DevaliousL
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- Posted: Thu, 06 Mar 2014 09:29:45 +0000
Introduction
Below is a Private Roleplay based off the many Type-Moon works (Tsukihime, Fate/Stay Night, etc.)
This RP is intended for those among a small group of friends, and will be on an invite only basis, meaning you may not post in this thread unless otherwise given permission.
That isn't to say we aren't accepting of new people, as you are by all means welcome to ask, but the original idea was for a small private RP that we as a group could use. That being said, this RP is intended to be a bit on the complex side, with character sheets having stats, and battles being roll based, so please keep that in mind if you decide you wish to join, and we will get back to you as soon as we can.
Story
Strange things have begun to happen under the cover of night in Misaki city. People have started going missing, and there is an increasingly ominous feel to the city. Strange, new people have been appearing, wandering around the city at night as though they are looking for something. However, this is only the setting of the grand stage where the supernatural gather; the outcome is up to you.
The City
The RP is set in the fictional town of Misaki City. While both named and based off of the town from Tsukihime, the city has undergone some changes to better suit the setting. To begin with, the city now has a private magus academy officially affiliated with the mage association. Mifune academy is the cities only place for those with ties to the world of magic to go to further their studies and abilities. Students there are to keep the secrets of the mage association away from public ear, as to not endanger the city, and it's stated that they're being trained to fight back an unknown force. Aside from this, the city is relatively the same as the original, with key locations such as the park, Misaki academy, and the Shrine Skyscaper all still being around.
Character Creation - Classes and Powers
Below is a list of the available classes to pick from, and following that, a list of all the powers one may possibly obtain given that. Character stats and abilities are rolled, and each class has its own perks that set it aside from the rest, both stat-wise and RP-wise.
Classes Associated with the Mage's Association:
Student
You are a student at the Mifune Magus Academy. Still young, you are not as strong as an adult magus, but you have the capacity to learn much. All stats start at 10, and you get 5 points to spend.
Pros; Highest Growth Rate, +10 Bonus to Magic Circuit Grade
Cons; Really Low Starting Stats
Teacher
You are a teacher at Mifune Magus Academy. As an adult, you are more specialised than your students, but your learning potential has lowered. Your thaumaturgical crest has been fully implanted. All stats start at 20, and you get 5 points to spend.
Pros; -20% reduced prana costs in one school of magic, Add 1 to related stat growth rate, Starts with a Mystic Code (Specialised)
Cons; Low overall growth rate, lower stats.
Magus
You are an adult member of the Mage's Association. Your thaumaturgical crest has been fully implanted, and you have even unlocked more of its potential. You have trained your magic circuits beyond their original power. All stats start at 23, and you have 5 points to spend.
Pros; 10% reduced prana costs in one school of magic, Starts with a Mystic Code (roll)
Cons; Average Stats, Average Growth Rate
Classes outside of the Mage's Association
Spellcaster
You are one who treats magecraft as a tool. You do not consider yourself a magus, and do not try to research the Root, or further magecraft as a study. Additionally, you are not affiliated with the Mage's Association. All stats start at 20 and you have 5 points to spend.
Pros; 30% reduced prana costs in one school of magic, Add 1 to related stats growth rate
Cons; Not affiliated with Mage's Association, Low Growth Rate
Executor
You are one of the Holy Church's executors. You are one who hunts heretics, vampires, and demons. You are not an “excorcist”, but actually a killer. The executors are considered the most bloody branch of the Church. All stats start at 35, and you get 5 points.
Pros; Gain the FTH stat, Only class able to use Sacraments, high starting stats.
Cons; Can only use the Sacraments branch of magic, no MAG stat.
Psychic
You are an ordinary human, or so it appears. You are not a magus, and have no affiliation with the Mage's Association. However, you were born with supernatural powers. All stats start at 24, and you get 5 points to spend.
Pros; Gets to select some psychic powers, or in rare cases a "mystic eye", powers modify growth rate.
Cons; No MAG stat.
Dead Apostle
You are one of the few Dead Apostles, a high tier vampire. Your body is constantly degrading unless you feast on blood. You are among the group of the strongest creatures on this planet, and excel in magecraft. All stats start at 78, except for CNV which starts at 0, and you get 5 points to spend. Dead Apostles can only be active at night, and must feed every 3-5 days or face penalties. When they feed, a Dead Apostle can place some of their blood in a victim to create The Dead, to serve as their minions. When they go out feeding, they have the option to create 2d6-2 Living Dead.
Pros; 10% Bonus to Prana Pool, Gain the CNV stat, Highest stats at the start.
Cons; Slowly die unless you feed, Lowest growth rate.
Character Stats
Stats represent your character's ability to do things. Each “rank” will give a bonus to tasks that involve that stat. Each class has a different growth rate for stats, as well. Stat scaling is as follows, for most stats.
E -> 0+
D -> 26+
C -> 52+
B -> 78+
A -> 104+
A+-> 128+
A++->193+
EX->255
The stats for most characters are the following:
STR, Strength, which is your character's physical strength.
-Determines damage with melee weapons and how much you can lift.
