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A Mage's Life (Nasuverse RP OOC)

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gibbousmoons

Well worn.
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In this RP, the players are a group of magi, allied for practical or ideological purposes. Voluntarily or fleeing an angry mob, your character finds him or herself in a land ruled, not by millennia old families of magi, but by 300 year old families of magi united only in their fanatical independence from the Clock Tower.

Altogether, it's a good place to make a fresh start, but like most places it's safer with a group. If you survive and prosper you'll be able to create a new power block, a new force to contend with the old. If you die?

Well you'll be dead, then.

-- -- --

Players start with a certain 20 experience points to assign. They can get more points by lowering one of their existing stats by a number, getting that number more points.

Combat and other rolled actions in this quest will use the following system. A 1 in a stat represents the 'average' level. A 0 means 'untrained'. When you use one of your stats to do something, you roll a number of d10 equal to your stat and add them together. For example, P1 and P2 are engaged in manly fisticuffs. P1 is using a spell to increase his Body to 6, and P2 has a Body of 3. P1 rolls [3,4,6,5,1,2]= 21, P2 rolls [6,6,6]= 18. P1 succeeds in beating P2 up, dealing the difference in damage.

This is the format character sheets are to take.

Name:
Description: picture acceptable
History:
Health: max of Body (default 1)
Stats
- Body: 1
- Mind: 1
- Magecraft: 1
- Circuit Number: 5
- Circuit Power: 5
Magecraft
- Name, Speed, Scope, Severity, Authority, description

Starting Stats
Physical
- Body, strength, dodging, running, and also your health track. You start at 1.
- Mind, noticing things, thinking deeply, putting clues together. You start at 1.
Magic
- Magecraft, how skill at recognizing/identifying supernatural effects. You start at 1.
- circuit number, how many circuits you have. Starts at 5.
- circuit quality, how much Od each circuit can generate. Starts at 5.

Enhancements- bought during chargen or play for experience points.
[] Physical training. You are stronger and faster than the average person. Increase Body ny 1. Costs 2 experience points, caps at +4.
[] Mental training. You are think deeper and more quickly than most. Increase Mind by 1. Costs 2 experience points, caps at +5.
[] Studiousness. You spent more time engrossed in study. Increase Magecraft by 1. Costs 2 experience points, caps at +5.
[] Length of line. Your family's roots go back further in history. Increase circuit quality by 1. Costs 1 experience point.*
[] Circuit number. Through luck or design you were born with more magic circuits than average. Increase magic circuits by 1. Costs 1 experience points.*
[] Enemy. Your family or yourself has made a foe.*
- [] slight. You can expect them to inconvenience you when they can (+1 exp)
- [] minor. They'll hamper your ability to research freely, but not your life (+3 exp)
- [] major. They'll try to kill you, and have good odds of succeeding. (+6 exp)
- [] severe. The want you dead, and totally outclass you. (+10 exp)

*cannot be bought after chargen.

Magecraft- it comes in two steps. In the first, you say your incantation and gather your Od, then you actually cast your mystery (referred to as spells from here on out because I don't want to type mystery every five seconds, like I'm writing some kind of demented Scooby Doo fanfic). There is no roll. Magecraft works by making itself work. Magecraft with an ongoing duration needs a constant flow of Od from your magic circuits to keep working, and most magi cannot cast more than one spell at once, given the complicated nature of magecraft. You can have up to (magecraft/2 rounding up) spells active at any given time.

From a player's perspective, you have a maximum Od pool of your magic circuits times your circuit capacity that you activate at the start of the fight. You subtract the cost of the spell, as determined by the categories below, when casting it, and you regain Od when you release the spell, and your circuits generate more.

Most of the time spells are re-discovered, not created. This is because making new spells is stupidly dangerous, and likely to get you killed by your own magecraft and/or receive a sealing designation and spend the rest of your days locked up inside the Clock Tower. Here's the process anyway, because you lot are all horrible, horrible people.

First make a description of what you want the spell to do, as well as how it works. Then you walk through the list and figure out how much it costs.

Making Spells- go through each category and select the appropriate levels. Spells have the following attributes: [Name, Speed, Scope, Severity, Authority, and description]. You add all of the point costs together to determine the cost of your spell, in experience points and in Od from your magic circuits. Spells have a minimum cost of 1.

You create mystic codes (magic items) in the same way, except that they have a surcharge of 5 experience points to create them. When activated, they cast the spell(s) built into them at half of the normal Od cost. The main benefit of using mystic codes is that activating them skips the first step of casting spells, though it still takes the time indicated with its speed stat to charge. It also doesn't distract your character, leaving them able to still cast other spells while using the item, in most cases.

Speed
- E, true ritual, taking a day to cast (-5 points)
- D, ten line, taking a minute to cast (-2 points)
- C, five line, taking half a minute to cast (-1 point)
- B, one line, takes five seconds to cast (+1 point)
- A, instant, takes no time to cast (+3 points)

Scope
- personal, dealing only with the caster's own body (-1 point)
- anti unit, dealing with only a single target (+0 point)
- anti group, dealing with a small group or area (+5 point)
- anti army, dealing with a large group or area (+10 points)
- anti fortress, dealing with a large, hardened target(+20 points)

Severity- the maximum effect of the spell counts
- E, minor, inflicting no lasting effects (+0 points)
- D, slight, inflicting a change undoable mundanely (+1 point)
- C, significant, not undoable by mundane means(+2 points)
- B, major, creating a condition that will have severe long term effects (+3 points)
- A, permanent act that cannot be undone, like death (+5 points)

Authority- (how easy it is to negate with magecraft is based on this)
- E, the spell is widely practised (-2 points)
- D, the spell is known by a good number (-1 points)
- C, the spell is known by a few families (+2 points)
- B, the spell is known by one family (+3 points)
- A, your original spell, do not steal (+5 points)

Here are a few examples.

