((Named "City of Night - Dual Magics" for lack of a better idea.
Please note that while this RP, in theory, is a little taken from an idea by Amano Yoshi, it is quite different. Only the city and some of the magics are the same.))
Setting
The city is New York, New York. It is currently winter (may be changed later, if the RP is held long enough) - the start day is December fifteenth, to be exact. The majority of the people are normal, unsuspecting. Magic is something good for bed time stories and fantasies, but anyone who actually beleives in it has phsycological issues.
Unless, of course, you yourself are a mage. There are, in fact, nine different kinds of magic.
The Magics
First is Chronomancy, or the control of time. This is generally represented by the color gray. Remember that most Chronomancers ca only do small things - slow things down or speed them up. It is very rare to have one actually go forwards or backwards in time. If such a thing happened, the phsycological impact it would have would be quite terrible. There have been some experiments in the feild, but none have been successful to the point of anyone actually risking to travel between times. Many (if not all) of those tested for this ability have ended up as vegetables for at least the next ten to twenty years of their lives, if not their entire lives. Also remember that it is incredibly difficult to hold moments in suspencion (keeping them slowed down or stopped) or expedition (keeping them sped up) and every moment is taxing. It is quite impossible to stop time/speed up time for the whole world. Chronomancers generally focus their power on portions. Chronomancers are also the most watered out of the magics. There are many who have a little bit of Chronomancy in them, although it doesn't to much good. Chronomancers are hard to recognize - they seem pretty normal. But there are times when they just seem more fluid than others, as if they can predict what is about to happen. Chronomancers, being closely affiliated with time, have a natural instinct for the way things will happen and find it very easy to move with the flow.
Next is Pyromancy. This is Fire magic and generally represented with the color red. It is pretty striaght forward - burning things or popping fire or heat into existance. Pyromancers generally get power from soaking up heat and can usually walk through fire. They are very sensitive to cold and during winter they usually expel much more heat than the usual human, which makes them rather obvious to other mages. No normal human can melt the snow six inches away from them.
Hydromancy, or Water magic, is also pretty straight forward and is represented by the color blue. They call water into reality (and even other forms of water, such as steam and ice, although the latter is mainly left to Cryomancers). Hydromancers are rather difficult to recognize. They can build up power and energy by consuming vast quantities of water and are often thirsty. They don't uaually desire any drink but water, as the others are no where near as fulfilling. Remember that those with both Cryomancy and Pyromancy can be mistaken for Hydromancers, but they are not the same.
Cryomancy is Ice magic and is represented generally by pale pastel blues or purples, but for the purposes of this story line we shall say this magic rings purple. Csryomancers can range from making ice sculptures to killing others by incasing them in thick, reinforced ice. They are very sensitive to heat and their skin is cold to the touch, whatever the weather. However, Cryomancers are not neccessarilly cold or heartless. That is stareotype and only makes it easier for some Cryomancers to hide more successfully. Many have at least some cold aspect to their nature, but if they were all blocks of ice then they would all be the same and that's no fun at all.
Geomancy is Earth magic and is generally green. Geomancers range from controlling the earth itself (earthquakes, etc.) to plants (making them shrink, grow, etc.). Having that aspect of them that controls growth, they can to some extent control their own physical appearances. But not too much. They are generally tanned and are recognisable by their love for the outdoors.
Next is Aeromancy, which is Air magic and usually shown as yellow ((yes, I know this is hard to read. Please highlight it if it is unbearable)). Aeromancers are generally carefree, although not neccessarily innocent, in the sense that they don't care what others think about them. On the other hand, if they so chose to blend in they are also very good at going with the flow. Aeromancers spend as much time outside as they can. It is an often occurance for Aeromancers to either accidentally or purposefully affect the weather - for example, a powerful Aeromancer not yet accustomed to his/her powers might affect the weather with his/her emotions. They can also make strong or weak winds and can sometimes themselves float on the winds.
