• Hello!

    Please be aware that our content warnings system has recently been updated! Please refer to this thread for more information, or if you're unsure, feel free to contact a Workshop staff member!

    Thank you all for helping us ensure our community is a safe and healthy one, and for your continued patronage in our Library and Workshop.

Sign Ups Magitek Wars [Non-Pokemon]

Status
Not open for further replies.

Renewal

Falling, but Rising Again
Joined
Mar 18, 2009
Messages
1,404
Reaction score
1
So, in addition to the character-centric fluff of The Trainer Fan Club, I've also decided to run something a little more action-y. I was considering doing something a little more complex plot-wise, but realized I'm just terrible at that sort of thing. So this is basically a beat-em-up as an RP, with me just throwing random plot hooks to see what sticks. This is going to be running on pure rule of cool; the amount of character building and plot is entirely up to you ^_^.

THE MAGITEK WARS
Introduction:
Magic is a rare and powerful thing--at times revered and worshiped, at others feared and hated. More than once Sorcerers threatened to destroy the world, seeking to dominate and control. But no longer. At the dawn of a new age, the tides are turning again the Sorcerers of old--for the non-magical have discovered how to manipulate the natural magical energies of the world for their own purposes. Where once the Sorcerers stood unopposed and unchallenged, for fear of their power, now Magitek can more than match their might--weapons and technology imbued with spell power, in ways Sorcerers never dreamed of.

Both sides fear mutual annihilation, and so restrain their greatest weapons, wishing to avoid cataclysm and ruin. But raids? Tournaments? Chance skirmishes in the wastelands of the world? Well, beyond the walls of civilization, anything is fair game. So this is where you find yourself, thrust into the chaos of the Magitek Wars...

Backstory:
Simply put, there's practically none. I want this to be player-defined, player-driven. So here are the bare bones. The complications, twists, developments--that's all up to you guys.

The People:
There are three types of magic users in this world:

  • Sorcerers - individuals who use the mana within them to freely impose their will on the world. This can manifest itself in any number of ways--elemental attacks, illusions, warp gates. The only limitation is that Sorcerers can only use the mana within them; under sufficient pressure, they can easily run out of mana, rendering them powerless. Due to the nature of their power, they tend to be spontaneous and creative, able to adapt their magic instantly. The most famous Sorcerer is The Queen-in-Exile.
  • Magitek Knights - individuals who utilize Magitek, harnessing the natural mana of the world to power their enchanted technologies: magical weapons, suits of enchanted armor, automated golems, etc. Unlike Sorcerers, a Magitek Knight never needs to worry about running out of mana. The only limitation is that Magitek Knights can't create new spells and enchantments on the fly--their abilities tend to have strictly defined limits, and new ones need to be researched and designed and crafted into their Magitek. Due to the nature of Magitek, Knights tend to be more methodical and patient, putting in the work to craft new items. The greatest Magitek Knight is The Arch-Paladin.
  • Espers - individuals whose inner mana has been influenced by the natural mana of the world, and thus transformed. Unlike Sorcerers and Magitek Knights, Espers can't freely use their mana to cast spells. Instead, they have been permanently transformed, with any range of abilities, like shapeshifting, growing armored scales and spike, sprouting wings, and so on. Espers can never lose their powers--unlike Sorcerers whose mana runs dry, or Magitek Knights without their gear--but are also the least adaptable of the three. The most feared Esper is The Incarnate Dragon.

The Factions:
In general the three types of magic users belong to their own factions, though exceptions are far from unheard of.

  • The Sorcerer Clans - a loose confederation of humans who are descended from the destroyed Sorcerer Kingdoms, and origin of most Sorcerers. Driven back from their ancient strongholds, they now longer on the outskirts of modern society, and have sworn to take revenge and rebuild their Kingdoms. Ruled by The Rebel Prince.
  • The Magitek Guilds - the society that keeps the secrets of Magitek, training new Knights. The defenders of those without magic, they are stalwart guardians--though some say they guard their power jealously... Led by The Guildmaster.
  • The Wild Enclaves - hidden places where Esper society shelters itself from the rage of the Magitek Wars. Long scorned as freaks by the rest of the world, they simply wish to hide themselves from the world. Guarded by The Far Rider.

Gameplay:
Gameplay is a bit more complex, but is also designed to be player-driven. There are four gameplay components for every character.

