The energy of Theurgy is referred to as Divinity. This energy is also divided into different types; Agio(Or Sacred) and Anagio (Or Infernal) Divinity. There is also a third, lesser known, subtype of Divinity, known simply as Occult Divinity. Divinity is only inherent in Nephilim and Deities (And few other entities of the Aether), however the energy still manifests in other places. For mortals, this energy can be called upon from its source by sheer faith and devotion/conviction to the source, such as worship of a deity or given directly by such entities. Faith is as much power when it comes to Divinity as the beings who grant it.
Infernal Divinity is sourced largely from demons and 'evil' or occult gods. Sacred Energy, obviously comes other deities and angels. Occult Divinity stems from 'neutral' sources.
The Federation remains one of the few sophisticated civilizations of humanity. While many tribes and city states retain various modern technology, most are independent and lack the funds and means to advance to compare to the federation. Though independent, most of these smaller territories rely on the Federation to protect them from monsters. Thus there is overlap in laws to assist co-operation between them.
Some territories, however, are independent enough to not rely on the federation. Those that do not co-operate are 'black-listed', which either entails that the territory is utterly ignored by the federation, or disrespected for their own purposes. Due to many of these black-listed territories have the means to rival military power in some capacity however, war has yet to break out.
There are a collection of territories that lack the power to commit to independence, but do not wish to co-operate with the restrictions of the federation. These territories instead rely on one organization for their survival, The Tartarus Institution.
The Tartarus Institution, unlike the Inquisition, believes that the supernatural can co-exist with humanity. Though they still recognize the dangers it can pose to mortals, and prioritize the safety of humans, their methods are considered 'more humane' by some. Though that is not to say that their treatment of monsters entirely better then inquisition, but there certainly is a higher tolerance to ones viewed as 'non-dangerous' or potential to work with.
Though lacking man-power, the Institution weaponizes magic to give them the edge in both the supernatural world and their rival group. Agents of Tartarus are referred to as Magisters.
Wardens are agents augmented with physical enhancements by a silver-infusing ritual, one that permanently enhances the physical attributes of the Magister to superhuman degrees. (See KI in magic system.) Wardens diversify in what stats they prioritize (Strength, speed, etc.) as well as the type of martial arts or weapon they use. (Swordsmanship, hand-to-hand combat, guns, etc.) Wardens are often granted silvered gear to be better effective at fighting the supernatural. Multiple martial arts can be learned, but most specialize in only one or two methods. (One melee and one ranged is the most common.) Wardens have access to a variety of weapons and various martial arts common and obscure relating to either weapons or hand-based combat.
The ritual that transforms one into a warden fusing their blood magically with silver. In addition to their boon of ki, this also makes them inherently resistant to magical and other supernatural effects or spells.
Sorcerers/Sorceresses and Witches are the terms used for spellcaster Magistrates. They are taught various means of magic, some may specialize entirely in one field, while others may take several or further diversify their magic. A wizard that specializes in one field will generally be the best at, sacrificing diversity for sheer devotion.
Sorcerers/Witches have the following education: Spellcasting (Evocations, Invocations, Incantations, Runes and Rituals, and Enchanting/Hexing/Cursing), Alchemy, Magic Item Creation, and Familiars.
Magic is a largely unknown force, one that was forgotten since the banishment of old. Few outside of the Fae know the truth of magic, and even then with limited information, some that may have been skewed over the centuries. It didn't help that practicing magicians and sorcerers were labeled as ghouls and witches in the earlier centuries.
In basic terms, the energy that is magic is usually called Mana, Arcana, or Spellpower
In truth, magic is an extradimensional form of energy, one that does not properly adhere to conventional physics. Alien in how it operates, but still with a certain order and rule to it. Magic is believed to originate from the Aether, an infinite space filled with tides of unyielding magical energies, or mana.
This energy can be shaped by various means, mostly by spells, into all matter of forms. Though magic is inherently energy, through spells it can be shaped into not only matter, but more esoteric functions as well that can temporarily manipulate reality itself. As magic is not native to the natural world, it gradually deteriorates back into the Aether when left unchecked, without special means such as by mana crystals.