((For the next part, please highlight it to read it.)) After that, we have Homeomancy which is represented by white and is generally known as "White Magic." Homeomancy is generally concerned with healing and helping others - in short, it is mainly assistance magic. Homeomancers can also attack, but the majority of their magic is formed around helping others and assisting. They get their power from light and the sun and often lay outside to soak up the sun. Homeomancers never seem to get sun burns and the sunlight they absorb energises them.
Necromancy is basically "Black Magic" and is concerned with the raising of the Dead and other dark arts, and is represented by the color black. Necromancers deal with not only corpses, but spirits as well. THey can bind them to their will, warp and change them, and if a corpse is fresh enough they can animate it with its original or a different spirit (or the Necromancer's own will) and have it go around as if it were living. These creatures are often useful in battle because they have no will of their own and will do whatever their master tells them to. There are sometimes flukes where the Dead cling to life and inhibit corpses (usually old, wrotting ones since the fresher ones are generally taken quickly by Necromancers, who are much more powerful than the dead) and create havoc. Necromancers are generally, but not always, depressed and cryptic. They have an affinity for darkness and are often nocturnal.
The last is Bibliomancy, the man-made magic of text, and is represented by the color brown. Bibliomancers generally carry books with them because the majority of Bibliomancers have to read aloud text in order to cast magic. Other, more powerful, ones can recite from memory and even stronger ones can simply improvize with their own words. Bibliomancy is the art of taking text or words and turning them into reality - for instance reading a passage with a monster, which then becomes real and is bound to the reader's will. Bibliomancers are pretty rare. Please remember Bibliomancy is not just used for creature summons - they are, in fact, more often used to bring money or other precious ficticious things into the world.
Fighting
Mages fight in pairs. It is a survival technique. Lone mages are either paired up as soon as they can, killed, or strong enough to fight alone. But in order to fight well together and not have their magics in discord, they have to bond. This means sex - although the pair do not have to be romantically involved, it is the binding method. This includes rape. After this happens, a ring will appear on the ring finger of each mage's right hand. The ring is a gold band with a small, flat, circular white stone with an engraving of a black butterfly on it. Bonds can be broken by both mages, at the same time, taking of the other's ring. Or, if one partner is unwilling to relinquich the bond, by killing the other. However, the partners cannot kill one another. One partner has to betray the other and use another mage (or two) to kill the other one. The longer a bond is kept, the more in unison the pair become (after perhaps twenty years of a sustained bond) so intertwined that they can not be separated. When a pair is separated, they can bond again - but at a price. They each lose several years off their lives and their magic growns weaker.
Fighting is not pointless. A pair can have an uncontrollable bloodlust, be angered, have a grudge, or may want to split the other pair apart (meaning they beat the pair until near death and then finally agree to split without one or both being killed). You may come up with your own motives, but don't make it pointless.
Also, concerning the energey, or "auras," of mages: there are none. You can't "sense" anyone. That's part of what makes it hard to recognize other magic users. You have to observe everyone around you and you have to be smart - something that often makes mages paranoid.
Rules
Gaia TOS
Guild Rules
you can fight, but no killing unless I have confirmed that the owner of the character being killed has agreed to this
You can have them cuss. I don't care. I mean, it's NY.
Please don't make shallow characters. You can have ukes, but PLEASE don't make them the super nice, typical flat characters I see so often. Same thing with semes - no one is perfectly kind and nice and wonderful. Everyone has weaknesses and quirks. If I suspect you have not spent some time developing your character, you will be told to develop him/her more.
When is asks for password on the profile, please type 'marmalade'. Otherwise you are likely to get a nasty reply from me and you really don't want that, do you? No, of course not.
Please put all OC chat in parenthases or brackets or designate in some way that it's not part of the RP.
Be litterate. Anyone who is not will be PMed with a warning. Three warnings means you're out. Sorry, I'm picky when it comes to things I care about. This does not mean I will b***h at you for typos or mispellings - after all, I can't spell very well myself and we all mess up every now and then. Don't worry, I'm nice. Unless you piss me off. D<
Have fun. <3 That's why we're all alive, right? :"D
Keep your characters human!!! No anthros or demons or angels or any of that stuff. You want them? Go to another RP. If you come up with a REALLY good reason for so-and-so to have a little defformities from gene splicing, try me BEFORE creating the whole big profile/bio thing. And don't be offended if I shoot it done. It will take something completely and overly amazing to make me agree. Remember, this RP takes place NOW and so far I haven't seen any robots that are anywhere near to convincingly masquarading as humans. If you have, prove it. Still doesn't mean I'll accept it, though.