Golem from the Ground (cost: 5)
- speed: B (+1)
- scope: anti unit (+0)
- severity: C (+2)
- authority: C (+2)
- description: A spell that rips the earth up into a vaguely humanoid shape that obeys you.

Reinforcement (cost: 1)
- speed: B (+1)
- scope: anti unit (0)
- severity: E (0)
- authority: E (-2)
- description: a spell that makes something stronger while it's active

Gandr (cost: 7)
- speed: A (+3)
- scope: anti unit (+0)
- severity: C (+2)
- authority: C (+2)
- description: a black curse fired from the fingers, inflicting unwellness.

Wand of Graffiti (cost: 5, use: 1)
- speed: B (+1)
- scope: anti unit
- severity: D (+1)
- authority: E (-2)
- description: a cylindrical rod two inches thick and four long. Pointing it at an object transmutes the air touching it into colorful paint.

Detection Bounded Field (costs: 6)
- speed: D (-2)
- scope: anti army (+10)
- severity: E (0)
- authority: E (-2)
- description: a defined area within which intruders can be detected.
 
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Re: A Mage's Life

Emeralis00 | Estevao Waymire | May 31, 11:51pm
Kinglugia | William Whitewood | April 1, 9:20am
Guile | Heinrich Volk | April 1, 8:42pm
Fitzgerald | Richard van de Meer | April 2, 7:34am
Heaven Canceler | Alicia Brown | April 2, 9:14am
Merior | Jordan Armistead | April 2, 5:41pm



Here's a sample character sheet.

Name: Abe Farmsworthy
Description: fake link
History: fake history
Health: 5
Stats
- Body: 5
- Mind: 1
- Magecraft: 1
- Circuit Number: 30
- Circuit Power: 5

[XXXX] Physical training. You are stronger and faster than the average person. Increase Body ny 1. Costs 2 experience points, caps at +4.
[XXXXXXXXXX] Circuit number. Through luck or design you were born with more magic circuits than average. Increase magic circuits by 1. Costs 1 experience points.*
[X] Enemy.
- [X] severe. The Franklin family of magi. (+10 exp)


Magecraft

Reinforcement (cost: 1)
- speed: B (+1)
- scope: anti unit (0)
- severity: E (0)
- authority: E (-2)
- description: a spell that makes something stronger while it's active

Wand of Graffiti (cost: 5, use: 1)
- speed: B (+1)
- scope: anti unit
- severity: D (+1)
- authority: E (-2)
- description: a cylindrical rod two inches thick and four long. Pointing it at an object transmutes the air touching it into colorful paint.

Detection Bounded Field (costs: 6)
- speed: D (-2)
- scope: anti army (+10)
- severity: E (0)
- authority: E (-2)
- description: a defined area within which intruders can be detected.

There's no hard limit for how many characters I'll accept. I don't know, to be honest.
 
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Name: Estevao Waymire
Description: http://tinyurl.com/o54p9dc
History: Estevao is the child of two mage families, Waymire and Lewin. Both were relatively minor, one family specializing in explosives and the other in golems. It was only recently that these families received any notice, when Este slew the favored heir of another mage family in a duel.

Stats
Health: 2
- Body: 2
- Mind: 2
- Magecraft: 2
- Circuit Number: 9
- Circuit Power: 7

[x ] Physical Training. Body +1
[x ] Mental Training. Mind +1
[x ] Studious. Magecraft +1
[xx]Length of Line. Circuit Power +2
[xxxx] Circuit Number +4

Enemy
major - The Rosewild mage family is still pretty mad about that death... +6 exp

Magecraft
Awaken Golem (Cost 4)
-speed: D (-2)
-scope: anti-unit (0)
-severity: B (3)
-authority: B (3)
-description: causes a prepared item to move and follow orders as a sub-sentient creature.
If made from explosive materials, can also self detonate on specified conditions.

Explosive Dust (cost 8 )
- speed: E (-5)
- scope: anti group (5)
- severity: A-C (5)
- authority: B (3)
- description: a ritual to magically create explosives from lesser materials, this explosive is non-magical in nature, but highly potent.

Remote Trigger (Cost 2)
-speed: B (1)
-scope: anti-unit (0)
-severity: C (2)
-authority: D (-1)
-description: detonates explosive material
 
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Name: Richard van de Meer

Description:
sterling-archer1.jpg


History: Alfred van de Meer was a rather lustful 15th century Dutchman who upon taking up magic chafed at both the limitations of only having formal craft to rely upon and that the degradations of old age would eventually rob him of the chance to thoroughly enjoy his vices. No matter how selfish and greedy his goals were Alfred was a genius. Developing Formal craft rituals that not only strengthened his body, soul and mind, Alfred developed a way of retaining youth by stealing it away from his own sons. Sadly however each time the ritual would require a child of even greater circuits and capacity. Hungry for seemingly unlimited youth Alfred quickly devised a breeding program to ensure both a ready supply of victims and to indulge his every more perverse lusts.

Hans van de Meer in the 17th century cunningly laid a trap for his father/great grandfather and cannibalized Alfred's corpse to create a crest. Hans quickly fell into the same pattern Alfred enjoying (seemingly) unlimited youth and pleasures of all sorts. A tradition of seeking the Root through lust was created and a cycle of van de Meers indulging their lusts and eventually being wiped out by the next generation continued on into the future.

Richard a strapping young man of 30, was destined to be merely another meal for Alfred van de Meer III, had been trained decently in Formal Craft by his father as an agent for the family. Training by the Dutch government finished off the polish to create an effect agent for the van de Meer's, with Richard left unknowing of the horrific fate awaiting him in the future.