The Aether itself also acts as a space between the supposed realms of the gods. Both where the Triad originates, as well as the devil. Heavens, hells, all matter of demons, spirits, and similar incorporeal beings. Realms segmented by the Aether.
Although the Aether is believed to be the origin of magic, it is oddly not the only source of magic there is, nor even commonly used as a source for spells. All living things, from the humble blade of grass, to a mighty beast, a human or single celled organism; they all possess a soul. All living souls produce mana as a byproduct, as if by living itself produces this alien energy. It is not properly understood how magic and the soul are related, but there are correlations between each other. For instance, dead souls, such as from ghosts or spirits; are unable to produce their own mana and thus gradually decay (As such beings are reliant on maintaining a presence through mana.)
It is believed that as the Aether is the gateway to the afterlife, souls that no longer produce their own mana gradually sink into the Aether much like magic itself. Some scholars believe that due to this connection, the Aether is not only the origin of magic, but the origin of the soul as well. Dead souls avoid this fate by obtaining mana from other means, such as staying in a place radiating with mana or by leeching mana off of living beings by toying with their emotions or fears.
The exact nature of the soul isn't determined. It is accepted that the soul acts as the 'subjective perception' of the individual. Meaning that even after one dies, they still exist as a soul. The exact make-up of the soul isn't determined either, but there are at least three parts vaguely understood.
First, the living aspect of the soul. This is what separates the living from the dead, and conversely, what makes ghouls 'undead'. Living souls produce mana by living, non-living souls cannot produce their own. Undead souls, like dead souls, do not produce their own mana; yet are still capable of retaining enough magic to avoid dying. This allows them to exist regardless of the state of their body, though with some exception. It is this corruption of the soul that is believed to be the source of their curse.
It is difficult to discern what exactly connects magic to the soul, it is known that living beings exhausted of mana become exhausted despite no physical exercising, that feeding off of the mana of a living being can potentially kill them, and that mana burning exists. Scholars debate whether magic is merely a biproduct of living, or that magic is necessary for living things.
The second layer of the soul is the Memory of the Soul. This is the accumulation of memories gained from a living soul. When a soul dies, it will still have the memories it had in life provided that the second layer isn't destroyed or wiped.
The Third Layer is considered the origin point, the subjective point, or the true point. Unlike all other layers of the soul, this layer is completely indestructible. There are all manner of ways a soul can be 'destroyed', such as having a soul devoured or mana burned, however the last layer of the soul remains even in those extremes. However, without any other layer, a soul that only consists of this last layer is a soul at its barest form.
Stripped clean, it is effectively a husk, with no memory or awareness. It is the 'subjective' perception of the individual, but without any other layer that subject cannot perceive anything, nor dream. A non-existing existence. There have been cases where a 'husk' has been recovered by memory or other soul layers, for instance it is believed that reapers or angels descend from the Aether to recover these lost souls in order to revive them for the afterlife, or allow them to be reborn. A husk is believed to be a perfect candidate for rebirth, as it is in essence, the same as a newly created soul.
In practice mana acts much like stamina, a spellcaster having a certain yield of power before needing to rest to fully recover it.
Mana produced naturally does not last indefinitely, the energy gradually decays into the Aether. However, just by existing, living beings continue to produce this energy at a constant rate. This effectively creates a set amount of mana an individual has at rest.
As magic has yet to be properly measured, there is no exact value to measure by; however it is clear that the mana reserves of any given individual vary in size. Essentially, the more efficiently your soul produces mana, the more mana you'll have at any given time. Much like raising one's own stamina, there is an extent of utilizing one's own mana constantly to make their soul a stronger mana battery. Though this varies on the individual.
Mortals are usually unable to utilize magic from their soul, as their 'field' of mana or mana pool, is too low to even cast spells with. There are exceptions, prodigies that have been born uniquely with a gift of magic. Or conversely, those that undertake some ritual to become powerful sorcerers on their own.