END, Endurance, which concerns how many hits you can take
-Determines how much Health you have
PER, Perception, which concerns what you observe from the world around you
-Hit rate, which counteracts dodge rate
-Affects senses and searching
INT, Intelligence, which concerns your mind and the matters of it
-Affects magic resistance
-Slightly raises prana output
AGI, Agility, which concerns the speed of your movements and dodging
-Affects dodge rate, movement speed
MAG, Magic, which concerns the level of magecraft you can perform
-Slightly reduces prana costs, increases magic damage, helps overcome magic resistance
LUK, Luck, which governs over the realm of probability and chance
-Critical hit rate, slight bonuses
Additionally, there are two other stats for specific classes.
FTH, Faith, which is used by Executors, for the purpose of using Sacraments. It replaces the MAG stat.
-Increases Sacrament effectiveness, slightly raises magic resistance
CNV, Conversion, which is used by Dead Apostles for the purpose of creating The Dead.
-Increases rate of conversion
GROWTH RATES
Each class has their own growth rates, with Students having the highest, and Dead Apostles having the lowest.
Student
STR – 2.5
END – 2.5
PER – 2.5
INT – 2.5
AGI – 2.5
MAG – 3.5
LUK – 2.5
Teacher
STR – 1.5
END – 1.5
PER – 1.5
INT – 1.5
AGI – 1.5
MAG – 3
LUK – 1.5
Magus
STR – 2
END – 2
PER – 2
INT – 2
AGI – 2
MAG – 3
LUK – 2
Spellcaster
STR – 1.5
END – 2
PER – 1.5
INT – 1.5
AGI – 1.5
MAG – 2.5
LUK – 1.5
Executor
STR – 2
END – 1
PER – 2
INT – 1.5
AGI – 1.5
FTH – 3
LUK – 1
Psychic
STR – 2
END – 2
PER – 2
INT – 2
AGI – 2
LUK – 2
Dead Apostle
STR – 1
END – 1
PER – 0.5
INT – 1.5
AGI – 0.5
MAG – 1
LUK – 0.5
CNV – 2
Magic Circuits, Od, Thaumaturgical Crests, and Psychic Powers
Magic Circuits are a pseudo-nervous system that spreads throughout a Magus' body. They are what differentiates a Magus from an ordinary human. However, the Magic Circuits inside of a Magus are simply a physical representation of them, the true Magic Circuits reside in the soul. Magic Circuits are “opened” the first time a young magus runs prana through them. After that, they can be activated with a “mental trigger”, which varies depending on the Magus. Some Magus' even require special conditions in order to use their trigger, such as performing self-injury.
Magic Circuits are categorised by a rank of E-A based on how much prana the circuits can output. To determine your Magic Circuit rank, roll a d100.
E – 00-10
Rank E Magic Circuits are capable of producing only a pitiful 10 prana per circuit.
D – 11-30
Rank D Magic Circuits are capable of producing a small 50 prana per circuit.
C – 31-70
Rank C Magic Circuits are the average, capable of producing 100 prana per circuit.
B – 71-90
Rank B Magic Circuits are slightly above average, capable of producing 250 prana per circuit.
A – 91-100
Rank A Magic Circuits are the absolute best, and can produce 500 prana per circuit.
Additionally, a magus has a number of magic circuits in their body. The average magus has around 35 magic circuits. To determine your number of magic circuits, roll 2d10 and add 25.
Every living thing has within it “Od”, which is similar to Mana, the substance floating around the world that is converted to prana, but is in much smaller quantities. Typically a magus only has around 25 Od in them. A magus may use this Od to perform thaumaturgy. Roll 1d10 and add 20 to find your Od.
The final thing regarding Magic Circuits are Thaumaturgical Crests. These are Magic Circuits that a magus' ancestors have ripped from their body and implanted onto their heir. This goes on for generations, and most Crests consist of many Magic Circuits, that both boost prana output, and bear some of the knowledge of those who came before. Thaumaturgical crests function as magic circuits of the same rank as those posessed by the magus, and every 5 generations of Crest increase prana output by 10%. To determine the age of your Crest, either decide with your group, or roll 1d10 and add 3.
Magic Circuits are categorised by a rank of E-A based on how much prana the circuits can output. To determine your Magic Circuit rank, roll a d100.
E – 00-10
Rank E Magic Circuits are capable of producing only a pitiful 10 prana per circuit.
D – 11-30
Rank D Magic Circuits are capable of producing a small 50 prana per circuit.
C – 31-70
Rank C Magic Circuits are the average, capable of producing 100 prana per circuit.
B – 71-90
Rank B Magic Circuits are slightly above average, capable of producing 250 prana per circuit.
A – 91-100
Rank A Magic Circuits are the absolute best, and can produce 500 prana per circuit.
Additionally, a magus has a number of magic circuits in their body. The average magus has around 35 magic circuits. To determine your number of magic circuits, roll 2d10 and add 25.
Every living thing has within it “Od”, which is similar to Mana, the substance floating around the world that is converted to prana, but is in much smaller quantities. Typically a magus only has around 25 Od in them. A magus may use this Od to perform thaumaturgy. Roll 1d10 and add 20 to find your Od.
The final thing regarding Magic Circuits are Thaumaturgical Crests. These are Magic Circuits that a magus' ancestors have ripped from their body and implanted onto their heir. This goes on for generations, and most Crests consist of many Magic Circuits, that both boost prana output, and bear some of the knowledge of those who came before. Thaumaturgical crests function as magic circuits of the same rank as those posessed by the magus, and every 5 generations of Crest increase prana output by 10%. To determine the age of your Crest, either decide with your group, or roll 1d10 and add 3.