Hallmarks:
This is a key bit of character building.--it's your character's defining concept, and it says one unique thing about your character. And by unique, I mean unique--whatever you say your character's Hallmark is, your character is the only one in the setting who has that exact description. Your character can be the only shapeshifter with three different forms. Or the only honest Paladin in the wasteland. Or the only baker who can make cactus pie taste good. Or the inventor of the Seven-Swords Style. Or the fastest coward on one leg. From the mundane to the silly to the epic, your Hallmark is your way of asserting your character's individuality and your agency on the setting. Go crazy--this is meant to be a sandbox RP ^_^.

Bonds:
As a way of avoiding the RP becoming a mess of isolated adventures, your characters also have bonds--their most precious relationships. It doesn't have to a romantic or friendly relationship (arch nemeses is a valid Bond), or even with a specific person (you could swear undying loyalty to the Magitek Guild, or some other organization, or even an ideal). What matters is that when something involving your character's Bonds comes up, it immediately becomes their top priority. You can use one of the predefined factions or NPCs as your character's Bond, or another player's character, or create an NPC or organization of your own. You're free to make anything up, to define what's most important to your character.

Talents:
These are your character's particularly special skills and abilities. They're not as unique as a Hallmark, but they still distinguish your character, identify them as more than your average schmuck. For example, any old mage could cast a fireball--but you have a Talent for creating Flame Flower Disks that spiral into clouds of flame. Any sword-fighter can dual wield--but you have a Talent for Wielding Dual Sword-Chucks. Consider these your character's signature abilities, and use them to make your character as awesome as you want.

Mana Points:
Talents may be your cool abilities, but Mana Points are how you control the story. When you spend a Mana Point, you can declare a story detail, and it's immutable and incontrovertible fact. Mana Points give you narrative agency and authority. If you want to say you've been hiding a secret ace-in-the-hole up your sleeve the whole time, that will completely turn a fight around, you can spend a Mana Point to make it so. If you want to pull off an impossibly cool stunt, which should by all rights break your neck, you can spend a Mana Point to make it so. Hell, if you want to reveal that your last defeat was just the latest step in your secret master plan, and that you've already basically won, you can spend a Mana Point to make it so. In a sense, Mana Points give you single moment of godmodding, no questions asked.

Sounds broken, no? But there are two limitations, that hopefully prevent the story from being completely derailed. First, someone else can also spend a Mana Point to complicate your own usage of Mana Points--they can't outright negate the effect of your Mana Point, but they can also twist the effect to their advantage. Say you try to finish the Big Bad once and for all with a swirling dragon of flame, and spend a Mana Point to make it so. But then he also counters with a Mana Point, redirecting the blast into a nearby building. But he can't negate the benefits of your Mana Point outright--so now the building collapses, threatening to crush the both of you. So his Mana Point adds to the story, while still giving you the upper hand at maybe taking him out.

Second, you can earn Mana Points in only one of two ways. One: you pull off a crazy awesome feat, that most people/the GM think is pretty damn cool, without spending a Mana Point to achieve it. In a sense, if you pull off the crazy awesome without godmodding, you earn the chance for godmodding later. Two: you concede a fight. And not just run away, or back off--you need to properly acknowledge that you lost, that your plans were set back, that you suffered a proper defeat. In this case, the Mana Point is a reward for complicating your story, and thus gives you insurance to solve the problem.

Everyone starts off with three Mana Points. Mana Points can only be granted by the GM, but they can certainly be recommended for you by other players (in essence, if the rest of the players think you've contributed to the RP in an awesome way).

Sign-Ups:
Name:
Age:
Gender:

Appearance: Can also include equipment and gear here
Personality:
History: Optional, if you intend to reveal it in-game

Class: Sorcerer, Magitek Knight, or Esper
Hallmark: One unique thing about your character; see Gameplay for more details
Bonds: The most important relationships your character has; see Gameplay for more details. Make sure to explain the nature of each Bond
Talents: Your character's signature abilities (you can have up to three); see Gameplay for more details. Make sure to explain how your characters powers work, both in general and for specific Talents.

Other: Anything else?

