Name: Abasi Nationality: American Sex: Male Age: 21 Appearance:
Strengths and Weaknesses
Speciality: Potions Any Unique Spell: Imbue Divination Abasi, just Abasi, has developed the ability to imbue magical divination magics into a variety of drinks, drugs, foods etc. Weed being the most common. Abasi has no control over the divination. It might reveal something about the past, the present, the future, an item of obscure trivia, or something beyond reality, you never really know what its going to be! It's also not always clear what is the drugs, and what is divination, but his stuff is very popular.
Non-Magical Skills: Chemistry, Cooking, Street Knowledge, Astrology, Feng Shui, Philosophy, Obscure Trivia Misc. Weaknesses: General Organization, Probation order, Discipline of any kind
Background:
Major: Chemistry Backstory: Abasi never knew his father and was raised by a single mom who'd emmigrated from Nigeria and worked three jobs to make ends meet along with two siblings.
The discovery of his unsual talents initially did little to improve the family's fortunes as they could not afford the tuition for the private school.
Despite early success in school Abasi fell in with local gangs, a right of passage in his community. Eventually transitioning to selling drugs and a number of contacts with police and youth services. The death of his brother convinced Abasi to reconsider things early on, refocussing on his studies and eventually using his drug dealing to pay his way into wizarding school, and sending money to his family.
He continued funding his education dealing weed, and booze to young wizarding students, coming in a few grades behind but otherwise was an intelligent, but underachieving, student that notheless always just squeaked by. A tradition he's kept up in ASU, studying potions and chemistry and adding the illicit manufacture of controlled substances in his reportoire.
Abasi has a juvenile record, is currently on probation for possession, and is known to campus police as a suspected dealer, though he's never been caught by them.
Looks fine but can I recommend you change that 'specialty' to artifice? I set up the 'specialities' so you get some extra spells depending upon what you pick.
Managed to finish this today! I'm happy to change the unique spell if this is too far into conjuration rather than defence. I was struggling a bit to think of one.
Appearance: Fiona walks the line between goth and punk on a daily basis and expresses herself largely through her appearance. She usually has hair styled into two large buns, with one side dyed a vivid magenta and the other black with tints of a striking electric blue, making her stand out in any crowd. She wears dark, gothic makeup, including black lipstick and heavy eyeliner, accentuating her sharp, confident features.
Her attire is a mix of punk and formal styles, featuring a black and white suit jacket with a sleek, modern cut. Underneath, she wears a white dress shirt paired with a black tie that adds a touch of sophistication to her rebellious look. Around her neck is a spiked choker, and she sports black fingerless gloves. Her nails are painted black, completing her dark and edgy ensemble. She also has plenty of piercings on her ears, along with one through her eyebrow and another on her right nostril.
Speciality: Defence
Any Unique Spell: Fiona has the ability to summon familiars to fight for her or do her bidding. She can choose any appearance she likes for these familiars, but often chooses the form of two small winged demons hen she summons them. They are small, and more annoying than capable of properly taking down a full wizard. If Fiona's concentration wavers significantly, her familiars will dissipate, as she loses focus on maintaining their presence. She is still learning to properly hone this unique spell and has in the past been able to summon one larger familiar rather than two small ones, but wasn't properly able to hold this spell for long enough for it to be of use.
Non-Magical Skills: Fionas main skill is her musical aptitude. She is able to play the piano, guitar, drums to a high level and a variety of other instruments to a differing degree of skill. Her main interest is in electronic music though and as a result she spends most of her time using software and hardware hooked up to her laptop to make music. Other than this she isn't a bad cook when she can be bothered and she has an almost encyclopedic knowledge of film. She also grew up doing judo and some of the skill is still there, but hasn't properly done it for years and wouldn't dream of competing.
Misc. Weaknesses: Controlling her emotions, obeying authority, procrastinating
Major: Music
Backstory: Fiona was born in Liverpool, England, to a family of Chinese immigrants. None of them had any magical aptitude, and for most of her life, Fiona was unaware of the magical world. Her family was not rich by any means, with her father working as a laborer and her mother working part-time as a waitress. Caring for Fiona and her older brother was a struggle at the best of times, both financially and culturally. Liverpool was incredibly different from where they originally came from, and while they did their best to integrate, none of them did as well as Fiona.
Growing up, she always struggled to fit in with the other kids at school. Her older brother was often her solace, always there to defend her from bullies. His protective nature made him her hero, and he even sacrificed his own free time to work extra shifts, ensuring she could attend Judo lessons with him. He taught her how to protect herself as best he could and used his own earnings from his part-time job to pay for Judo lessons with her. Eventually, she settled in, but still always felt incredibly different from everyone else around her. It was only a matter of time before she fell into the punk and goth subcultures. They accepted her with open arms, being outsiders themselves, and she found her first friend group she could identify with not long into high school.