Richard however managed to stumble across one of Alfred I's journals in the family library and discovered the basics of Alfred's powerful rituals and more specifically just what his family had in store for him decided to bid them adieu in an excessive manner.

Debauchery, explosions, gambling away vast fortunes of the van de Meers wealth, and massive orgy crowned Richards goodby to his family, leaving the van de Meers with a giant hangover fiscally, politically, and with several very angry Magi families with pregnant children.

Oh and missing several critical pieces of research nicked by Richard in the confusion.

Needless to say his family is going to leave him wishing for death for a very long time if they get their hands ahold of him.

Health: 3

Stats
Stats
- Body: 3
- Mind: 4
- Magecraft: 1
- Circuit Number: 10
- Circuit Power: 10

[XX] Physical Training +2,( cost 4)
[XXX] Mental Training +3,( cost 6)
[XXXXX] Length of Line (+5, cost 5)
[XXXXX] Circuit Number (+5, cost 5)

Enemy,
[XXXXXXXXXX] severe: The van de Meer family


Magecraft

Reinforcement (cost: 2)
- speed B (+1)
- scope: anti unit (0)
- severity: B (+3)
- authority: E (-2)
- description: a spell that makes something stronger for the duration of the spell


Structural Grasp (cost:1)
- speed B (+1)
- scope: anti unit (0)
- severity: D (+1)
- authority: E (-2)
- description: a spell that allows one to understand a single object

Iron Mind (cost 2)
- speed E (-5)
- scope: personal (-1)
- severity: A (+5)
- authority: B (+3)
-description: a ritual that permanently fortifies one mind against outside influences

Iron Soul (cost 2)
- speed E (-5)
- scope: personal (-1)
- severity: A (+5)
- authority: B (+3)
-description: a ritual that permanently fortifies one soul against outside influences

Knock (cost 1)
- speed B (+1)
- scope: anti-unit (0)
- severity: C (+2)
- authority: E (-2)
-description: a spell that removes physical barriers to allow Magi to acquire things, usually locks and chastity spells/belts

Mind Control(cost 2)
- speed B (+1)
- scope: anti unit (0)
- severity: B (+3)
- authority: E (-2)
-description: a spell that lets Magi control, edit and generally screw with the minds of those unable of using magic.
 
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emeralis00 said:
Name: Estevao Waymire
Description: http://tinyurl.com/o54p9dc
History: Estevao is the child of two mage families, Waymire and Lewin. Both were relatively minor, one family specializing in explosives and the other in golems. It was only recently that these families received any notice, when Este slew the favored heir of another mage family in a duel.

Stats
Health: 2
- Body: 2
- Mind: 2
- Magecraft: 2
- Circuit Number: 9
- Circuit Power: 7

[x ] Physical Training. Body +1
[x ] Mental Training. Mind +1
[x ] Studious. Magecraft +1
[xx]Length of Line. Circuit Power +2
[xxxx] Circuit Number +4

Enemy
major - The Rosewild mage family is still pretty mad about that death... +6 exp

Magecraft
Awaken Golem (Cost 4)
-speed: D (-2)
-scope: anti-unit (0)
-severity: B (3)
-authority: B (3)
-description: causes a prepared item to move and follow orders as a sub-sentient creature.
If made from explosive materials, can also self detonate on specified conditions.

Explosive Dust (cost 8 )
- speed: E (-5)
- scope: anti group (5)
- severity: A-C (5)
- authority: B (3)
- description: a ritual to magically create explosives from lesser materials, this explosive is non-magical in nature, but highly potent.

Remote Trigger (Cost 2)
-speed: B (1)
-scope: anti-unit (0)
-severity: C (2)
-authority: D (-1)
-description: detonates explosive material
Good. Accepted.

fitzgerald said:
Name: Richard van de Meer
I like the idea, but there are some issues with the execution.

Health: 3

Stats
- Body: 3
- Mind: 4
- Magecraft: 1
- Circuit Number: 10
- Circuit Power: 10
[XXXX] Physical Training
[XXXXXX] MentalTraining
[XXXXX] Length of Line
[XXXXX] Circut Number
Enemy,
[XXXXXXXXXX] severe: The van de Meer family
You've got twenty points of upgrades here once the ten negative for the van de Meer enemy is taken out. However you should read the OP again, as you seem to have missed both some of the limitations, made some logic errors regarding how your upgrades reflect your stats, and how many experience points you have to spend.

Magecraft
Reinforcement (cost: 2)
- speed B (+1)
- scope: anti unit (0)
- severity: B (+3)
- authority: E (-2)
- describtion: a spell that makes something stronger
I'm going to rule that Reinforcement does not make anything permanently stronger. Instead, this spell adds dice equal to the level of the Severity to the object cast on. So E=1, D=2, C=3, B=4, A=5.

Iron Mind (cost 2)
- speed E (-5)
- scope: personal (-1)
- severity: A (+5)
- authority: B (+3)
-description: a ritual that permanently fortifies one mind against outside influences

Iron Soul (cost 2)
- speed E (-5)
- scope: personal (-1)
- severity: A (+5)
- authority: B (+3)
-description: a ritual that permanently fortifies one soul against outside influences

Knock (cost 1)
- speed B (+1)
- scope: anti-unit (0)
- severity: C (+2)
- authority: E (-2)
-description: a spell that removes physical barriers to allow Magi to acquire things, usually locks.

Mind Control(cost 2)
- speed B (+1)
- scope: anti unit (0)
- severity: B (+3)
- authority: E (-2)
-description: a spell that lets Magi control, edit and generally screw with the minds of those unable of using magic.
[/quote]
These are all good. I'll accept it once you fix the problems.
 