If a spellcaster however, continues to try and force more mana out of their soul when it doesn't have any, they will begin to 'mana burn'. Forcing themselves to push over their limit takes a great amount of will, without commitment a spellcaster would pass out before reaching this point, those that do so are met with a horrible fate however. While mana burning gives the spellcaster an incredible amount of power, they achieve so by burning up their own soul. Doing so causes both their soul and body to literally burn up, and they will inevitable destroy themselves, though there have been cases for some to 'survive' mana burning by shutting off their magic and passing out before they die.
While mana typically decays naturally into the Aether, there are certain methods to keep magic tied to something physical. The most common instance is that of a Mana Crystal. Mana crystals are inherently quartz, amethysts, or other translucent gems that seem to be able to store magic indefinitely. These crystals allow mortals that normally can't utilize their own mana to cast spells, or add an additional resource of mana to one's pool even if they are already able to utilize their own magic.
Mana Crystals generally work by having mana injecting directly into the crystal, this will often cause the crystal to glow or change color. That stored mana can be released by a wielder for later use. Even mortals that have too low magic to use spells can still slowly store mana like this over time to build up a powerful mana crystal.
Mana Crystals are essentially batteries. The stronger, but more controversial variation, are soul gems. Type of Crystal and the Size of the crystal generally determine how much mana they can store. If a crystal is filled, additional mana will either leak out, or in intense frequencies, the crystal overloads and shatters.
Mana Crystals naturally form when an area a crystal is in experiences a great deal of magic flowing around it, such as run off from a powerful spell, a gateway to another realm, or excessive paranormal activity from ghouls and what have you.
The gist of a Soul Gem is that it combines a Mana Crystal with a living soul, essentially trapping the soul within the gem to constantly recharge the gem until it is filled. Through the means of its creation, the soul is somehow kept 'alive' despite being trapped in the gem to allow it to act as a proper battery. Failure to replicate this effect kills the soul, and thus essential become a dead battery.
Spells are the primary way individuals utilize mana. Spells are inherently utilizing the energy source to 'cast' a spell, or a desired effect. The exact nature of spell craft is incredibly broad and can be broken up into multiple categories. However all spells have a specific, set function such as manipulating wind, summoning a ball of fire, cursing someone to turn into a frog at a full moon, etc.
These categories consist of how a spell is casted in the first place. There are many spells that can be casted through different means. A fireball can be an invocation, an evocation, an incantation, etc. But there are also many spells that can only be replicated through the means of how it is casted. Some spellcasters may specialize in a specific type of casting due to personal preference, but most advanced spellcasters master multiple types.
The type of spell a spell is, usually applying to incantations, invocations, runes and rituals.
Conjuring objects like making an apple appear out of your hand, teleporting objects or people from one place or another, summoning a familiar, etc.
They are usually spells of direct effect that have no other classification. Such as a direct healing spell, creating a ball of fire, a direct spell of decay, and other instantaneous effects that do not fit neatly into other categories.
Spells that deal with informational gathering. Such as communing with animals, spirits, the weather, etc. Usually as rituals. Crystal balls, magic mirrors, scrying bones, etc.
Spells that manipulate the senses, such as creating a false sense of touch, vision, false pain, or even psychic damage. Fake walls, making someone think their burning, creating nightmares, etc.
Protection magic. Creating magic shields, countering a spell, dispelling magic, warding away supernatural creatures, etc.
Enchantments can function much like rune spells, but cast more like other spells and can be either incantations or invocations. Enchantments usually give some kind of boon or negative aspect to a target, such as enchanting a weapon to make it stronger, or cursing someone to grow ill or become slower or what have you. Some enchantments/curses can be tied to other classes, like transmutation to curse someone into transforming into an animal under certain conditions. Enchantments are usually tied to the caster and thus only kept up by slowly feeding mana into it, though permanent enchantments can be created through intensive rituals. Most enchantments can be efficient enough that a spellcaster can have multiple enchantments linked to their pool without having too much hinderance on their day to day spellcasting, though only if they've truly mastered such a field or have an incredible mana pool. Enchantments that entail negative traits are often referred to as curses or hexes.