Characters:
  • Aina Erys - Renewal
  • Marcel Wyrdhart - Renewal
  • Jin Urahara - Heroic Sociopath
  • Drew Scarlet - Naoto
  • Lee Alwood - Peaceful Giraffe
  • Philip Whice - BadAssKoala
  • Gemini Leonidas - Heliolisk
  • Nellie Sanderson - Joltik
  • Chrysanthos - Arcturus
  • Adam Sinclair - Flaze

RESERVATIONS:
  • Wild Jr.
  • zookinator
  • kush232

Any questions or clarification needed, just ask Renewal!


And here are the sign-ups for my two characters:

Name: Aina Erys
Age: 21
Gender: Female

Appearance: A wild-looking girl, with long, messy raven-colored hair and intense hazel eyes, who stands tall and lean. Often dirty and disheveled, she wears a sturdy but worn Sorcerer's cloak over functional dark traveling clothes. Her cloak bears the crest of the Erys family on the back and the sigils of a registered member of the Magitek Guild on the shoulders, but both have been slashed through. The ornate gilt on the cloak's edges have been similarly removed, and its long billowing sleeves have been cut away, leaving her forearms free and exposed.
Personality: Harsh, quiet, and relentless, Aina's ultimate concern is first her self-preservation, than her revenge on the Magitek Guild. She doesn't care about the innate differences that separate Sorcerer, Knight, and Esper; instead, she cares only about one's conscious affiliation, whether or not they side with the Magitek Guild. As such, she is indifferent to those who have no strong ties to a faction, will support an enemy of the Magitek Guild--though with minimized risk to herself--and will vehemently pursue any advocate of the Guild. Beyond that simple judgement, Aina simply values people on their present and long-term usefulness to her.
History: A prodigy formerly of the Magitek Guild, and was one of the rare Sorcerers sanctioned and sponsored by the Guild. When her Sorcerer powers were discovered at a young age, her aristocrat parents surrendered her to the Guild, which immediately began grooming her as a Sorcerer-Hunter, trained to turn their magic against them. In her teenage years, she performed magnificently; the Sorcerer Clans whispered her name fearfully and hatefully, dreading the day she would truly come into her own. But the discovery of her special power changed all that: Blood Magic, an art so foul the Guild could no longer condone her. She was cast out, betrayed by the Guild. Now, she seeks only to destroy the organization that took her life from her and left her with nothing.

Class: Sorcerer
Hallmark: The only known Blood Mage, a Sorcerer who can manipulate others' blood within their own bodies, even though the mana within them--active or not--normally prevents anyone from doing so.
Bonds:
- Aina is completely defined by her hatred of the Magitek Guild. They raised her, trained her, cared for her: they are her teachers, comrades, friends. And in her eyes, every single one of them betrayed her. She will stop at nothing to bring about the ruin and destruction of all who declare allegiance to the Guild.
- However, among the Guild, there is one individual who stands above all the rest: Master Erys, her father's sister and her personal mentor from her time in the Guild. Master Erys was the one who taught her to value and admire her Sorcerer powers in her youth--and it was Master Erys who first raised a blade against her when her Blood Magic was discovered. In Aina's eyes, Death is too kind a fate for her aunt.
Talents:
- Blood Puppetry. By exerting her will upon the flow of blood in another being's body, Aina can control their motions. The level of focus determines the precision of her control; a simple thought can let her force someone aside, dedicated concentration can allow her to move someone's limbs in a coordinated fashion, and absolute focus--almost to the point where she loses awareness of her own body--can let her manipulate someone's fine motion perfectly (even to the level of controlling speech). Of course, the focus required leaves her vulnerable, especially as her control increases; moreover, someone snapping free (usually by flooding their body with raw mana to flush away her influence) will leave her drained. Controlling multiple target also requires exponentially greater focus.
- Blood Vitality. Like a Vampire, Aina can gain energy from blood--not by drinking it, but by ripping the mana from the vital energies within. This allows her to circumvent the mana limits of Sorcerers; in drastic circumstances, she can even use her own blood to augment her spells. However, it is a grossly inefficient process: most blood contains very little mana, and can power only simple, blunt spells of pure force. Only beings whose body is saturated in mana can make an appreciable difference: Sorcerers and Espers. But such a target is a risky proposition: until her victim's mana is completely drained and the victim dies, the victim can try to reassert control of their mana, making draining magical targets like Sorcerers and Espers dangerous.
- Blood Crafting. Aina can shape weapons and other tools out of her own blood, with absurd toughness for their material. As such, she is very difficult to completely disarm. Of course, since she uses her own blood for such constructs, there's a finite size limit to what she can create, with the blood loss appropriately impeding her.