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Name: William Whitewood
Description:
WRmlPDC.jpg

History: The Whitewood family is a family of magi dedicated to researching tantric rituals, as well as magecraft regarding sexual-related stuff, such as mind control, body modification and others. Being the heir of the family, William was groomed to be the perfect lover, fighter and magus by his father, the current head of the family. However, their research was found out by a powerful figure within the Clock Tower, and branded them as Sealing Designates. The resulting battle had his family taken, but due to Whitewood Senior's paranoia of others getting hold of their magecraft, had entrusted the most vital parts of the research notes to William prior to the attack. As such, he was able to escape the slaughter while the rest of the family held back the Enforcers.
Health: 2
Stats
- Body: 2
- Mind: 2
- Magecraft: 2
- Circuit Number: 9
- Circuit Power: 8
[X] Physical training. You are stronger and faster than the average person. Increase Body by 1.
[X] Mental training. You are think deeper and more quickly than most. Increase Mind by 1.
[X] Studiousness. You spent more time engrossed in study.
[XXXX] Length of line. Your family's roots go back further in history. Increase circuit quality by 1.
[XXX] Circuit number. Through luck or design you were born with more magic circuits than average. Increase magic circuits by 1.
[X] Enemy. Your family or yourself has made a foe.*
- [X] Minor. There are several families whose member were seduced to become your research partner(s).
- [X] Major. The Fox family were the ones who orchestrated the attack on the Whitewood manor, and now wanted him for his research notes and Family Crest, though their first priority is to decipher the research notes they have for now.

Spells:
Mass Mana Transference Ritual (Cost: 7) - A ritual that transfers od from one individual to another through sexual activities and orgasming at the same time. The Whitewood family patriarch modified this ritual to be capable of transferring od to multiple individuals at the same time, or forcibly drain od from them. Works on mundanes as well, though the yield isn't high.
Speed: E
Scope: Anti-Group
Severity: C
Authority: C

Enthrall (Cost: 2) - A swift spell that compels the victim to obey the caster.
Speed: A
Scope: Anti-Unit
Severity: A
Authority: C

Body Shift (Cost: 7) - A self modification spell that allows the user to change the aspects of his own body as he wishes, such as becoming more muscled, moving faster, etc, or even creating bio-weapons from his body.
Speed: C
Scope: Personal
Severity: B
Authority: A
 
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Name: Alicia Brown
Description:
606f217f7524192e004eb5b8f4eed13fe18ea893.png

History: The middle daughter of a relatively old line of magi. She was supposed to be married off to another family, but decided that she didn't want to follow that kind of shit. Unfortunately, the Martins family was far from happy about the future bride of their protegee running away three days before the wedding. At the same time though, the family has more important things to do then to hunt some runaway and the one that was supposed to marry her wasn't really happy with the whole thing too. Alicia is still expecting trouble at some point in the future. Her own family is mostly indifferent as the contracts had additions that make sure they couldn't be hold responsible for her flight.

Her Family specialized in plant based magecraft, creation of various plants with supernatural effects and the flower equivalent of phantasmal beasts. While the deeper secrets were only given to the Family heir, Alicia does have a few tricks up her sleeves.

Health: 1
Stats
- Body: 1
- Mind: 3
- Magecraft: 2
- Circuit Number: 9
- Circuit Power: 8

[XX] Mental training. +2
[X] Studiousness. +1

[XXXX] Length of line. +4
[XXX] Circuit number. +3

[X] Enemy. Minor.
- [X] +3 exp

Hypnosis (Cost 2)
- speed: B (+1)
- scope: anti unit
- severity: C (+2)
- authority: D (-1)
- description: The Manipulation of memories and the mind. Very common among magi due to needing to Keep their art secret.

Geas (Cost 3)
- speed: D (-2)
- scope: anti unit
- severity: B (+3)
- authority: C (+2)
- description: A spell that forces a set of commands upon a target, engraving these commands on the victim so it cannot be broken no matter how much one wants. Powerful and hard to remove when done right, but takes time.

Flower Garden (cost 6)
- speed: E (-5)
- scope: anti group (+5)
- severity: B (+3)
- authority: B (+3)
- description: A bounded field that allows the user to take control of all plants in the near surrounding. Each plant is then treated as a magical creature that the user can control and manipulate to a degre, both to attack and defend.
 
kinglugia said:
Name: William Whitewood
Health: 1
Your maximum Health should be equal to your Body.

[X] Physical training. (cost 2)
[X] Mental training. (cost 2)
[X] Studiousness. (cost 2)
[XXXXX] Length of line. (cost 5)
[XXXXX] Circuit number. (cost 5)
[X] Enemy.
- [X] Severe. (cost -10)

Spells:
Mass Mana Transference Ritual (Cost: 7)
Enthrall (Cost: 2)
Body Shift (Cost: 7)
Your total cost is 22. Bring that down to 20. Provisionally accepted.

Heaven Canceler said:
Name: Alicia Brown
Health: 1
Stats
- Body: 1
- Mind: 3
- Magecraft: 2
- Circuit Number: 9
- Circuit Power: 8

[XX] Mental training. +2 (cost 4)
[X] Studiousness. +1 (cost 2)
[XXXX] Length of line. +4 (cost 4)
[XXXX] Circuit number. +3 (cost 3) <-- is this supposed to be three, or four? I'll say it's three.
[X] Enemy. Minor.
- [X] +3 exp (cost -3)

Binding (Cost 2)
Geas (Cost 3)
Flower Garden (cost 6)

This is all good, assuming you meant to put a three there and not a four. You've got +3 in the stat, so I'm assuming that. I'll accept this.