Her favorite class was always music. Her family never had the money for instruments; all they had was Fiona's father's old guitar, which he did his best to teach her to play when he wasn't at work. Her school's music teacher was a massive influence on her and noticed her musical aptitude. He worked to develop it, encouraging her to try as many instruments as she could and putting her forward for the school orchestra. Additionally, a lot of her time outside of school was spent playing in various high school garage bands. She often played in local gigs, gaining a reputation for her raw talent and unique style. She got a job while still in school and saved up all her money to eventually buy her first good laptop with recording equipment.
This ignited her love for electronic music, and she spent countless nights in her bedroom experimenting with pirated software and shoddy equipment she had found or put together herself. Her room became a sanctuary filled with wires, synthesizers, and the constant hum of her creative endeavors. Her life was almost entirely dedicated to music until she was contacted by the Magic Inspectorate.
The first meeting was a strange one. It felt like she had a disembodied voice in her head all day, telling her—almost begging her—to go to the park after school. She couldn't get the thought out of her head and, in her desperation, followed its instruction, later realizing this was, of course, telepathy being used on her. There, she met the woman who would soon become her tutor, an American expat named Samantha. Samantha explained Fiona's magical aptitude to her and revealed the secrets of the wizarding world. Under the guise of being a math tutor, Samantha began honing Fiona's magic skills in secret. The lessons were rigorous, but Fiona’s determination and curiosity drove her to master complex spells quickly.
During her time with Fiona, Samantha often talked fondly about her time at Arizona State University. When it came time for Fiona to graduate from high school and choose a university, she made the big decision to move across the water and attend school there. She was eager to start a new chapter in her life, one where she could fully embrace both her musical passions and magical potential.
The scouser is accepted. I'm going to assume a lack of concentration when summoning familiars leads to them either appearing as deformed monstrosities begging for someone to end their suffering, or going totally off the rails and eating the furniture.
Name: Derek Marcher Nationality: American (Coloradan) Sex: M Age: 18? Appearance:
Strengths and Weaknesses
Speciality: Artifice Any Unique Spell: Time Jump: Derek has mastered the most dangerous and powerful of magics, the ability to travel through time itself. It’s a path fraught with danger and paradox which could destroy him utterly. Despite this, Derek does not remember how he learned this magic, or much of how it works, and he claimed to have learned it on a peyote trip outside of Aspen.
What he does know is as follows: 1) He can remember when he (or someone he sends to a time they should not be using this magic) is and can hop directly to their time and place. 2) If he (or anyone else) ever sees himself (or themselves) when travelling, he will have incredibly poor memory of the jaunt. 3) He can kind of control the place he hops to, usually with better accuracy if he has a person he’s trying to see. 4) He doesn’t seem to age much when time hopping
Non-Magical Skills: Drumming, Procrastination, Fist Fighting, Miscellaneous Skills (Irrelevant past stuff like carriage driving, slave pit fighting, ecumenical law, and the like) Misc. Weaknesses: Memory, Magic, Academics
Background:
Major: History Backstory: Derek’s been through a lot, to be honest, more than any 18-year-old has any right to have been through. Developing magical aptitude rather late in life compared to other wizards, he enrolled late into magic high school where he was an underachieving student. The Senior Year of high school was a blur for him, one he doesn’t really remember much of beyond fleeting names and factoids, but he graduated and had a good enough magical aptitude, so it must have gone alright, right?
In truth, he has had numerous adventures into the past, most of which he doesn’t remember properly. His stoner lifestyle coupled with the unfortunate side effects of his power have left him more than a little scatterbrained. Who knows what freshman year will bring?
I believe that Harold and Kumar and Harry Potter share the same planet.
That they do. Harry would have had a much better time at school if the Weasley twins had been to Harold and Kumar's main man instead of that joke shop.
@Half Pint lol whoops! As Bing said, the blurb under the appearance section was from the pirates RP :D I was editing the app from that and was clearly a bit sleepy. I've fixed it.
Welcome to Phi Mu Lambda, your friendly wizarding fraternity at Arizona State! Well I say fraternity, but really it’s a sorority as well – we take anyone who passed their magic classes at High School and still has the right number of fingers! I know you’ll have all the usual High School spells, including a few for your specialization and you’ve probably picked up one or two others along the way!