Name: Marcel Wyrdhart
Age: 19
Gender: Male

Appearance: A plain-faced, weather-beaten boy, with pale sandy hair and sharp grey eyes. Well-accustomed to life in the wastes between cities, he wears toughened leather armor and a dull but well-cared-for steel breastplate and gauntlets, and carries a shield on his left arm. Both the shield and his breastplate are marked with the sigil of the Magitek Guild, and along with the gauntlets are marked by the traceries of protective Magitek enchantments. Hanging from his left pauldron is the white braided half-cape of a Paladin apprentice, but it is so tattered as to be near unrecognizable. His sword is plain an undecorated, but its blade is pitch black and sparks and flashes with the light of Magitek.
Personality: Reserved but not aloof, Marcel is a wanderer at heart. His Paladin training often shines through, and his first instinct is usually to offer aid or protection unconditionally. However, his time in the wastes has hardened him, and though the ensuing shame weighs at his heart, he has learned how to keep his head down and let the injustices of life be.
History: Formerly a Paladin apprentice for the Magitek Guild, he was among the band of Paladins dispatched when one Aina Erys was declared a persona non grata by the Guild, after she struck down Master Erys when she fled. The Blood Mage was a canny and dangerous opponent, and struck down the Paladins one by one as she made her escape. The effort took its toll on her however, and when Marcel caught up to her--the sole survivor of the band--she was wounded and exhausted, her mana almost gone, though she had replenished it twice by desperately draining her own life force. The sight of the battered girl stirred pity in his heart, and though she struck him and speared him through the shoulder, Marcel left his sword sheathed and let her go. His failure saw him stripped of his rank and exiled from the city. He accepted the punishment with good grace, knowing that in truth Aina did not deserve to be free, but still unwilling to strike her down. Now he wanders from city to city, trying to atone--and already he has made something of a name for himself, when he won the Sacred Sword Gram.

Class: Magitek Knight
Hallmark: Bearer of the Sacred Sword Gram. The blade is a masterwork of Magitek: it has enchantments cleverly worked that allows mana to be gathered and channeled through the blade in many different ways. Most Magitek enchantments have a singular function; complex Magitek is thus composed of countless simpler enchantments working in tandem. Sacred Sword Gram is enchanted by a variable rune, giving it unparalleled versatility.
Bonds:
- As an outcast of the Guild, Marcel now follows the example of the Arch-Paladin, seeking to emulate his code of ideals as a paragon for all, regardless of allegiance or loyalty. However, he is learning that the legend of the Arch-Paladin is often more myth than substance, and that his code is often untenable and even more often unwelcome in the parts of the world that hate the Magitek Knights.
- Because her initial escape is his fault, Marcel feels that Aina Erys' continued freedom is his responsibility. He follows the trail of her path, hoping to atone for his failure by capturing the rogue Sorcerer.
Talents: as a Magitek Knight of limited resources, most of Marcel's talents are rooted in his ability to use Sacred Sword Gram
- Swordsmanship. Even without Sacred Sword Gram, he is a talented and quick swordsman, favoring pragmatic attacks over the formal style of the Paladins.
- Sacred Sword techniques: as the bearer of Sacred Sword Gram, Marcel can unleash the myriad of enchantments inscribed within its variable rune, from simply augmenting the blade with mana to creating chains of energy to forming shields of light. However, with his education and training as a Paladin of the Guild incomplete, Marcel is hard-pressed to unlock many of the more complex spells the blade is capable of.
- Manastealer. Sacred Sword Gram has a terribly powerful secondary effect--the blade's enchantment is very mana-intensive. Compared to a sword with an identical enchantment, Sacred Sword Gram's enchantment costs almost twice as much mana. In the case of more powerful spells, Sacred Sword Gram can noticeably drain the vicinity of mana beyond its natural replenishment--sustained use of its enchantment can leave an area a lifeless waste devoid of mana. While it can thus feed on Sorcerer's spells even more voraciously than other Magitek weapons, Marcel must be careful that it not drain too much of his own mana, as he is often the most convenient source for the sword.
 