Psychic Powers
Psychic Powers, also known as Extrasensory Perception, is a term used to describe the lack of interference with a human's mind. Ordinarily, humans ignore that which does not conern them, passively. Psychic Powers can be described as a regression, or “going back”, to when humans still saw everything. Those who see beyond normal perception – those are psychics.
Your abilities with your psychic power will increase as its relevant stat's rank does.
To determine your psychic powers, roll a d100.
Psychic Power – 01-65
Mystic Eyes – 66-90
Rare Mystic Eyes – 91-100
Available Psychic Powers
Clairvoyance
Clairvoyance is the ability to see beyond what is physically possible for an ordinary human.
-Allows farsight
-Allows truesight (Lvl. 2)
-Adds 1 to growth rate for PER
Death Resistive Body
Someone with a Death Resistive Body cannot die. Their body will reform itself to prevent death, no matter how much damage it sustains. Additionally, one can crystallize their blood, to form swords or thrown weapons.
-Prevents death
-Can create weapons from own blood
-When a user of DRB would normally die, they instead become unconscious until all negative health is removed
-Adds 1 to growth rate for END
Precognition
Precognition is the ability to percieve the future. However, true precognition cannot exist, since the future is always uncertain. It is merely a prediction, or a sense of what is going to happen next.
-Increases dodge rate
-Adds 1 to growth rate for AGI
Eroding Detachment
Eroding Detachment allows one to take in a body part, and use it as one's own. Essentially, it's an organ transplant that never fails.
-Allows replacement of body parts
-Adds 1 to growth rate for END
Flesh Disruption
Flesh Disruption is the ability to create “waves” that pulse throughout flesh, causing pain and damaging it and the organs contained within through touch.
-Touch attacks deal bonus damage
-If enough attacks are applied to the same area, can cause lasting damage
-Increases STR growth rate by 1
MYSTIC EYES
Above the normal tier of psychic powers are Mystic Eyes. Mystic Eyes occur when the magic circuits around one's eyes mutate. Mystic Eyes act like single action spells, and are, for the most part, always on. Users of Mystic Eyes get to add 1 to any growth rate they want.
Binding
The Mystic Eyes of Binding cast a suggestion spell that cripples a target through eye contact. However, this allows for the opponent to use similar eye-contact based effects.
-Stuns the target as long as eye contact is made
-Non-movement-based actions can be taken still
Compulsion
The Mystic Eyes of Compulsion casts a suggestion spell similar to low level hypnosis on eye contact.
-Eye contact must be made as command is being made
-Can only issue short sentences
-Has to be activated
-Relevant Attribute is INT
Distortion
The Mystic Eyes of Distortion allow one to change space, the trajectory of objects, and create an axis of rotation in an area. It can be used to bend and crush objects.
-Has to stare at a still space for a while
-Can easily miss
-Drawbacks if used too often
-Relevant Attribute is PER
Illusion
The Mystic Eyes of Illusion allow one to create a falsehood in their target's mind. Through eye contact they cause their target to believe in an illusion.
-Requires eye contact
-Longer eye contact means longer effect
-A glance will provide only 30-40 seconds of illusion
-A target with a high MAG stat or high-ranked magic circuits may be unaffected
-Relevant Attribute is INT
Contract
The Mystic Eyes of Contract allow one to form a contract with someone. The contract acts similarily to the Geas spell, in that it requires the consent of both parties. However, it is not absolute, and the target or the user can nulify the contract at any point. The contract can also improve one's performance, to help fulfill the terms.
-Requires eye contact
-Can be used to improve someone's performance
-Support type mystic eyes
Flame
The Mystic Eyes of Flame allow one to set objects on fire by sight. After staring at a flammable object for a short while, it will combust.
-Less flammable requires more concentration
-Relevant Attribute is INT
Rare Mystic Eyes
Even among the Mystic Eyes, there are rare cases. These eyes are almost unique, and are among the strongest forces in the world. Users of Rare Mystic Eyes can add 1.5 to any growth rate of their choice
Death Perception
The Mystic Eyes of Death Perception allow one to see “death”. A user will see lines and dots on everything that they think can “die”. One who has mastered the Eyes can see death even on inanimate objects, such as buildings. When something is killed with the Mystic Eyes of Death Perception, they are not killed because they are cut, they are killed, and as a result, are cut. One can only “see” death after being immersed in death, or having a near-death experience. Mystic Eyes of Death Perception are limited only by what the user sees as “being able to die”.
-User will see “Lines of Death” and, possibly, “Points of Death”
-Cannot be turned off
-Cutting along the lines will 100% guarantee that object is cut
-Stabbing a point will cause the death of the object
-Cutting someone with Death Resistive Body will cause slowed regeneration time
-User will have intense drawbacks
Life Perception
The Mystic Eyes of Life Perception allow one to see the flow of life and life energy in things. It only works on living things, since one needs “life” in order to lose it. The User may see lines and dots on living things, the lines representing the flow and the dots representing the source, and cutting them will “stop” the life force from flowing. They are sometimes referred to as the “False” Mystic Eyes of Death Perception.
-User will always see lines and points
-Cutting along the lines will 100% slice that being
-Only sees on living things
-Cuts will stop regeneration for a while and cause bonus damage based on PER (+1 per rank)
Clairvoyance is the ability to see beyond what is physically possible for an ordinary human.