I recommend dropping Binding and picking up a generic hypnosis spell like fitzgerald has, even if he's calling it a different name. Unless, of course, that's a flavor spell that you'd prefer to have.
 
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Something like this, perhaps?


Heinrich Volk
Description: A skeletally thin middle-aged man with sandy blond hair and an air of perpetual distraction. Favors crisp, near-military dress with shiny brass buttons. Talks with his hands.
History: A man driven from his home and workshop thanks to his political leanings. Some might call him a ‘Nazi’, which is hardly fair. He has joined no such political party! They may have gotten this idea due to his research into the Thule Society, his pilgrimages to certain sites of power and his summoning of particular ghosts.

Following his flight from Europe, Volk settled in America, deeming the natives’ Ghost Dances to be somewhat crude (in grand eurocentric magi tradition) but of particular interest to his studies.

XP: 0/20
Starting Stats
Health: 1
Physical
- Body, 1
- Mind, 3
- Magecraft, 3
- circuit number, 7
- circuit quality, 7

[XX] Mental training
[XX] Studiousness.
[XX] Length of line.
[XX] Circuit number.
[XXX] Enemy. Your family or yourself has made a foe.*
- [X] slight. The Hanussen magi consider themselves to be worthy of your allegiance by dint of nationality. You feel otherwise.
- [X] minor. You are not as polite as you should be, at times. The daughter of the Clarkes does not forget a slight.
- [X] major. The memory of the Weissteins are long. As are their knives.

Spirit Trap (cost: 15)
- speed: B (+1)
- scope: anti army (+10)
- severity: C (+2)
- authority: C (+2)
- description: Gathered Wraiths are bound for purposes malign.

Haunter in the Dark (costs: 1)
- speed: E (-5)
- scope: anti unit (+0)
- severity: B (+3)
- authority: E (-2)
- mystic code +5
- description: Using the principles of spiritualism and the familiar ritual, Volk may create a familiar, possession or haunting.

Rider (costs: 2)
- speed: C (-1)
- scope: E (-1)
- severity: C (+2)
- authority: C (+2)
- description: A Wraith is drawn into his own form, effectively possession in reverse. Volk gains the skills and strength of those long-dead.
 
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Guile said:
Something like this, perhaps?


Heinrich Volk
Description: A skeletally thin middle-aged man with sandy blond hair and an air of perpetual distraction. Favors crisp, near-military dress with shiny brass buttons. Talks with his hands.
History: A man driven from his home and workshop thanks to his political leanings. Some might call him a 'Nazi', which is hardly fair. He has joined no such political party! They may have gotten this idea due to his research into the Thule Society, his pilgrimages to certain sites of power and his summoning of particular ghosts.

Following his flight from Europe, Volk settled in America, deeming the natives' Ghost Dances to be somewhat crude (in grand eurocentric magi tradition) but of particular interest to his studies.

XP: 0/20
Starting Stats
Health: 1 add this
Physical
- Body, 1
- Mind, 3
- Magecraft, 3
- circuit number, 7
- circuit quality, 7

[XX] Mental training
[XX] Studiousness.
[XX] Length of line.
[XX] Circuit number.
[XXX] Enemy. Your family or yourself has made a foe.*
- [X] slight. The Hanussen magi consider themselves to be worthy of your allegiance by dint of nationality. You feel otherwise.
- [X] minor. You are not as polite as you should be, at times. The daughter of the Clarkes does not forget a slight.
- [X] major. The memory of the Weissteins are long. As are their knives.

Spirit Trap (cost: 15)
- speed: B (+1)
- scope: anti army (+10)
- severity: C (+2)
- authority: C (+2)
- description: Gathered Wraiths are bound for purposes malign.

Haunter in the Dark (costs: 1)
- speed: E (-5)
- scope: anti unit (+0)
- severity: B (+3)
- authority: E (-2)
- mystic code +5
- description: Using the principles of spiritualism and the familiar ritual, Volk may create a familiar, possession or haunting.

Rider (costs: 2)
- speed: C (-1)
- scope: E (-1)
- severity: C (+2)
- authority: C (+2)
- description: A Wraith is drawn into his own form, effectively possession in reverse. Volk gains the skills and strength of those long-dead.

Seems good to me.

I'd prefer at least one more finished character sheet before starting to work out what you all want to do, though.

On a related subject, I see all of these enemies the group is taking and I wonder, do you really want to subject your group to that many people out to get you? You aren't the only ones who can team up, you know.
 
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I have ideas for a character, but don't really have the energy to work everything out tonight as I need to go collapse. I was pondering someone with a geomantic focus and was wondering if the following spell (and its type of effect) would be workable:

Name: Aligning the Ideal Laboratory
Stats: Speed E (-5), Scope anti-group (+5), Severity B (+3), Authority E (-2)
Description: This somewhat well known ritual adjustd a room to be used as a laboratory to align harmoniously with local leylines. Ongoing effects used by the caster within the room, and which remain entirely within it, are enhanced.
Notes: This spell might also possible have limitations such as 'Must be redone monthly' or 'Must be on a crossing of leylines' or something.
 
gibbousmoons said:
On a related subject, I see all of these enemies the group is taking and I wonder, do you really want to subject your group to that many people out to get you? You aren't the only ones who can team up, you know.
Well, it isn't as if we have other flaw options. It's that or have weak characters.
 
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emeralis00 said:
Well, it isn't as if we have other flaw options. It's that or have weak characters.
Originally I wasn't going to include disadvantages at all. You're going to have to live with being magi, and not superhuman killing machines on the Heroic Spirit scale. You're better than a normal human, but you're very much mortal.