Last edited:
Name: Jin Urahara
Age: 17
Gender: Male

Appearance: Jin's fairly tall, at 6'2, and has a lean build. His skin is tan, and he has tousled black hair that falls down a bit past his ears. He has big brown eyes, and he's usually smiling. He dresses fairly casually most of the time, usually wearing clothes adjusted for the weather. As president of his high school's Video Game Club, he feels obligated to wear video-game themed shirts. Whatever he's wearing on his legs has lots of pockets, because Jin keeps a lot of things in them. He always has some gauze for his left arm. He wraps it around the limb so that he can operate computers or remotes without breaking them. He also keeps his wallet, which has his drivers license and employee card for the ice cream place he works at in it, as well as some loose change. He also has a lighter. He doesn't smoke, but he hopes that a hot girl will ask him to light a cigarette for her. He also has a combination hairbrush/mirror compact. His hair is a bit long, so it gets in the way if he doesn't keep it combed. He keeps his cell-phone in his right pocket to make it so that he won't accidentally take it out with his right hand. Still, he tends to accidentally use them with his left hand, so he only has the cheap models.
Personality:
History: Jin was born and raised in the city of Shizura. His abilities first manifested when he was 8, and a freak electrical short set his house on fire. Jin was saved by his Uncle, who happened to be coming over for a visit at the time, but his parents did not survive. He eventually put two-and-two together when he other electronics he touched stopped working, and he learned about the details of his powers after his uncle took him to a doctor. He's been going to Junji Ito High School, and recently started a Video Game Club there.

Class: Esper
Hallmark: Jin 's left arm can nullify any supernatural effect. Sorcerers lose all their mana if he touches them, Magitek stops working for an hour or so if he touches it, and Esper powers simply fizzle out for a while. Further, he can use this power to block energy attacks from these powers by catching them. So he can block fireballs with them. However, objects being indirectly affected by them won't be stopped. For example, if a person with Magitek grenades threw them at him, he could block the explosion with his hands (Since the attack would be magical in origin.) But any debris thrown would still hurt him. And he has to be fast enough to block the attack, since again, his power only lets him use his left arm. Finally, directly touching any machine more complex than a bicycle or clock will usually break it. And it curses him with terrible luck.
Bonds: ((I'll add more later. Prolly gonna ask every other player to form a bond.))
-Jin presently lives with his grandma, Shigure Urihara. She's a bit eccentric. Her hobby is garage sale hopping, and she tends to bring home odd things, like mannequins or stuffed owls. The house is littered with things she buys, and Jin is the main force stopping the house from becoming a fire hazard. Still, he loves her a lot. She's a very good cook, and usually makes a lot more than the family needs, so she doesn't mind of Jin has his friends over.
-He also lives with his Uncle Azuma. The man wants to be a father figure for Jin, but he usually ends up embarrassing him or making things awkward. Still, Jin appreciates the effort, and Uncle Azuma pays most of the bills with his job as a salesman. The company he works for tends to change what it sells regularly, and Uncle Azuma often ends up with lots of whatever product he's shilling.
-Jin accidentally broke one of Lee's robots with his arm not too long ago. He feels indebted to her, so he helps her with her English. He likes her enough that he'd do it anyways, though.
Talents:
-Jin is very fast. He knows that he'll end up accidentally breaking any car he drives. So he always bikes wherever he needs to go. Thus, his legs are extremely strong.
-He's great at climbing, too. All his life, people have mistaken him from someone who has wronged them, and dogs have climbed fences in attempts to maul them. Jin has found that scaling buildings or climbing trees is often a good escape route.
-Finally, he has some impressive willpower. He'll keep fighting past the point where many people would have fainted.

Other: Nope!
 
Last edited:
Name: Drew Scarlet
Age: 14 years old (Physically, but He's really several hundred years old)
Gender: Male

Appearance: A young looking Vampire boy, Drew stands at 5,1 and weighs 98 lbs. He is petite and slender in frame, with perfectly proportioned features, and pale skin with out a single blemish. He has dark blood red eyes, with pin straight chestnut colored hair that is pin straight with long bangs. Drew often wears a black top hat with a red ribbon tied into a large bow on the brim. He also wears a white collared shirt under a black blazer with a red ribbon tied into a bow under his collar, with black trousers that come down to just below his knees. He completes the outfit with a pair of black knee socks with red horizontal stripes, and black loafers with a pronounced oak heel. He's often seen carrying a black umbrella.