So I’m sure you’re wondering how we got to this awesome place! Drinking fountain behind the old derelict science labs, chuck a simple light source spell at the fountain and boom! Frat house in a pocket dimension! Just don’t let any normies see you throwing that spell, the Magic Inspectorate really, really, don’t like it when we get spotted doing spells by normies. Though that’s the good thing about being at a party University. If people are properly drunk or on shrooms they probably won’t notice… provided you don’t do anything too ridiculous.
We know some of you might have applied for that OTHER, less friendly, wizarding fraternity, Delta Iota Kappa. Tough break if they didn't let you in, but I promise you, we might be more open, and not have quite as much money, but we're way more awesome!
So anyway, we’re throwing a party tonight and you are expected to attend. Got to start the year off right, you know! Just remember, spells require accurate and precise hand movements with your wand. If you’re drunk or blazed, you might get them wrong and all sorts of funny stuff might happen. So resist the urge to try to impress the target of your affections if you’ve had one too many! Or don’t! It might be funny.
So enjoy your time here, enjoy our perfect climate quad and enchanted grove while you’re attending whatever normie class you’re doing out there in the actual Arizona State. Consider Phi Mu Lambda your personal haven. Just relax and ignore all that stuff about Witchfinders and Megalomaniac Wizards trying to take over the world. It almost certainly won’t have any effect on us!
INTRO
And an OOC Welcome to Phi Mu Lambda: Friendly Wizarding Fraternity!
In this RP you will play the part of new student at Arizona State University, who happens to also be magically gifted. The world of Phi Mu Lambda is exactly like ours with the exception that magic is (secretly) real and about 1/100,000 people are born with the gift. Mostly to other gifted families.
Sensibly, you have chosen to join a wizarding fraternity, while studying whatever subject you are actually here to learn. This means you can hang out with your own kind of people, spending some of your time in the comparatively safe space of the 'Phi Mu Lambda' pocket dimension where you can do all kinds of silly things away from the prying eyes of your normal classmates.
Magic is a secret and being seen doing it will draw the ire of the Magic Inspectorate, which could imprison you or worse if they think you are out of control... it may also draw the attention of Witch Finders, but more on them later.
There is a more exclusive Wizarding Fraternity on campus, Delta Iota Kappa. Either you didn't apply or they turned you down (bummer) - either way they are now your rivals in all things.
There are dark forces at play in the world that you are dimly aware of. Witch Finders have recently started hunting your kind again, after several centuries of peace and while they might not be magically gifted, firearms have made these people VERY dangerous. There are also stories of a shadowy organisation with plans of world domination operating in the shadows of the wizarding world. These things may well come to affect your first year at Arizona State.
Before that though, you are here to do what the magical community does best - Party! (And hopefully pass some of your exams) I've tagged this as 18+ as there will probably be references to drug use.
This RP will be open to latecomers. If you arrive late we will simply say you just decided to join.
YOUR LIFE SO FAR...
You are magically gifted. Odds are you are from a family of magically gifted people. This is a good thing as all young mages are given an examination by the Magic Inspectorate at the time of graduation and you will have been tutored by your parents or siblings.
If you weren't born into a magically gifted family, you will have been found by the Magic Inspectorate and assigned a tutor who will have worked with you in secret to bring you up to the required standard.
You passed your exams. Maybe you excellent, maybe you just scraped by.
Other than that, your life has been normal so far. Your parents will have done mundane jobs of some description (though may have used magic to help get themselves ahead) and you did well enough in your normal subjects at High School to go onto further education. For some reason, most magically gifted people in the USA go to Arizona State University and there are a number of covert scholarships for magically gifted people if your family lacks the means to put you through the University on their own.
Two magical fraternities exist on Campus. Delta Iota Kappa take the cream of the crop: people likely to go on to big things. Phi Mu Lambda takes anyone. You are in Phi Mu Lambda. Maybe you hate the elites of the world and wanted to be in Phi Mu Lambda. Maybe the elites of the world wouldn't let you in. Both fraternities have pocket-dimension frat houses where you can do magic without upsetting the normal students.
Outside of these details, just about anything could have happened to you!
MAGIC & SPELLS
Magic in this universe is performed with concentration and intricate hand movements using a wand as a focusing device. You don't necessarily need to be touching your wand to perform a spell, provided it is within a foot or so and it moves in the right pattern... which is to say if you, for instance, hide your wand in the handle of an umbrella, you can still perform a spell by waving your umbrella around. You cannot, however, telekinetically move your wand around as telekinesis requires the wand to move before it works... this means that a magic user can be disarmed relatively easily.
Spells require concentration and will drain you over time. Most of the time this won't be an issue, but if, for instance, you do something majorly reality altering, like saving someone's life after a car crash, don't expect to be firing on all cylinders afterwards.