Enchantments can even be used to temporarily enhance physical abilities, almost simulating ki-like abilities. But unlike ki these spells aren't efficient to use outside of temporary use.
Examples include creating undead thralls, making someone weaker, improving someone's strength temporarily, cursing someone to feel ill, etc.
Changing of one thing to another. Such as turning dirt to gold, a man into a frog, changing one's appearance or physical attributes, turning water to oil, etc.
Perhaps the most iconic of spellcasting. Incantations are inherently spells that require a specific word or phrase to cast. The exact verbal component doesn't matter so much as the idea in how it was taught. For example a fireball may be taught to a caster by simply shouting 'fireball', while others may know it either a different name like 'vol.'
Self-taught practices often come up with their own words too if they haven't learned a phrase to associate it with. Its less to do with the exact word to trigger the spell, and more of how the caster recognizes it. In that same example, a caster that has learned the spell as fireball wouldn't be able to cast the same spell saying "Vol!", as they have learned and understood the spell in a different name.
Evocations are spells that utilize will power to cast a spells. Spells that are casted in this manner are less direct, and more about control or a constant effect. For example, moving the wind around oneself, manipulating fire or earth. Telepathic communication and so on. These spells are further separated into two categories.
Psionics are essentially evoking 'one's own power' to cast the spell. Psionics are specific evocation spells that are the general manipulation of their element. Telekinesis, for example, broadly moves objects around the individual, pyrokinesis creating and manipulating fire freely, etc.
Evocations are free-casting spells by thought, will, and potentially body gesture as well. Unlike psionics, which is more of a free-form manipulation of magic, evocation are more of specific spells, like what you would see with incantations; minus the requirement to recite.
Invocations are conversely, spells that draw upon someone else's power. This is usually in relation to those that may have contracted with some sort of demon or entity that has given them power. They effectively call upon the powers of a greater power to cast spells. Oddly, invocations are either part evocations or incantations, depending upon how exactly the caster calls upon this power for their spells.
Familiars can also provide Invocative spells to their master in this manner.
Runes are used to cast spells by writing. Sometimes by chalk symbols drawn in the ground, other times by ink or blood stained words over a page or scroll. Different mediums are used to utilize this spell craft, but runes can be broken down into either permanent sources or temporary sources. Permanent sources are utilized in ways such as creating magic items by having runes inscribed on them, A spell permanently tied to a book or scroll, or an area drawn around on the ground to give some constant effect. Temporary sources are meant for a 'one time use' deal like a trap or ritual.
Like incantations, the runes can vary in words associated with them for the spell, unlike incantations however they are usually written in arcane runes and have similar meaning regardless of teacher.
In addition to making the writing themselves, the runes must also utilize some kind of source of power. Permanent sources usually find some way to tie them to a source of mana, such as an area that has a constant supply of magic, imbuing the item with a soul gem or a soul itself, or other odd methods. Temporary sources do not require such a source, instead operating on the caster's mana pool.
Other rituals may involve simply a long incantation with tunings of candles or other mediations.
Alchemy is occult magic that creates magical elixirs and potions through a enchantment rituals. Potions are created by a seemingly random string of ingredients and a specific spell after mixture with a base while heating. Different recipes will utilize different ingredients and a different spell, and essentially, there can be multiple methods of ingredients and unique spells that can make the same potion.
Potions can give temporary effects similar to spells, such as polymorphing someone into a rat, poisoning, or healing wounds. In general, potions are efficient as they require little magic energy to make while creating powerful effects that would otherwise cost a lot of mana to cast as a spell.
Familiars are entities that are bounded to the spellcaster by a magical rite. There are three different forms of familiars. Familiars can be summoned by the caster and are bound by magic to obey. A weakness of magic or strength of will can resist orders to extent, and there have been cases where unwilling familiars have broken free of the spell and betrayed their masters in extreme circumstances. Familiars can be all manners of useful, from battle companions, to simple chore helpers. Whether or not the familiar is a non-magical entity or a great being, they can also provide themselves as an additional 'mana battery' for the caster from their own soul or source of magic. Thus even a simple creature like a cat can be a vital familiar.