Personality: Drew carries himself with a grace and elegance that not even adults could replicate. However, he's cold, arrogant, snooty, and overall condescending. Drew believes most to be beneath him, and often expects that others treat him with a sense of respect that one would refer to a noble or royalty. Drew however, is actually rather bored with existence, having lived for so long but unable to die under normal means. He seeks to find something in the world that will amuse him in his tedious existence. He'd rather die then admit it, but he genuinely cares for his allies well being, and will stop at nothing to take down those who threaten the world's peace.

History: Drew is the head of the Scarlet family, a Clan of Vampires that are often considered to be very mysterious in nature. Very few have actually heard of Scarlet Family, but those who have, both respect and fear its power and reach. Drew often leaves his castle though, despite the protests of his caretakers, simply stating "I'm Bored"

Ever since he was a young Vampire, he's always despised his Vampiric impulses, and refuses to drink blood. He's only ever given into that thirst once in his several hundred year existence, and he chooses to keep it blocked out of his memory.

Class: Sorcerer
Hallmark: He's a Vampire who refuses to partake in his Vampiric impulses, and the head of the Scarlet Family.

Bonds: His closest bond is his butler, Grey, the man who has been his caretaker from his very beginning. Grey is very loyal to him, and would give his life to protect his master.

Talents:

Wind and Lighting: Will's primarily means of offense, he uses wind and lighting based sorcery to attack from a distance, summoning bolts of lighting to attack, or gusts of wind to aid his movements. Will's capable of generating electricity through objects, and creating gusts of wind at 40 mph.

Teleportation: Will's main means of transport, he can teleport himself and anyone in contact with him to a new destination almost instantly. However, he never uses this in combat, and only as a means of travel or fleeing. He's incapable of teleporting more then 4 people.

Vampiric Regeneration: Will's capable of regeneration and healing to a vast degree thanks to his Vampiric Nature, being even able to regrow limbs if one get's chopped off. However, this ability becomes deadened by holy magic, and will become mortal for at least an hour if he sustains damage from holy based magic. Meaning, he's completely easy to kill.

Other: nope
 
Magitek

Name: Lee Alwood

Age: 16

Gender: Female

Appearance: Lee has brown hair cropped short at her shoulders, with matching brown eyes. She is thin and short, but muscular, strong for her size. In terms of equipment, she has next to nothing, despite being a Knight. Her focus is on creating robot animals and golems and bringing them to life with mana. She has a couple bits and pieces of armor cobbled together, one gauntlet on her left hand, a shoulder piece on her right shoulder, and a jacket of mail. She doesn't carry weapons, but places all of her trust in her robots instead. She wears goggles either strapped over her eyes or across her forehead.

Personality: Lee is an orphan. She was raised by a golem named Orry that her father made for her shortly before dying, and it was Orry who taught Lee the secrets of Magitek. She has created many robots of clay and steel, bringing them to life with her pure love for them, embodied in her mana. These are her strength but also her weakness, as she loves her robots more then anything and when one malfunctions, a common occurrence, or is destroyed, she goes into mourning. She dislikes people and prefers the company of her robots. Due to not growing up with people, she is rather eccentric and has incredibly bad social skills. She has trouble speaking English, although she can understand and speak with her robots fluently.

History: I put some of it in personality... The rest I guess will be revealed later.

Class: Magitek Knight

Hallmark: Her reliance on and ability to create living mana robots.

Bonds: She has a deep relationship with every robot she makes, but the most important one is Orry, her adoptive robot parent. She was raised by him and loves him like a father.

Talents:

Crafting Robots- She can create many types of robots with clay, steel, and mana. These may be either animals or humanoid golems. They are occasionally prone to breaking and/or not doing what they are supposed to do.

Fire Resistance- After years of creating robots in a fiery forge, Lee has built up a solid resistance to fire and heat.

Machine-Speak- Lee can understand what her robots, as well as other machines, are saying. They are not programmed to speak English but instead speak in clicks and squeaks, which Orry taught Lee to understand. She has a hard time with English.

Other: Pancakes?
 
Sorry for the late responses; wrapping up things for the week took up more time than expected.