Nasu is not the realm of immortal supergods.

Nasu is the realm of being human, pushing past it, and paying for that.
 
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Gibbious I'll revise the character sheet after work.

Re: Renforcement perfectly happy with it not being permenant effects, just simply greater boosts
 
gibbousmoons said:
On a related subject, I see all of these enemies the group is taking and I wonder, do you really want to subject your group to that many people out to get you? You aren't the only ones who can team up, you know.
Well, I do plan to play a rather nasty piece of work. Like, the kind of guy that would take tea with Mengele twice Thursdays. It just seems natural for a guy like that to acquire enemies.

And, not gonna lie, the xp points were a big help. Trying to make an anti army spell was expensive as all hell.
 
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gibbousmoons said:
This is all good, assuming you meant to put a three there and not a four. You've got +3 in the stat, so I'm assuming that. I'll accept this.

I recommend dropping Binding and picking up a generic hypnosis spell like fitzgerald has, even if he's calling it a different name. Unless, of course, that's a flavor spell that you'd prefer to have.

Yeah that was three. There was a Change in the concept before posting and I forgot to take away one X. Switched to the hypnosis spell.
 
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Name: Jordan Armistead

Description: An androgynous, almost effeminate, young man with long back hair in a ponytail and light blue-green eyes. He tends to dress in surprisingly bright colors, sometimes clashing ones, and has trouble breaking this habit outside of extremity.

History: Born to a family of magi of reasonable, but not extraordinary, lineage it would surprise many a magus to find just how many siblings Jordan had. However 'had' was the operative term as, over the time while he was growing up, may perished either from accidents, misadventure, or irritating the family patriarch who would then 'take back the gifts' of the family from them.

Namely their lives and circuits.

Never attaining the deeper mysteries of the family, nor coming close to becoming a candidate for the family Crest, he resolved early on to be a 'talented asset' and resigned himself to refraining from having a family of his own. His family's use of human familiars and enchanted servitors, mundanes or even the occasional potential magi twisted to fit aesthetics and practical needs of the family, made the idea of being a 'tool' one quite familiar to him but so long as he had value he thought himself safe...

When the first crippling 'punishment', given for no reason but the patriarch's desire for an improvement of health, was delivered to him it came as a shock. Muscle and bulk which had served him well was lost, insight and speed of wit was stolen away, and even his appearance was less of a man in the wake of the ritual.

Determined not to suffer such again Jordan made preparations to leave his family, to find his own place in the world far away from them when he could restore himself and build up his own servitors, but on the day when he had planned to leave he discovered a message on his pillow in the rough yet precise hand of the family head.

"Ten years before assessment. No more, no less."

Jordan left that night, pale and clutching the note.

He had ten short years...

Health: 1



0/20 XP
Starting Stats
- Body: 1
- Mind: 2
- Magecraft: 2
- Circuit Number: 7
- Circuit Power: 7

Enhancements:
- [X] Mental training. You are think deeper and more quickly than most. Increase Mind by 1.
- [X] Studiousness. You spent more time engrossed in study. Increase Magecraft by 1.
- [XX] Circuit number. Through luck or design you were born with more magic circuits than average. Increase magic circuits by 2.
- [XX] Length of line. Your family's roots go back further in history. Increase circuit quality by 2.



Magecraft

Appanage (Cost: 1)
- Speed : E (-5)
- Scope : Anti-unit (+0)
- Severity : B (+3)
- Authority : B (+3)
- Description : After receiving even a token agreement to serve them, the magus can use this spell on another to endow them as a Mystic Code containing a virtual Circuit. This effectively makes them a human familiar with supernatural qualities bound to obedience of the magus.

Delusional Hypnosis (Cost: 2)
- Speed: B (+1)
- Scope: Anti-group (+0)
- Severity: C (+2)
- Authority: E (-1)
- Description: Implants a delusion in the mind of a target which their mind adheres to, shedding or altering memories and producing reasoning to support it. After the initial casting the delusion may be shed given sufficient time and motivation, but lost memories are gone forever. Example delusions are 'I can't recall anything which happened in that five minute period.', 'I am helplessly in lust with my sister.', and 'I need to reconsider my life.'.

Escheat (Cost: 7)
- Speed : D (-2)
- Scope : Anti-unit (+1)
- Severity : A (+5)
- Authority : B (+3)
- Description : This ritual conceptually exerts the caster's claim upon what a vassal of theirs possesses. This can be used to return anything given to the vassal by the caster (knowledge, circuits, etc) safely, but taking more than this is damaging or fatal for the victim.
 
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The following people and characters are accepted for the RP, with their character sheets listed as of those times!

Emeralis00 | Estevao Waymire | May 31, 11:51pm
Kinglugia | William Whitewood | April 1, 9:20am
Guile | Heinrich Volk | April 1, 8:42pm
Fitzgerald | Richard van de Meer | April 2, 7:34am
Heaven Canceler | Alicia Brown | April 2, 9:14am
Merior | Jordan Armistead | April 2, 5:41pm

Now I have a few questions for you all to answer and decide amongst yourselves.

First, I can either run you in two groups of three or in one group of six. This would let there be two differently 'flavored' games, one more action prone and one something else, maybe a murder mystery? Or you could run as one group, but that game would take longer to run.

Second, location. I'm deciding between the following cities: Detroit, Washington D.C., New York, and Chicago. Do any of you have a preference for where the game will be set? Magi need to defend their workshops, so you won't be city hopping any time soon.

And finally, what difficulty would you like? Vicious, Brutal, or Shirou?
 