-Allows farsight
-Allows truesight (Lvl. 2)
-Adds 1 to growth rate for PER
Death Resistive Body
Someone with a Death Resistive Body cannot die. Their body will reform itself to prevent death, no matter how much damage it sustains. Additionally, one can crystallize their blood, to form swords or thrown weapons.
-Prevents death
-Can create weapons from own blood
-When a user of DRB would normally die, they instead become unconscious until all negative health is removed
-Adds 1 to growth rate for END
Precognition
Precognition is the ability to percieve the future. However, true precognition cannot exist, since the future is always uncertain. It is merely a prediction, or a sense of what is going to happen next.
-Increases dodge rate
-Adds 1 to growth rate for AGI
Eroding Detachment
Eroding Detachment allows one to take in a body part, and use it as one's own. Essentially, it's an organ transplant that never fails.
-Allows replacement of body parts
-Adds 1 to growth rate for END
Flesh Disruption
Flesh Disruption is the ability to create “waves” that pulse throughout flesh, causing pain and damaging it and the organs contained within through touch.
-Touch attacks deal bonus damage
-If enough attacks are applied to the same area, can cause lasting damage
-Increases STR growth rate by 1
MYSTIC EYES
Above the normal tier of psychic powers are Mystic Eyes. Mystic Eyes occur when the magic circuits around one's eyes mutate. Mystic Eyes act like single action spells, and are, for the most part, always on. Users of Mystic Eyes get to add 1 to any growth rate they want.
Binding
The Mystic Eyes of Binding cast a suggestion spell that cripples a target through eye contact. However, this allows for the opponent to use similar eye-contact based effects.
-Stuns the target as long as eye contact is made
-Non-movement-based actions can be taken still
Compulsion
The Mystic Eyes of Compulsion casts a suggestion spell similar to low level hypnosis on eye contact.
-Eye contact must be made as command is being made
-Can only issue short sentences
-Has to be activated
-Relevant Attribute is INT
Distortion
The Mystic Eyes of Distortion allow one to change space, the trajectory of objects, and create an axis of rotation in an area. It can be used to bend and crush objects.
-Has to stare at a still space for a while
-Can easily miss
-Drawbacks if used too often
-Relevant Attribute is PER
Illusion
The Mystic Eyes of Illusion allow one to create a falsehood in their target's mind. Through eye contact they cause their target to believe in an illusion.
-Requires eye contact
-Longer eye contact means longer effect
-A glance will provide only 30-40 seconds of illusion
-A target with a high MAG stat or high-ranked magic circuits may be unaffected
-Relevant Attribute is INT
Contract
The Mystic Eyes of Contract allow one to form a contract with someone. The contract acts similarily to the Geas spell, in that it requires the consent of both parties. However, it is not absolute, and the target or the user can nulify the contract at any point. The contract can also improve one's performance, to help fulfill the terms.
-Requires eye contact
-Can be used to improve someone's performance
-Support type mystic eyes
Flame
The Mystic Eyes of Flame allow one to set objects on fire by sight. After staring at a flammable object for a short while, it will combust.
-Less flammable requires more concentration
-Relevant Attribute is INT
Rare Mystic Eyes
Even among the Mystic Eyes, there are rare cases. These eyes are almost unique, and are among the strongest forces in the world. Users of Rare Mystic Eyes can add 1.5 to any growth rate of their choice
Death Perception
The Mystic Eyes of Death Perception allow one to see “death”. A user will see lines and dots on everything that they think can “die”. One who has mastered the Eyes can see death even on inanimate objects, such as buildings. When something is killed with the Mystic Eyes of Death Perception, they are not killed because they are cut, they are killed, and as a result, are cut. One can only “see” death after being immersed in death, or having a near-death experience. Mystic Eyes of Death Perception are limited only by what the user sees as “being able to die”.
-User will see “Lines of Death” and, possibly, “Points of Death”
-Cannot be turned off
-Cutting along the lines will 100% guarantee that object is cut
-Stabbing a point will cause the death of the object
-Cutting someone with Death Resistive Body will cause slowed regeneration time
-User will have intense drawbacks
Life Perception
The Mystic Eyes of Life Perception allow one to see the flow of life and life energy in things. It only works on living things, since one needs “life” in order to lose it. The User may see lines and dots on living things, the lines representing the flow and the dots representing the source, and cutting them will “stop” the life force from flowing. They are sometimes referred to as the “False” Mystic Eyes of Death Perception.
-User will always see lines and points
-Cutting along the lines will 100% slice that being
-Only sees on living things
-Cuts will stop regeneration for a while and cause bonus damage based on PER (+1 per rank)
Thaumaturgical Theory and Magecraft
Magecraft is the artificial reenactment of a miracle. Modern magecraft is greatly inferior to that of the past, due to more and more things becoming possible without it. The main principle of thaumaturgy is “to convert prana inside the body to affect the outside world”. The user follows the system that the Schools of Thaumaturgy act under, similar to a program. The power that enforces this program is the Magus' prana.
The main aim of Magi today is to make the impossible possible. New forms of magecraft are created to fill the gaps of the impossible. There are three parts that make current magecraft possible. Spellcasting, Equivalent Exchange, and Reenactment.
Spellcasting is a Magus' method of speaking to themselves, interpreting the rules of their school. Different magi have different incantations for the same spell, due to this interpretation. There is magecraft that speaks to the world, classified as Grand Spells or Grand Rituals, however it is impossible for individuals to use them under normal circumstances.