PLEASE DON'T MAKE YOUR CHARACTER ALL POWERFUL. I shouldn't even have to say this. Although you should get concent before killing a character or splitting a pair up, that doesn't mean you can make your character all powerful. If no one wants their char killed/separated, then someone can run away or they can reach a draw. If you make your character too powerful, I may have to step in with some natural phenominon that gives the other side more advantage. This doesn't mean that your character can't win easily if the other character clearly shows sign of being weak/feeble.
NO GODMODDING. This goes especially for fighting. I am SO tired of seeing one-way fights where the guy does everything to the other without giving the other's char time to retaliate because their char is just SO fast/all that crap. It gets on my nerves. If I see this, you'll get a warning. And I'll probably interfere.
Don't take unveiling your mage's... mageliness lightly. There's a NOTE written about this. Read it. Only stupid people think getting put in an asylum or getting killed is no "biggie."
Please note that while this RP, in theory, is a little taken from an idea by Amano Yoshi, it is quite different. Only the city and some of the magics are the same.))
Setting
The city is New York, New York. It is currently winter (may be changed later, if the RP is held long enough) - the start day is December fifteenth, to be exact. The majority of the people are normal, unsuspecting. Magic is something good for bed time stories and fantasies, but anyone who actually beleives in it has phsycological issues.
Unless, of course, you yourself are a mage. There are, in fact, nine different kinds of magic.
The Magics
First is Chronomancy, or the control of time. This is generally represented by the color gray. Remember that most Chronomancers ca only do small things - slow things down or speed them up. It is very rare to have one actually go forwards or backwards in time. If such a thing happened, the phsycological impact it would have would be quite terrible. There have been some experiments in the feild, but none have been successful to the point of anyone actually risking to travel between times. Many (if not all) of those tested for this ability have ended up as vegetables for at least the next ten to twenty years of their lives, if not their entire lives. Also remember that it is incredibly difficult to hold moments in suspencion (keeping them slowed down or stopped) or expedition (keeping them sped up) and every moment is taxing. It is quite impossible to stop time/speed up time for the whole world. Chronomancers generally focus their power on portions. Chronomancers are also the most watered out of the magics. There are many who have a little bit of Chronomancy in them, although it doesn't to much good. Chronomancers are hard to recognize - they seem pretty normal. But there are times when they just seem more fluid than others, as if they can predict what is about to happen. Chronomancers, being closely affiliated with time, have a natural instinct for the way things will happen and find it very easy to move with the flow.
Next is Pyromancy. This is Fire magic and generally represented with the color red. It is pretty striaght forward - burning things or popping fire or heat into existance. Pyromancers generally get power from soaking up heat and can usually walk through fire. They are very sensitive to cold and during winter they usually expel much more heat than the usual human, which makes them rather obvious to other mages. No normal human can melt the snow six inches away from them.
Hydromancy, or Water magic, is also pretty straight forward and is represented by the color blue. They call water into reality (and even other forms of water, such as steam and ice, although the latter is mainly left to Cryomancers). Hydromancers are rather difficult to recognize. They can build up power and energy by consuming vast quantities of water and are often thirsty. They don't uaually desire any drink but water, as the others are no where near as fulfilling. Remember that those with both Cryomancy and Pyromancy can be mistaken for Hydromancers, but they are not the same.
Cryomancy is Ice magic and is represented generally by pale pastel blues or purples, but for the purposes of this story line we shall say this magic rings purple. Csryomancers can range from making ice sculptures to killing others by incasing them in thick, reinforced ice. They are very sensitive to heat and their skin is cold to the touch, whatever the weather. However, Cryomancers are not neccessarilly cold or heartless. That is stareotype and only makes it easier for some Cryomancers to hide more successfully. Many have at least some cold aspect to their nature, but if they were all blocks of ice then they would all be the same and that's no fun at all.