When not summoned, a familiar awaits in the Aether as a formless spirit, bound to a specific point linked to the caster's soul. In some cases these points can become temporary realms for the familiar and retain form, otherwise they are unconscious. Powerful familiars like Daemons may exist in their native realm or the Fae realm until called upon (Such is the case when they only partially bound as familiars in the case of very strong entities.) Also, Familiars that remain in a world instead of the Aether are not obligated to obey their masters should the master be in their native realm.
A familiar can be summoned at any time to the caster's side provided they still have power over them.
It is possible, though difficult, for a spellcaster to have multiple familiars. In general, strong familiars are more taxing then weaker ones.
If a familiar is fully bound to the caster and not partially, they return to the Aether instead of dying should they fall in battle. Though it takes additional power to reconstitute their bodies, they can be effectively revived. There have even been contracts where dying humans have willingly engaged in contractual familiar ship for them to remain alive. However it should be noted that when the contract ends, the entity will revert to its state before the contract.
Contractual familiars: These are familiars that have a mutual agreement to act as a familiar. The nature of the contact can be formed either for a temporary purpose such as a single mission, or permanently. Though permanent contracts tend to have steeper costs as a rule of thumb. Contracts are often made between a spellcaster and a powerful entity, such as a Daemon, A spirit, A powerful spellcaster, or a powerful and sapient magical creature like a unicorn or phoenix.
Servant Familiars: These are familiars that have been forced, by one means or another, into becoming someone's familiar. Servants are thus, entirely at the decision of the spellcaster for their freedom. Usually servant familiars are from non-sapient beasts, however it is possible for powerful sapient creatures to be captured in this method. Mortals too can become familiars, but for obvious reasons, having a human as a servant familiar is considered taboo even by Tartarus standards.
Conjured Familiars: These are familiars created literally by magic, and are temporary by nature. Instead of being unique entities, they are instead reshaped parts of a spellcaster's soul, thus technically part of the spellcaster themselves. Conjured Familiars are very rare to learn, and can't be used as mana batteries like other familiars. Due to the nature of conjured familiars, they last only for their created summon and then return to the soul of origin after use.
Magic item creation can be either from permanent enchantments or from rune/rituals. Proficiency with this skill determines the quality and power a magic item can have, as well as the amount any can be attuned to at one time.
Magic items can have spells imbued to them, certain qualities to grant supernatural measures like additional power to a swing of a sword or sharpness of it, shooting fire, increased durability, etc. Some magic items can be infused with multiple measures of such nature, and even double with mana batteries such as crystals to either fuel them or use as mana batteries for the caster. A magic wand that can double with spells that the caster normally couldn't cast for instance.
Common magic items:
Flying Broom
Crystal Ball
A magic weapon
Enchanted armor
A magic ring or other piece of jewelry
Magic gloves
Magic Book
Magic Shoes
The magic in their soul is converted into what is referred to as 'ki', an altered supernatural energy. Though created in the same manner of magic, it functions differently. It cannot be stored in crystals or from non-living beings, in fact it is even more tied to a living individual then magic would (Though ki is not inherently natural, only to those that have unlocked it.) Ki is responsible for the physical enhancements of Wardens, in addition to other methods in which mortals can convert their mana to ki. Essentially, the energy imbues directly to their living bodies, and thus is directly affected by their physical and mental health. Ki is most efficient with a calm mind and physically fit body. Strong emotions like rage or fear can temporarily strengthen ki to varying degrees depending upon individuals, but often exhausts ki faster or uses the energy less efficiently. In many other cases these emotions can disrupt or weaken ki as well.
Once someone unlocks the potential, they cannot utilize magic, as all mana produced is instead transmuted to ki energy. Even if attempting to using another source of mana to cast spells, such as a mana battery, their ki blocks them from actually utilizing magic. Unlike magic, however, it is not made less efficient by wearing metal or other materials, thus making armor effective.
Ki can enhance the speed, durability, strength, reflexes/reaction time, and even the senses themselves of an individual. Ki can also be utilized to enhance or empower weapons and equipment; and unlike magic, silver has no direct resistance to it. Ki can also effect projectiles from weapons, such as guns and bows.