Equivalent Exchange is the primary rule of thaumaturgy. In order to use magecraft, something of equal value must be consumed. Usually, a magus will fulfill this requirement with Prana, but it is possible to use something else.
Reenactment is the basis behind thaumaturgy. The purpose of magecraft is to reenact miracles.
Thaumaturgical Theories are Greater Rituals, which cannot be performed alone. Also called Foundations, these Theories are performed by large groups of people to impose rules onto the world.
Schools of Magecraft
Magecraft is divided into categories called “Schools” which divide them based on similarities in function and performance. There are an unknown number of Schools, and even more could be discovered. The only limitation on Schools of Magecraft is the number of things which cannot be done.
Alchemy is the school that specialises in the study and manipulation of the flow of matter. The most well-known users of Thaumaturgy is the Einzbern famly. Common applications involve the creation of Homunculi and Transmutation. The relevant stat for alchemy is INT.
-Transmutation is the ability to manipulate matter. By passing prana through an object, it is possible to change it. The applications of this magecraft are nigh-limitless, and even include combat and fraudulent applications. Prana costs differ on a case-to-case basis, but a steady flow of 10 prana/se/cond is enough to mold an object into another form.
-Homunculus Creation is the literal creation of another living being. In order to do such a thing, one needs to create a Spiritual Core and a body for it. The Spiritual Core must contain at least as much Prana as the Creator's Od, but more Prana means a more powerful homunculus.
Curses are a school of magecraft that specialises in binding contracts, known as Geis, and applying detrimental effects, such as sickness. Due to it's inherently non-constructive nature, it is not taught at Magus Academies. The relevant stat for Curses is INT.
-Gandr is a simple curse that decreases the physical health of the target. It is fired like a bullet from one's fingertip, and travels in a straight line. More advanced users are able to “charge” the Gandr, resulting in a more powerful curse that causes physical interference, known as a Finn Shot. A strong enough Finn Shot can knock an ordinary human unconscious. A typical Gandr costs 5 prana/shot, while a Finn Shot would cost 4-8 times that, depending on the strength.
-Geis is a curse that imposes mystical restrictions upon the target. However, it requires the consent of both parties. As such, it makes it difficult to use. It is not possible to disobey a Geis, however, making it one of the most sinister curses. Additionally, a much more sinister curse, the Self-Geas Scroll exists. These are documents that look like an ordinary contract, but the signatures are done in blood and infused with prana to show that it has activated. It binds itself to the declarer's Thaumaturgical Crest, stopping it from being passed down. It is a very dangerous magecraft, and it cannot be erased by any method.
Elemental Magecraft is magecraft that is highly tuned with an element. Ordinarily, every mage can manipulate an element, coinciding with the element of their existence. Elemental Magecraft takes that to the next level, allowing complete control over an element.
Earth Magecraft is magecraft that is highly tuned to the Earth element. Within it, there are a few more specific categories, but all of it has to do with the Earth element. The relevant stat for Earth Magecraft is STR.
-Petrification Magecraft includes spells that cause halted movement and slowing.
–Total Petrification of a target does not turn them to stone, due to the decaying strength of current thaumaturgy. It simply halts all movement of the target as long as Prana is provided. It costs 30 prana/second to petrify an ordinary human.
–Energy Depletion allows one to steal the energy of a target. It depletes their stamina, slowing their actions. Doing so costs 10 prana/10 points.
–Energy Restoration allows one to restore the energy of a target. It is the opposite of Energy Depletion. Doing so costs 10 prana/10 points.
–Earth Manipulation allows one to manipulate stone, metal, dirt, and other earthen compounds. Erecting a wall of earth large enough to protect an individual costs 100 ,+ 10/inch of thickness, prana, or more depending on the speed required. One can also launch chunks of earth at a cost of 20 prana/km/h.
Water Magecraft deals with flows, forms, combinations, and manipulations. All forms of Water Magecraft adhere to these concepts. The relevant stat for Water Magecraft is END.
–Stagnation ceases the flow of energy in an area. It can be used to stop a target from casting spells, but it requires a great amount of prana to maintain, at 100 prana/second. Additionally, it may be overcome by an individual's magic resistance.
–Liquid Manipulation allows the complete control over a liquid. By touching it, a user may direct or even fully stop it. One can construct barriers that use surface tension and water resistance to slow objects. Redirecting flows costs 5 prana/second, and one must be in contact with the liquid. A barrier costs 100 prana/second, with an additional 10 per inch of thickness.
Fire Magecraft includes spells related to the concepts of consumption, heat, and entropy. Most commonly, it is the manipulation and control of fire, however. The relevant stat for Fire Magecraft is LUK.
–Flame Manipulation is the physical control and creation of flames. Creating a flame is simple, requiring low amounts of Prana, but control of it is more difficult. Due to fire's tendency towards entropy and destruction, it is inherently harder to control than any other element. Typically costs 10 prana/cu.foot/second.
–Curse of Rage is a fire-attuned spell, that casts a curse upon the target that causes their blood to ignite upon contact with air. It costs 100 prana/minute maintained.
Wind Magecraft includes spells related to air, kinetic forces, static + free energy, and directed movement. The relevant stat for Wind Magecraft is AGI.
–Movement Acceleration is a spell that allows a caster to increase the speed of their movement, to almost insane levels. By placing the wind at their back, literally, a caster can increase their movement speed greatly. Doing so costs 100 prana/kph, and lasts for 30 seconds.