Geomancy is Earth magic and is generally green. Geomancers range from controlling the earth itself (earthquakes, etc.) to plants (making them shrink, grow, etc.). Having that aspect of them that controls growth, they can to some extent control their own physical appearances. But not too much. They are generally tanned and are recognisable by their love for the outdoors.
Next is Aeromancy, which is Air magic and usually shown as yellow ((yes, I know this is hard to read. Please highlight it if it is unbearable)). Aeromancers are generally carefree, although not neccessarily innocent, in the sense that they don't care what others think about them. On the other hand, if they so chose to blend in they are also very good at going with the flow. Aeromancers spend as much time outside as they can. It is an often occurance for Aeromancers to either accidentally or purposefully affect the weather - for example, a powerful Aeromancer not yet accustomed to his/her powers might affect the weather with his/her emotions. They can also make strong or weak winds and can sometimes themselves float on the winds.
((For the next part, please highlight it to read it.)) After that, we have Homeomancy which is represented by white and is generally known as "White Magic." Homeomancy is generally concerned with healing and helping others - in short, it is mainly assistance magic. Homeomancers can also attack, but the majority of their magic is formed around helping others and assisting. They get their power from light and the sun and often lay outside to soak up the sun. Homeomancers never seem to get sun burns and the sunlight they absorb energises them.
Necromancy is basically "Black Magic" and is concerned with the raising of the Dead and other dark arts, and is represented by the color black. Necromancers deal with not only corpses, but spirits as well. THey can bind them to their will, warp and change them, and if a corpse is fresh enough they can animate it with its original or a different spirit (or the Necromancer's own will) and have it go around as if it were living. These creatures are often useful in battle because they have no will of their own and will do whatever their master tells them to. There are sometimes flukes where the Dead cling to life and inhibit corpses (usually old, wrotting ones since the fresher ones are generally taken quickly by Necromancers, who are much more powerful than the dead) and create havoc. Necromancers are generally, but not always, depressed and cryptic. They have an affinity for darkness and are often nocturnal.
The last is Bibliomancy, the man-made magic of text, and is represented by the color brown. Bibliomancers generally carry books with them because the majority of Bibliomancers have to read aloud text in order to cast magic. Other, more powerful, ones can recite from memory and even stronger ones can simply improvize with their own words. Bibliomancy is the art of taking text or words and turning them into reality - for instance reading a passage with a monster, which then becomes real and is bound to the reader's will. Bibliomancers are pretty rare. Please remember Bibliomancy is not just used for creature summons - they are, in fact, more often used to bring money or other precious ficticious things into the world.
Fighting
Mages fight in pairs. It is a survival technique. Lone mages are either paired up as soon as they can, killed, or strong enough to fight alone. But in order to fight well together and not have their magics in discord, they have to bond. This means sex - although the pair do not have to be romantically involved, it is the binding method. This includes rape. After this happens, a ring will appear on the ring finger of each mage's right hand. The ring is a gold band with a small, flat, circular white stone with an engraving of a black butterfly on it. Bonds can be broken by both mages, at the same time, taking of the other's ring. Or, if one partner is unwilling to relinquich the bond, by killing the other. However, the partners cannot kill one another. One partner has to betray the other and use another mage (or two) to kill the other one. The longer a bond is kept, the more in unison the pair become (after perhaps twenty years of a sustained bond) so intertwined that they can not be separated. When a pair is separated, they can bond again - but at a price. They each lose several years off their lives and their magic growns weaker.
Fighting is not pointless. A pair can have an uncontrollable bloodlust, be angered, have a grudge, or may want to split the other pair apart (meaning they beat the pair until near death and then finally agree to split without one or both being killed). You may come up with your own motives, but don't make it pointless.
Also, concerning the energey, or "auras," of mages: there are none. You can't "sense" anyone. That's part of what makes it hard to recognize other magic users. You have to observe everyone around you and you have to be smart - something that often makes mages paranoid.
Rules
Gaia TOS
Guild Rules
you can fight, but no killing unless I have confirmed that the owner of the character being killed has agreed to this
You can have them cuss. I don't care. I mean, it's NY.