Like mana, ki is tied to a sort of stamina. Though it is more attuned to one's physical stamina, and ki can also enhance one's stamina to superhuman levels as well with training. Generally the more you train your ki the more you can produce in the same fashion as mana. Different attributes of an individual need to be trained by specific exercises though, such as running for speed and stamina, or lifting for strength and durability.
The type of clothing a spellcaster wears can improve or decrease their efficiency in magic. For instance, organic fabrics like silk tend to help retain mana run off to make their use of their mana pool more efficient. Long robes, dresses, and hoods further help this efficiency. Pointed hats however help focus one's mana to make more efficient spell casting, so there are debates between mages that prefer pointed hats or hoods.
Metals like armor or pieces of silver tend to disrupt one's mana pool, though something as small as jewelry has little effect on that. This makes it impractical for any spellcaster to wear armor as it can hinder their abilities.
Silver has anti-magical properties. In addition to affecting certain monsters, silver is difficult to use magic directly on. It is currently impossible to use silver in transmutation spells or turn something into silver, hence the importance of silver currency. Magic can still alter silver, however, such as fire from a spell melting silver; but it generally is resisted to magic.
Coming Soon
Coming Soon
The Bestiary is the official T.I. catalog for supernatural monsters and their ilk. Much of the information has been derived over a few centuries, while other more ancient knowledge has been translated from ancient records. Despite the wealth of knowledge available, there are still many unknowns and lesser known entities that the Bestiary hasn't covered.
The Nephilim are an otherworldly, immortal and god-like race of entities native to the Aether. It is believed their existence is related to deities, either sharing similar origins or created from such; though perhaps both theories are true. Below the Gods, the Nephilim are collectively one of the strongest encounterable types of beings; rivaled only by the equally ancient Titans and Dragons. All Nephilim embody Divinity, and the three main categories are based on which kind of Divinity the Nephilim possesses.
Angels holy beings that embody sacred divinity. Considered to be messengers of the gods, different categories of angels seem to represent a different 'job', or role. Furthermore, despite all being sacred, different angels seem to align with different deities; and thus do not overlap despite common misconception. Deities such as sacred three hold their own angels, and each god may have only one or several categories of these angels. Most information regarding Cherubs are either from ancient records, speculative research, religious texts, or other indirect references. With the exception of mythology and religion among humanity, actual angels themselves are largely a mystery. The supposed benevolence assumes that T.I. should co-operate with angels in a theoretical encounter, but more tangible information is needed to fully assess them in relation to the institution.
A Cherub is the idealized, and most well known seraphim. In legends of old they are described as beautiful beings with divine wings that carry them into the heavens. Cherubs are always described as benevolent creatures with a power to heal the sick and injured. Cherubs that belong to a specific deity may resemble their avatar in some way, such as a certain fashion of wings or excess to their appearance; rogue cherubs however seem to almost always be beings of human-like appearance with white bird-like wings sprouting from their backs.
There is no record of Cherubs being hostile towards humanity. Beyond their power of healing, not much is known about their offensive capacity. There are records of them warding away evil spirits and demons, but these are all more of tales and less of factual understanding. Though it seems with the exception of them healing humanity, they only seem to intervene when other monsters are involved.
There is a misconception about the reapers in that they are some, fabricated personification of death. Many of the fictional representations of reapers seem to suggest this as nothing more, but the true reapers are angels that are dedicated to bringing souls to the afterlife. Another misconception is that reapers are responsible for mortality, but this is not true; they simply come to collect the souls after one has perished. Without guidance from a reaper, souls either linger in the mortal world or gradually fade into the Aether and get lost, so the records suggest. Reapers are actually one of the weaker categories of angels, as their powers are aligned with their duty to collect and guide the dead to their proper afterlife. Unlike other ranks of angels, there are no reapers dedicated to a specific diety. As there only role is guiding the dead, they effectively serve all deities in bringing mortal souls to their respective afterlife or aid in reincarnation.