Spells travel out from the user, are visible to a magically inclined person and can be blocked with a shield, if someone else was expecting a spell to come their way.
Obviously if you get drunk or stoned or similar (and it would be rude not to), and then you try to do magic, it could well go wrong. If the situation calls for it, I may alert you in the OOC that your spell has gone hilariously wrong. The details on spells below will give you some idea of how they could go wrong...
Common High School Spells
i.e. the spells you needed to master at high school.
Pure magical energy hitting things can be a bit destructive and hitting people isn't very good for them. Who'd have thought! The most simple spell a wizard can perform, the trick is in controlling the amount of magical energy you throw about. A small amount can hurt or stun someone. Too much can kill them. You can imagine what this might do to a china vase.
You can send manipulate thermal energy sending out either a wave of heat or cold. It's relatively simple to send a blast of energy out to about 45 yards before it dissipates. With a bit of concentration you can channel the energy to be a bit more useful than a general wall of destruction, using this spell to light a candle or a fireplace... though if you screw it up you might end up setting the whole room on fire or giving someone frostbite.
A slight variation of thermal manipulation where you create a blazing source of light from the end of your wand (or object hiding it). Who needs a torch when you can do this? ...though if you get it wrong you could end up burning your eyebrows off rather than creating light.
You can use this power to push or pull objects of about the size of a person or smaller (that you can actually see). With a bit of focus you can levitate and manipulate objects with fine precision... though there is the potential for an 'unfocused' person to accidentally pick up the wrong object or accidentally throw something across the room instead of gently lifting it.
Your basic defensive spell. Creates a telekinetic shield in front of you, covering about 90 degrees. It can break with enough damage but will absorb a few magical bolts (or bullets). If you screw it up though you could accidentally give someone a telekinetic shove.
Make a static object look, sound and/or smell like something else. Very handy in discouraging people from looking too closely at something. If you are in an altered state there is a strong danger your illusion might end up looking more like a Salvador Dali painting than real life.
Help cells to repair and regrow! In it's simplest form you can use this to grow your hair out. In a more complex form you can bring someone back from the brink of death though this will be EXTREMELY taxing on you and your target will take a day or two to be back to their normal selves (OOC: i.e. you will heal up between fights, not instantly get back into it). If you cock this one up you could give someone a huge, cancerous tumour, so maybe don't screw around with this one!
Speciality Spells
You specialised in something. These are your bonus spells, depending upon what you chose. You will probably gather there will be four specialities to choose from when creating a character...
You have learned to move your illusionary barrier around, meaning you can move around unseen - literally! Of course this requires a lot of concentration if you aren't going to accidentally end up with your disembodied arm floating around in front of you or something similarly silly happening.
You've done enough screwing around with illusion magic that you can see traces of it when it is in use. This means that, if you are paying attention you can spot a hidden object or person.
You can focus a beam of magic, gradually destroying everything in it's path. Very handy if you want to break a telekinetic shield, or drill into masonry and couldn't be bothered getting the tool kit out. Being a bit distracted can result in you firing off lots of energy bolts, like you're your very own fireworks display
You have perfected the telekinetic shield spell and can create a dome shield over a small area, protecting against destruction raining down from all directions. This requires a lot of concentration and will wear you out pretty quickly.
You can telepathically send a thought to someone within eyeline without anyone hearing it. If you are both telepaths you can hold a conversation! The more unfocussed you are, the more 'static' there will be on the line.
You have spent enough time screwing around trying to send messages to people that you can sense when someone means you harm and is about to do something dangerous. You should get your shield up faster than most. If you aren't on some kind of mushroom and imagining the whole thing!
Working with what you, or another mage knows, you can imbue an object with the power to continuously cast a certain spell (e.g. you could make a cloak that turns the user invisible), or cast a spell when triggered by something that might trigger the passive abilities of another mage (e.g. you could make a statue spit fire at someone with hostile intent).
THE RULES
In summary, 'don't be a dick'. But here they are if that comment is confusing:
Decisions My word and the word of all Co-OPs is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers. On that note, I intend to run this thread as an anarcho-communist cooperative. This is an unnecessarily complicated way of saying that my word DOES NOT overrule theirs. So don’t ask me to overrule one of the others. I won’t.
Post Quality I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc. Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
Posting Commitment Nothing is worse than making an RP only for it to die. Please try to make a post every 48 hours or so. If you find yourself unable to post for extended periods of time, please let us know on the Discord or in the OOC thread. If it looks like you've abandoned a character in the middle of a fight scene I might decide to kill them off if I'm feeling particularly malicious.