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I'd prefer something more...research-ish.
On the group part, eh, two groups are ok for me, as long as we are allowed to meet up with the other group and switch teams (?)
And on the difficulty side...I'll decide after I have a chat with you.
Edit:
[08:51] <kinglugia> Hallo gibs
[08:51] <gibbousmoons> hey
[08:52] <kinglugia> So...what's the difference between Vicious, Brutal and Shirou mode in Mage Life?
[08:52] <gibbousmoons> . . .
[08:52] <gibbousmoons> do you reeeeealy want to know?
[08:52] <kinglugia> Yes please.
[08:53] <gibbousmoons> Only because you're a good voter.
[08:53] <kinglugia> Um...thanks?
[08:53] <gibbousmoons> first is the degree of leeway time you have before your enemies track you down
[08:53] <gibbousmoons> secondly, all but one ending are after the Sparks Liner High ending for Fate Stay Night
[08:54] <kinglugia> What's...Sparks Liner High ending?
[08:54] <gibbousmoons> no need for you to know that!
[08:55] <gibbousmoons> Third, they're successively more aggressive, with your enemies more likely to team up against you
[08:56] <kinglugia> So Vicious is the least difficult, Brutal is mode medium, while Shirou is highest, rite?
[08:56] <gibbousmoons> not exactly
[08:56] <gibbousmoons> Vicious is less hard than Brutal, but Shirou is special
[08:57] <kinglugia> ...
[08:57] <kinglugia> How...Special
[08:57] <gibbousmoons> I think it would be a great idea for everyone to pick Shirou difficulty
[08:58] <kinglugia> ...<insert obligatory paranoia stuff here>
[08:58] <gibbousmoons> <insert obligatory teasing here>
[08:59] <kinglugia> T_T
[08:59] <kinglugia> Well, I'll just...
[08:59] <kinglugia> Put this convo in the OOC thread, kay~?
 
Is there still room, here? :3

Edit: If not is there a waiting list?

Name: Lisbeth Blythe

Description: A nineteen year old girl with a rather stern facial expression, and a perpetual deepening scowl - Through she is known to occasionally break face with her closest allies - She not one to appear friendly for another's sake - Especially those she detests. Other odd features include her tallness, silver-hair, and red-eyes. Yes they are all indeed, very natural.
sample_42218994f299418ea50eca56992749a0_zps6125a37c.jpg


History: Lizbeth was born from a lesser, fading bloodline - The Blythe's. After so many fruitless failures, generations of useless magically-sterile incompetents, and talent-less heirs - Lizbeth was a godsend miracle-child. As a heiress based on the virtue of potential, alone. Suffering through a grueling, demanding childhood of constant, brutal study. As Lisbeth was to be the dying mage family's miraculous savior. Alas that would not be...

Another - Younger, yet no less more ambitious bloodline: The Rosefeltz, instigated a series of calamities that would lead to the family's sure-fire demise and inevitable downfall, and Lisbeth's exile from the ravages of Clocktower - Combined with their misdirection, and support from inconspicuous elders - Was the final nail in a long since overdue coffin.

Lisbeth is now free to do as she pleases. But now she's also hunted.

In any case, Lisbeth will valiantly fight for her life - Even if she's not necessarily the strongest woman, or single-handedly the most powerful magus. Lisbeth also knows she needs allies or more significantly - power - For her own uses.

Having absolutely no desire to surrender to her erstwhile enemies.

Health: 2
Stats
- Body: 2
- Mind: 1
- Magecraft: 1
- Circuit Number: 8
- Circuit Power: 9
Magecraft (Pale Flames, Familiars: Blacktail Muses)
- Pale Flames (9)
Speed: B
Scope: Anti-Unit
Severity: A
Authority: B
Descriptions: Launches silver-fire from the magus's hands. The effect is best described as 'Icy-Hot' so hot it's cold, or so cold it's hot. Either way, the spell has a good chance of killing a target should it land a hit.
- Blacktail Muses (2)
Speed: D
Scope: Personal
Severity: C
Authority: B
Description: Creates black butterfly familiars. Useful for scouting and delivering simple messages. Immensely ill-suited for combat roles.

Physical training x2 (-4 exp)
Length of line x3 (-4 exp)
Circuit number x3 (-3 exp)
Studiousness. x2 (-4 exp)

Enemies
- Major x1 (Clocktower, Rosefeltz) (+6 exp)

This good or bad?
 
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gibbousmoons said:
The following people and characters are accepted for the RP, with their character sheets listed as of those times!

Emeralis00 | Estevao Waymire | May 31, 11:51pm
Kinglugia | William Whitewood | April 1, 9:20am
Guile | Heinrich Volk | April 1, 8:42pm
Fitzgerald | Richard van de Meer | April 2, 7:34am
Heaven Canceler | Alicia Brown | April 2, 9:14am
Merior | Jordan Armistead | April 2, 5:41pm

Now I have a few questions for you all to answer and decide amongst yourselves.

First, I can either run you in two groups of three or in one group of six. This would let there be two differently 'flavored' games, one more action prone and one something else, maybe a murder mystery? Or you could run as one group, but that game would take longer to run.

Second, location. I'm deciding between the following cities: Detroit, Washington D.C., New York, and Chicago. Do any of you have a preference for where the game will be set? Magi need to defend their workshops, so you won't be city hopping any time soon.

And finally, what difficulty would you like? Vicious, Brutal, or Shirou?

Okay first, I made a small edit to my sheet before seeing this post. Nothing about the spells or stats, just some grammar working on the backstory and such. Just wanted to mention it before someone notices the date of last Change and screams^^ I would probably prefer two Groups of three, though all of us together is also fine by me. I am european and also I do not have all that deep knowledge of the differences between the cities you listed. So, whatever the People that actually know something about them want to do I guess.