–Aero Strike is a spell that shoots blades of wind accelerated to speeds of up to 70 kilometers per hour. Doing so costs 50 prana/10kph.
–Wind Barrier is a spell that erects a globe of turbulent wind that surrounds the caster. It protects them from projectiles and weak melee attacks, but a strong opponent can break through. It costs 200 prana and lasts for 5 minutes.
Flowing and Transferring of Power is a school of magecraft that concentrates on the flow and path of energy from one object to another. Its relevant stat is PER.
–Jewel Magecraft is a type of thaumaturgy that allows one to channel prana into gems, for the storage of power. Depending on the gem it is deposited into, the prana will “stain” the gem with an element. Certain gems are better suited for different tasks.
–Shared Perception is a spell that allows a Magus to link his and anothers senses. It costs 10 prana to link one sense for an hour, and requires the consent of both parties.
–Transference of Consciousness is a spell that literally places the Magus' consciousness inside another object, such as dolls, familiars, or living things. If the target has a soul and personality, the body will remain under their control. If the Magus' body is disturbed at all, the spell is immediately canceled and his consciousness will be forced back into his body. It is also impossible to live forever with this, as one's consciousness dies with their body.
Material Transmutation involves spells that interfere with the properties of objects. Its relevant stat is END.
–Alteration is adding qualities to an object that it originally did not have.
–Reinforcement is the most difficult magecraft. It has the purpose of pushing a basis to its fullest extent. By filling openings in the inner structure of an object with Prana, one can strengthen it. Examples include increasing the sharpness of a knife, nourishment of food, or the physical strength and durability of a living creature. One could reinforce their eyes to allow them to see further and better.
–Gradation Air is the creation of objects through the solidification of prana. While technically an advanced form of reinforcement, it is practically inferior. By using the same amount of prana to create something for reinforcement of an already existing object, you achieve a better object, while everything created through Gradation Air is several grades inferior.
Houjutsu is an alternative name of the Thaumaturgical Theory of Onmyoudou. It is a system that excels at the use of curses, divination, and similar things. Its relevant stat is INT.
–Edict of Binding is a spell that restricts non-humans. It is completely useless against humans and hybrids of humans with other creatures. To restrict a non-human for one minute, with no resistance, requires 200 prana.
–Kongouyaku Shuku is a spell that crushes a small area of space. It costs 500 prana to affect a space the size of a small child.
Sacraments are a form of magecraft used by the Holy Church. They are used by specially trained hunters known as Executors, for the purpose of slaying heretics, demons, and vampires. Its relevant stat is FTH.
–Baptism Sacrament, also known as Purifaction Incantations, are the single Sacrament that is taught freely to all members of the church. It is a ritual-level spell, and has a fairly high prana cost. It is capable of exorcising Demons and sending Wraiths back to the world of the dead. It has very weak physical interference, but is strong against spirits. It costs 500 prana to cast.
–Cremation Sacrament is a spell sigil that can be engraved in Black Keys to cause them to combust on impact with a target. It costs 20 prana to inscribe once.
–Dokhma Sacrament is a spell sigil that can be engraved in Black Keys to cause them to dehydrate the target on impact. It costs 35 prana to inscribe once.
–Interment Sacrament is a spell sigil that can be engraved in Black Keys that cause petrification of the target on impact. It costs 30 prana/10 seconds of paralysis.
–Jhator Sacrament is a spell sigil that can be engraved in Black Keys that call forth crows that attack the target on impact. It is not known by most Executors. It costs 100 prana to inscribe once.
Alchemy is the school that specialises in the study and manipulation of the flow of matter. The most well-known users of Thaumaturgy is the Einzbern famly. Common applications involve the creation of Homunculi and Transmutation. The relevant stat for alchemy is INT.
-Transmutation is the ability to manipulate matter. By passing prana through an object, it is possible to change it. The applications of this magecraft are nigh-limitless, and even include combat and fraudulent applications. Prana costs differ on a case-to-case basis, but a steady flow of 10 prana/se/cond is enough to mold an object into another form.
-Homunculus Creation is the literal creation of another living being. In order to do such a thing, one needs to create a Spiritual Core and a body for it. The Spiritual Core must contain at least as much Prana as the Creator's Od, but more Prana means a more powerful homunculus.
Curses are a school of magecraft that specialises in binding contracts, known as Geis, and applying detrimental effects, such as sickness. Due to it's inherently non-constructive nature, it is not taught at Magus Academies. The relevant stat for Curses is INT.
-Gandr is a simple curse that decreases the physical health of the target. It is fired like a bullet from one's fingertip, and travels in a straight line. More advanced users are able to “charge” the Gandr, resulting in a more powerful curse that causes physical interference, known as a Finn Shot. A strong enough Finn Shot can knock an ordinary human unconscious. A typical Gandr costs 5 prana/shot, while a Finn Shot would cost 4-8 times that, depending on the strength.
-Geis is a curse that imposes mystical restrictions upon the target. However, it requires the consent of both parties. As such, it makes it difficult to use. It is not possible to disobey a Geis, however, making it one of the most sinister curses. Additionally, a much more sinister curse, the Self-Geas Scroll exists. These are documents that look like an ordinary contract, but the signatures are done in blood and infused with prana to show that it has activated. It binds itself to the declarer's Thaumaturgical Crest, stopping it from being passed down. It is a very dangerous magecraft, and it cannot be erased by any method.