Please don't make shallow characters. You can have ukes, but PLEASE don't make them the super nice, typical flat characters I see so often. Same thing with semes - no one is perfectly kind and nice and wonderful. Everyone has weaknesses and quirks. If I suspect you have not spent some time developing your character, you will be told to develop him/her more.
When is asks for password on the profile, please type 'marmalade'. Otherwise you are likely to get a nasty reply from me and you really don't want that, do you? No, of course not.
Please put all OC chat in parenthases or brackets or designate in some way that it's not part of the RP.
Be litterate. Anyone who is not will be PMed with a warning. Three warnings means you're out. Sorry, I'm picky when it comes to things I care about. This does not mean I will b***h at you for typos or mispellings - after all, I can't spell very well myself and we all mess up every now and then. Don't worry, I'm nice. Unless you piss me off. D<
Have fun. <3 That's why we're all alive, right? :"D
Keep your characters human!!! No anthros or demons or angels or any of that stuff. You want them? Go to another RP. If you come up with a REALLY good reason for so-and-so to have a little defformities from gene splicing, try me BEFORE creating the whole big profile/bio thing. And don't be offended if I shoot it done. It will take something completely and overly amazing to make me agree. Remember, this RP takes place NOW and so far I haven't seen any robots that are anywhere near to convincingly masquarading as humans. If you have, prove it. Still doesn't mean I'll accept it, though.
PLEASE DON'T MAKE YOUR CHARACTER ALL POWERFUL. I shouldn't even have to say this. Although you should get concent before killing a character or splitting a pair up, that doesn't mean you can make your character all powerful. If no one wants their char killed/separated, then someone can run away or they can reach a draw. If you make your character too powerful, I may have to step in with some natural phenominon that gives the other side more advantage. This doesn't mean that your character can't win easily if the other character clearly shows sign of being weak/feeble.
NO GODMODDING. This goes especially for fighting. I am SO tired of seeing one-way fights where the guy does everything to the other without giving the other's char time to retaliate because their char is just SO fast/all that crap. It gets on my nerves. If I see this, you'll get a warning. And I'll probably interfere.
Don't take unveiling your mage's... mageliness lightly. There's a NOTE written about this. Read it. Only stupid people think getting put in an asylum or getting killed is no "biggie."
NOTE:
If you wish to be a Bibliomancer, please PM me before submitting your profile. I want you to understand Bibliomancy before trying to come up with a character. The explanation provided here is not very good, but I don't want to clutter the front page up any more than it already is.
Also, if you submit a profile, please make sure that it is well-thought-out and not just spur of the moment (or, if it is, make it good). Surprise me, make your character interesting... Cliche characters will NOT be accepted. The perfect li'l uke will get roasted. D<
NOTE (number two):
People are being careless with their mages' identities as... well... mages. Don't you DARE take unveiling your character's magic lightly. If you do, you get a warning. And maybe even two if I don't like you. If I PM you about this, you had better have a good reason ready for me. Of course, I shouldn't have to PM anyone. It's common sense that no one wants to go to an asylum. Those places are terrible and the phsycological impact they have on people is a very serious issue. There are no "la-dee-da" characters in this RP. Only paranoid people and other people who are just fecking stupid in the brain. Most people stupid enough to reveal themselves get killed by other mages. (Of course, if you want your character to die, I'm fine with that. :"D Deaths are interesting, as long as they're done well.) BUT THE POINT IS... don't be an idiot about this. Please.
NOTES = basically my equivalent for rants. Read them or get flamed.
UPDATE:
9/27/06-- second NOTE posted
9/24/06-- first NOTE posted
9/24/06-- No more Pyromancers. Please. It's sooooo cliche. And almost everyone seems to want to RP one. Come on, people, I didn't spend hours looking up all these different kinds of magic to have everyone be the same kind!!! Dx Also, PLEASE try to make a character that already has a partner. They can break appart... they can be siblings. I don't care. Just... everyone is "all alone and searching for someone." I hate that. So, come on, people!!!