Also, for these interested, this is the Spark Liner High Ending. Now would this mean there is a time Limit before Angra Manyu appears to kill everyone, or Sakura decides to fuck it all and destroy the world because Shirou is no longer there? Do we have to worry about hoards of corrupted Servants being summoned to take over the world? I think it very unlikely that Rin would win against Sakura, mostly because she lost back in canon in another bad-end where Shirou reached her, but Rin had already been eaten by Sakura and was going through the same things Sakura had gone through in some Kind of pocket Dimension/space-time thingy.

[X] Shirou

Because if only one of them is not Spark Liner High, it means that Shirou must be something else. And I personally do not want to be invaded by hoards of darkened Servants, a reborn Angra Manyu or an angry Dark Sakura without a Shirou to hold her in line.
 
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I'm interested in playing if there's still room, but how would you cost a personalised/improved version of a common spell (for instance, adding elemental magic to Prana Burst to turn it into a more literal magic-powered rocket)?

Also, your stats for Circuit Quality/Number seem rather underwhelming, unless it's intended as an abstract measure; judging by Shirou and a few statements by Rin, the average magus has 25 circuits with a capacity of 10 each.
 
nick012000 said:
I'm interested in playing if there's still room, but how would you cost a personalised/improved version of a common spell (for instance, adding elemental magic to Prana Burst to turn it into a more literal magic-powered rocket)?

Also, your stats for Circuit Quality/Number seem rather underwhelming, unless it's intended as an abstract measure; judging by Shirou and a few statements by Rin, the average magus has 25 circuits with a capacity of 10 each.

Actually, Shirou's 10 Units per circuit is considered as absolutely horriyfyingly frail if I remember right. It is one of the reasons why his nature is strange. Although he has an above average number of circuits, their Quality is so low as to be ridiculous for an actual Magus. He can safely channel around 6-7 Units and damages them when using 10+.
 
I have no real preference on group size. Its true that 6+ can be unwieldy, but given the nature of PBP, a large group size can help move things along as much as bogging things down, so someone is always posting something. The more activity, the more likely we can keep that momentum.

Location... unsure. A larger city would give more opportunity to lose oneself in the crowd, but Detroit would have much more room for illicit experiments of a magical nature.

Difficulty... Brutal is middle of the road, right? I could go for that.
 
gibbousmoons : There is one thing I need to correct on my character sheet, if you don't mind my editing it. The "Delusional Hypnosis" spell has the scope listed as "Anti-group (+0)" where as it should be "Anti-unit (+0)". For some reason I must have typed the wrong word.

gibbousmoons said:
First, I can either run you in two groups of three or in one group of six. This would let there be two differently 'flavored' games, one more action prone and one something else, maybe a murder mystery? Or you could run as one group, but that game would take longer to run.
I would prefer for us to be in two groups of three.

Waiting for a full six people to post is just asking for an awkward delay on the part of one to stall things after all. In addition I've noticed that PbP games with a larger number of players can often end up with a couple of players each waiting for the other to post.

gibbousmoons said:
Second, location. I'm deciding between the following cities: Detroit, Washington D.C., New York, and Chicago. Do any of you have a preference for where the game will be set? Magi need to defend their workshops, so you won't be city hopping any time soon.
The only strong preference I have when considering those choices is 'not Washington D.C.' While any large city is going to have a strong supernatural presence I can see a horrible number of such wanting to be in a national capital. And anyone or anything confident in influencing an entire nation isn't something I'd be happy to have wondering what my character is doing...

gibbousmoons said:
And finally, what difficulty would you like? Vicious, Brutal, or Shirou?
Of those three options, I'll have to pick Vicious.

Brutal is mentioned as being worse and 'Shirou' has the GM smiling which makes me think of worrying things like "What do you mean the Holy Grail War is happening here?".
 
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But I am in a different time zone, so I may not be able to post when youn gaiz are active.
 
nick012000 said:
I'm interested in playing if there's still room, but how would you cost a personalised/improved version of a common spell (for instance, adding elemental magic to Prana Burst to turn it into a more literal magic-powered rocket)?

Also, your stats for Circuit Quality/Number seem rather underwhelming, unless it's intended as an abstract measure; judging by Shirou and a few statements by Rin, the average magus has 25 circuits with a capacity of 10 each.
There may still be room. I don't know if I'll still be interested in running this once people start dying. I'll let people submit sheets if they want to, though, and add them to the waiting list.


As to the power levels, that was deliberate.


You have enough xp at the start to either be a talented magus, or a powerful magus, but you don't have enough points for both. You're the kind of magus that doesn't automatically have a Severe Enemy (your own family) after your head intent on dragging you back, cutting off your arms, and harvesting your circuits for daring to betray them.


Well, at least not without taking that option.


You have the chance to become a better magus, certainly, but you aren't terrible either.


Remember that Rin's views on how much Od Shirou produces are the views of an elite Clock Tower magus, not of most magi.
 
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In any case Gibbious if you feel like the locals have something of an organization you could run things as the locals giving the players missions for both pay & resources
 
gibbousmoons said:
As to the power levels, that was deliberate.

You have enough xp at the start to either be a talented magus, or a powerful magus, but you don't have enough points for both. You're the kind of magus that doesn't automatically have a Severe Enemy (your own family) after your head intent on dragging you back, cutting off your arms, and harvesting your circuits for daring to betray them.

Well, at least not without taking that option.

You have the chance to become a better magus, certainly, but you aren't terrible either.

Remember that Rin's views on how much Od Shirou produces are the views of an elite Clock Tower magus, not of most magi.
Uhh, dude, Shirou's about average for a magus. With the amount you've given us, we'd be substantially weaker than average. Like, seriously, the starting level is ten times weaker than the average for a magus.
 
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