Elemental Magecraft is magecraft that is highly tuned with an element. Ordinarily, every mage can manipulate an element, coinciding with the element of their existence. Elemental Magecraft takes that to the next level, allowing complete control over an element.
Earth Magecraft is magecraft that is highly tuned to the Earth element. Within it, there are a few more specific categories, but all of it has to do with the Earth element. The relevant stat for Earth Magecraft is STR.
-Petrification Magecraft includes spells that cause halted movement and slowing.
–Total Petrification of a target does not turn them to stone, due to the decaying strength of current thaumaturgy. It simply halts all movement of the target as long as Prana is provided. It costs 30 prana/second to petrify an ordinary human.
–Energy Depletion allows one to steal the energy of a target. It depletes their stamina, slowing their actions. Doing so costs 10 prana/10 points.
–Energy Restoration allows one to restore the energy of a target. It is the opposite of Energy Depletion. Doing so costs 10 prana/10 points.
–Earth Manipulation allows one to manipulate stone, metal, dirt, and other earthen compounds. Erecting a wall of earth large enough to protect an individual costs 100 ,+ 10/inch of thickness, prana, or more depending on the speed required. One can also launch chunks of earth at a cost of 20 prana/km/h.
Water Magecraft deals with flows, forms, combinations, and manipulations. All forms of Water Magecraft adhere to these concepts. The relevant stat for Water Magecraft is END.
–Stagnation ceases the flow of energy in an area. It can be used to stop a target from casting spells, but it requires a great amount of prana to maintain, at 100 prana/second. Additionally, it may be overcome by an individual's magic resistance.
–Liquid Manipulation allows the complete control over a liquid. By touching it, a user may direct or even fully stop it. One can construct barriers that use surface tension and water resistance to slow objects. Redirecting flows costs 5 prana/second, and one must be in contact with the liquid. A barrier costs 100 prana/second, with an additional 10 per inch of thickness.
Fire Magecraft includes spells related to the concepts of consumption, heat, and entropy. Most commonly, it is the manipulation and control of fire, however. The relevant stat for Fire Magecraft is LUK.
–Flame Manipulation is the physical control and creation of flames. Creating a flame is simple, requiring low amounts of Prana, but control of it is more difficult. Due to fire's tendency towards entropy and destruction, it is inherently harder to control than any other element. Typically costs 10 prana/cu.foot/second.
–Curse of Rage is a fire-attuned spell, that casts a curse upon the target that causes their blood to ignite upon contact with air. It costs 100 prana/minute maintained.
Wind Magecraft includes spells related to air, kinetic forces, static + free energy, and directed movement. The relevant stat for Wind Magecraft is AGI.
–Movement Acceleration is a spell that allows a caster to increase the speed of their movement, to almost insane levels. By placing the wind at their back, literally, a caster can increase their movement speed greatly. Doing so costs 100 prana/kph, and lasts for 30 seconds.
–Aero Strike is a spell that shoots blades of wind accelerated to speeds of up to 70 kilometers per hour. Doing so costs 50 prana/10kph.
–Wind Barrier is a spell that erects a globe of turbulent wind that surrounds the caster. It protects them from projectiles and weak melee attacks, but a strong opponent can break through. It costs 200 prana and lasts for 5 minutes.
Flowing and Transferring of Power is a school of magecraft that concentrates on the flow and path of energy from one object to another. Its relevant stat is PER.
–Jewel Magecraft is a type of thaumaturgy that allows one to channel prana into gems, for the storage of power. Depending on the gem it is deposited into, the prana will “stain” the gem with an element. Certain gems are better suited for different tasks.
–Shared Perception is a spell that allows a Magus to link his and anothers senses. It costs 10 prana to link one sense for an hour, and requires the consent of both parties.
–Transference of Consciousness is a spell that literally places the Magus' consciousness inside another object, such as dolls, familiars, or living things. If the target has a soul and personality, the body will remain under their control. If the Magus' body is disturbed at all, the spell is immediately canceled and his consciousness will be forced back into his body. It is also impossible to live forever with this, as one's consciousness dies with their body.
Material Transmutation involves spells that interfere with the properties of objects. Its relevant stat is END.
–Alteration is adding qualities to an object that it originally did not have.
–Reinforcement is the most difficult magecraft. It has the purpose of pushing a basis to its fullest extent. By filling openings in the inner structure of an object with Prana, one can strengthen it. Examples include increasing the sharpness of a knife, nourishment of food, or the physical strength and durability of a living creature. One could reinforce their eyes to allow them to see further and better.
–Gradation Air is the creation of objects through the solidification of prana. While technically an advanced form of reinforcement, it is practically inferior. By using the same amount of prana to create something for reinforcement of an already existing object, you achieve a better object, while everything created through Gradation Air is several grades inferior.
Houjutsu is an alternative name of the Thaumaturgical Theory of Onmyoudou. It is a system that excels at the use of curses, divination, and similar things. Its relevant stat is INT.
–Edict of Binding is a spell that restricts non-humans. It is completely useless against humans and hybrids of humans with other creatures. To restrict a non-human for one minute, with no resistance, requires 200 prana.
–Kongouyaku Shuku is a spell that crushes a small area of space. It costs 500 prana to affect a space the size of a small child.