Reapers vary in appearance. Some resemble raven-like creatures, others as robed skeletons, or black winged cherubs. Regardless, they all wield some form of tool or another in their depictions; most commonly either a scythe or a shepherd's staff. These reaping tools help harvest and guide the souls of mortals in their job. Though they work independently, reapers may align temporary with other angels such as Valkyries in the events of war. Such as fighting a demon to release the souls it may have swallowed; as reapers are not strong enough to do so on their own.
Valkyries are one of the stronger angel classifications. Valkyries are distinguished as a warrior race, effectively as either angels of war or death, they wield tremendous power to bring down terrible wrath on various foes. Most Valkyries have gods that they align to, rogue Valkyries are rare, but in such a supposed event their purpose is for their own benefit. Otherwise, Valkyrie act as the 'sword' to their god's will.
The appearance of a Valkyrie may alter depending upon the god they serve, though they usually have some form of wings, and often wield armor and any variety of weapon.
Archangels are the head of any group of angels, and are essentially directly below any god's ranks. Little is known about archangels beyond this fact, and their appearance closely resembles the avatar of their god.
Appearance: (Height, Weight, hair/eye color, etc, General Description, An outfit or wardrobe or style or whatever? FC.)(Optional)
Personality: (General Overview)
Background: (who were you before enrolling at the institution, most likely someone from an aligned tribe or city-state, or kingdom.)
Education: (What traits do you have, max 5 for each stat unless otherwise specified. You get a total of 8 points to spend. Each Additional point signifies additional skill or prowess in that specialty. For example someone with 2 points of strength is stronger then 1 point.)
Martial Arts: (Swordsmanship, bow, fists, whatever, no point spent on this.) Strength:(Raw Strength.) Speed: (Speed, agility) Ki: (Stamina/General amount of ki pool you have, you have to have at least 1 point in this.) Durability/Vitality: ('Health') Reflexes: (Reaction time.) Accuracy: (For ranged.) Additional Martial Arts: (Costs 1 point, no improvement.)
Standard Equipment and on duty armor/attire if applicable:
Education: (What traits do you have, max 5 for each stat unless otherwise specified. You get a total of 8 points to spend. Each Additional point signifies additional skill or prowess in that specialty. For example someone with 2 points of strength is stronger then 1 point.)
Mana: (General size of mana pool for amount of magic you can use from your own source at any given time and the capacity to use stronger spells, you have to have at least one point in it.)
Evocation: (power and amount of evocation/psionic magic) Familiar: (More points = stronger familiars or increased amount you can have.) Incantation: (power and amount of known incantation spells.) Alchemy: (Strength and amount of potions.) Runes: (Amount and specialization of rune spells and related rituals.) Magic Item: (Ability of creating magic items and how many you can attune to.)
Spell: (Psionic or evocate.) Spell effect:
Spell-(Enchantment, Curse, Conjuration, Illusion, etc.) Spell effect: Words to cast:
Spell-(enchantment, divination, etc.) Shape of rune spell: (Optional, just a description of what it looks like, like two interjoining stars with chaos written around it.) Material: (Chalk, blood, salt, etc.) Additional Ingredients: An item, candle, book, doll, etc. Spell effect: M
Magic Item: Description: Abilities and traits: Source: (Self or battery?) Made by: (Rune magic, incantation, etc.)
Standard Equipment and on duty armor/attire if applicable:
Spell Examples:
Firebolt Incantation-Evocate Creates an intense bolt of fire hot enough to burn through iron and with a strong kick. Recite: Volista Malivera
Note: Monster characters. I'd prefer most of the cast to be human. Even for monsters that aren't a threat to humanity's existence, non-humans are not a regular occurrence within TI staff. That said, there are exceptions. Monster characters are a case by case basis, and mostly allowed a few at a time in between what I hope to be a largely human cast. If you wish to play a monster character, you can either look into the bestiary for potential ideas or come to me if you have a custom-monster in mind. While I'd recommend sticking to mythological or folklore sources I'm not strictly against monsters entirely designed by the player, but that is something I have to approve first.