Posting Speed On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, feel free to carry on the scene without them.
OOC thread Manners Nothing annoys me more than bad manners on an OOC thread and in the Discord channel. Swearing, passive-aggressive sniping or any other rude behaviour are not welcome on the OOC. You will be warned once. If you can’t control yourself I will ask you to remove yourself from the thread.
IC thread Manners Remember, we are writing a story together, not trying to win.
Character Death Player death is possible in this RP, though will be quite rare and easily avoidable. Please don’t write that you have killed another character unless you have OOC permission from the character's owner to do it. Beat them into a pulp or take them prisoner, but don’t kill them. Having said that, if someone does something really stupid (such as attacking a ship of the line with a schooner, on your own), I reserve the right to announce your character has got themselves killed. Likewise, if someone goes inactive without explanation and cannot be raised, I may decide to kill their character off.
Keep it tasteful What is tasteful? Whatever I say it is! Generally speaking if there isn't a narrative reason for writing stuff other people will find offensive, don't write it. We'll ask you to correct, warn and/or ban depending upon how far outside the realms of common decency you are and whether we think you're taking the piss or not.
Banning Players I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.
APPLICATION FORMS
The moment you have been waiting for!
This app will give you the opportunity to bring a spell of your own devising in with you. In general try to make it in keeping with the nature of the speciality you chose. I will scrutinise these carefully and, if they seem overpowered, I'll ask you to tone it down.
When devising a spell think a bit about what might happen if you give more/less power or concentration and what might happen if you screw it up.
I'd recommend you write as a freshman. If, however, you want to write a sophmore or someone else who might have been in Phi Mu Lambda for longer, I'll consider it. I'd recommend not doing this unless you're on the discord so we can talk about stuff your character should know.
Character Description
Name: Nationality: Sex: Age: Appearance:(Feel free to describe with text or put pictures in here)
Strengths and Weaknesses
Speciality: (Illusion, Defense, Telepathy or Artifice) Any Unique Spell: (Feel free to create one that is in keeping with your specialty) Non-Magical Skills: (Is there anything you are significantly better at than most other people? If you include something, make sure it is backed up in the background) Misc. Weaknesses: (Is there anything your character is really rubbish at? Not essential you put anything in, but can be fun)
Background:
Major: (what are you majoring in for your degree - e.g. history, biology, politics... magic is not a subject) Backstory:(How did you come to be here?)
Momin Asinger: First Mate of the Vengeance Species/Race: Addonian Human Sex: Male Age: 39 Appearance: tall, muscular 6' tall, dark hair and eyes
Strengths and Weaknesses
Skills: A competent and experienced pirate with a moderate amount of skill in most aspects of seamanship. Strong swimmer. Weaknesses: No particular weaknesses.
Background:
Backstory:Momin Asinger was born 39 years ago in the town of Hatha on the South coast of the Circle Sea. Momin's father was a soldier in the Amir's of Hatha's army which is sizeable for an Addonian city, due to the proximity of the city to the Blight.
Momin followed in the family tradition and entered the army, though after several years of patrolling for, and occasionally fighting orcs, Momin began to realise he far preferred the sea to the sand and instead signed up about a Corsair ship that preyed on shipping along the human controlled portions of the coast, stealing their cargo and selling the captives into servitude either in the Empire on amongst the Addonian cities.
Six years ago, in the midst of a storm, Momin's ship hit rocks and broke up off the wild West coast of Favis. Momin was one of the few crew who managed to swim to safety, managing to build a fire with the survivors.
The fire was spotted, two nights later by a Monchian poleacre, the Hiver, captained at the time by Anquetil Champernon. Champeron offered to pick the Addonians up and, in exchange for a period of service on his vessel, drop them off at a friendly port.
Momin gratefully accepted, finding he quite liked the charming Captain Champernon and, when his agreed period of service came to an end, joined the Monchian's crew, eventually rising to be the man's first mate.
After Champernon's death, hit by grapeshot from a swivel gun mounted on a Calarian galleon, Momin had been somewhat concerned about what might happen to the ship. When his vivacious but otherwise totally inexperienced blue-blooded 'common law wife' decided she would take over as Captain, his concern had turned to dread...
Though that dread quickly lifted when he realised Coralie knew she knew nothing and wanted his help to learn. Momin mentored the young Captain, discovering that she had a much better head for numbers than the late Captain Champernon had done if not quite the skill at sailing, though she makes up for any shortcomings by surrounding herself with good people - a trait Momin found he rather likes in a leader.
After working with Captain D'Ambois for several years, Momin has remained her right hand and become a firm friend on top of that.