Sacraments are a form of magecraft used by the Holy Church. They are used by specially trained hunters known as Executors, for the purpose of slaying heretics, demons, and vampires. Its relevant stat is FTH.
–Baptism Sacrament, also known as Purifaction Incantations, are the single Sacrament that is taught freely to all members of the church. It is a ritual-level spell, and has a fairly high prana cost. It is capable of exorcising Demons and sending Wraiths back to the world of the dead. It has very weak physical interference, but is strong against spirits. It costs 500 prana to cast.
–Cremation Sacrament is a spell sigil that can be engraved in Black Keys to cause them to combust on impact with a target. It costs 20 prana to inscribe once.
–Dokhma Sacrament is a spell sigil that can be engraved in Black Keys to cause them to dehydrate the target on impact. It costs 35 prana to inscribe once.
–Interment Sacrament is a spell sigil that can be engraved in Black Keys that cause petrification of the target on impact. It costs 30 prana/10 seconds of paralysis.
–Jhator Sacrament is a spell sigil that can be engraved in Black Keys that call forth crows that attack the target on impact. It is not known by most Executors. It costs 100 prana to inscribe once.
Mystic Codes and other Magical Items
Mystic Codes are, usually, support-type items that a magus carries to assist with their magecraft. There are two types of Mystic Codes. One is “Amplifiers”, which are more generic mystic codes that increase the effectiveness of a magecraft, or allow one to store prana for later use. The other type is “Specialised”, which includes Mystic Codes with a predetermined usage. They are activated by the magus when supplied with prana, and can perform a singular 'mystery' as long as it is active. These are less generic, but are very efficient with their intended purpose.
A Magus-classed character gets to start with a random type of Mystic Code. To determine this, roll a d100.
Amplifier – 1-60
Specialised – 61-100
Amplifiers
-Azoth Swords are very common Mystic Codes, often times given by teachers to their pupils as coming-of-age gifts. One simply stores prana inside it, and, upon chanting the release word, it releases all the prana inside, all at once. Additionally, while not its intended purpose, it can be used as a weapon for stabbing or cutting.
-Magical Jewels are also Mystic Codes of the amplifier type, due to their nature of storing large amounts of prana.
Specialised
-Specialised Mystic codes are those that have a specific purpose, and as such, there are no “generic examples” of them.
Other Magical Items
The Holy Church's executors use weapons known as Keys of Providence. These are Conceptual Weapons that are used for exterminating vampires and demons. The most common form of them are the Black Keys, which are charms used by Executors to fight. They usually take the form of long, rapier-like swords or spears, and are oftentimes thrown. Executors are capable of materialising them by passing prana through an object, such as pages of the bible. They are necessary to perform most sacraments.
Origins and Alignments
One's origin is the orientation at the time their existence began. It is the starting point, and the driving force from Akasha that managed to take material form, in the shape of a human. It is what causes a human to take action. These actions are less of a decision, but more impulsive behavior. It is possible to be awakened to one's origin, however, once this happens, it is impossible to stray from it, if it is even a possibility in the first place. Origins are the fine details of a Magus, and can range from “worthlessness” to “taboo” to “sword”.
Additionally, all mages have an Alignment. This alignment can also be described as Elemental Affinity, and it shows a tendency towards one of the five great elements. These elements are Earth, Air, Fire, Water, and Ether. Magecraft in line with one's Alignment is strengthened.
A Magus-classed character gets to start with a random type of Mystic Code. To determine this, roll a d100.
Amplifier – 1-60
Specialised – 61-100
Amplifiers
-Azoth Swords are very common Mystic Codes, often times given by teachers to their pupils as coming-of-age gifts. One simply stores prana inside it, and, upon chanting the release word, it releases all the prana inside, all at once. Additionally, while not its intended purpose, it can be used as a weapon for stabbing or cutting.
-Magical Jewels are also Mystic Codes of the amplifier type, due to their nature of storing large amounts of prana.
Specialised
-Specialised Mystic codes are those that have a specific purpose, and as such, there are no “generic examples” of them.
Other Magical Items
The Holy Church's executors use weapons known as Keys of Providence. These are Conceptual Weapons that are used for exterminating vampires and demons. The most common form of them are the Black Keys, which are charms used by Executors to fight. They usually take the form of long, rapier-like swords or spears, and are oftentimes thrown. Executors are capable of materialising them by passing prana through an object, such as pages of the bible. They are necessary to perform most sacraments.
Origins and Alignments
One's origin is the orientation at the time their existence began. It is the starting point, and the driving force from Akasha that managed to take material form, in the shape of a human. It is what causes a human to take action. These actions are less of a decision, but more impulsive behavior. It is possible to be awakened to one's origin, however, once this happens, it is impossible to stray from it, if it is even a possibility in the first place. Origins are the fine details of a Magus, and can range from “worthlessness” to “taboo” to “sword”.
Additionally, all mages have an Alignment. This alignment can also be described as Elemental Affinity, and it shows a tendency towards one of the five great elements. These elements are Earth, Air, Fire, Water, and Ether. Magecraft in line with one's Alignment is strengthened.
Character Sheets
Blow is the profile sheet used to make your character. Be sure to include all the information you need, and fill ouch section accordingly. When you're finished, you may send the profile to me in a private message, and I will personally review it and get back to you.
Magus, Spellcaster, Teacher, and Student
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Executor
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Dead Apostle
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Psychic
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A Work in Progress