@Heroic Sociopath; Looks solid, as expected. Your Hallmark is very cool, and establishes anti-magic as a thing in-setting (which can be really fun ^_^). The Bonds are neat, and Talents are nicely thought out. The only thing is that you should cut the reference to Japan. While the setting is fluid enough that a whole mishmash of cultures and technologies is expected and encouraged--to the point where I would welcome a Japan expy--we don't want to limit ourselves to real world locales. The reference to Shizura is fine, as long as it's just an ordinary city-state.

@Naoto; I like the character concept. Your Hallmark is simple, but still defines the setting implicitly (that Vampires don't suffer when they defy their impulses), which is good. His Bond is interesting; it'll be neat to see if he ever forms more. And Talents are nice and balanced. Everything looks good. Approved.

@Arcturus; @Heliolisk; Of course ^_^ ! Reserved.

@Wild Jr.; I'm planning on starting the game on the 20th or 21st, but you're free to submit your sign-up when you can. Reserved.

@Peaceful Giraffe; I dig the idea of a girl who grew up only surrounded by her robotic mentor and her own creations. Both the Bond and Talents complement that concept well. I think the Hallmark could use a little more explanation, though. What makes her robots unique? I'm getting the sense that it's because they're truly alive, with true sentience and free will, instead of being mindless automatons. You just need a little more clarification to solidify Lee's one unique thing.


Also, here are the sample sign-ups for my characters, in case anyone wants to see an example for Hallmarks, Bonds, or Talents:

Name: Aina Erys
Age: 21
Gender: Female

Appearance: A wild-looking girl, with long, messy raven-colored hair and intense hazel eyes, who stands tall and lean. Often dirty and disheveled, she wears a sturdy but worn Sorcerer's cloak over functional dark traveling clothes. Her cloak bears the crest of the Erys family on the back and the sigils of a registered member of the Magitek Guild on the shoulders, but both have been slashed through. The ornate gilt on the cloak's edges have been similarly removed, and its long billowing sleeves have been cut away, leaving her forearms free and exposed.
Personality: Harsh, quiet, and relentless, Aina's ultimate concern is first her self-preservation, than her revenge on the Magitek Guild. She doesn't care about the innate differences that separate Sorcerer, Knight, and Esper; instead, she cares only about one's conscious affiliation, whether or not they side with the Magitek Guild. As such, she is indifferent to those who have no strong ties to a faction, will support an enemy of the Magitek Guild--though with minimized risk to herself--and will vehemently pursue any advocate of the Guild. Beyond that simple judgement, Aina simply values people on their present and long-term usefulness to her.
History: A prodigy formerly of the Magitek Guild, and was one of the rare Sorcerers sanctioned and sponsored by the Guild. When her Sorcerer powers were discovered at a young age, her aristocrat parents surrendered her to the Guild, which immediately began grooming her as a Sorcerer-Hunter, trained to turn their magic against them. In her teenage years, she performed magnificently; the Sorcerer Clans whispered her name fearfully and hatefully, dreading the day she would truly come into her own. But the discovery of her special power changed all that: Blood Magic, an art so foul the Guild could no longer condone her. She was cast out, betrayed by the Guild. Now, she seeks only to destroy the organization that took her life from her and left her with nothing.

Class: Sorcerer
Hallmark: The only known Blood Mage, a Sorcerer who can manipulate others' blood within their own bodies, even though the mana within them--active or not--normally prevents anyone from doing so.
Bonds:
- Aina is completely defined by her hatred of the Magitek Guild. They raised her, trained her, cared for her: they are her teachers, comrades, friends. And in her eyes, every single one of them betrayed her. She will stop at nothing to bring about the ruin and destruction of all who declare allegiance to the Guild.
- However, among the Guild, there is one individual who stands above all the rest: Master Erys, her father's sister and her personal mentor from her time in the Guild. Master Erys was the one who taught her to value and admire her Sorcerer powers in her youth--and it was Master Erys who first raised a blade against her when her Blood Magic was discovered. In Aina's eyes, Death is too kind a fate for her aunt.
Talents:
- Blood Puppetry. By exerting her will upon the flow of blood in another being's body, Aina can control their motions. The level of focus determines the precision of her control; a simple thought can let her force someone aside, dedicated concentration can allow her to move someone's limbs in a coordinated fashion, and absolute focus--almost to the point where she loses awareness of her own body--can let her manipulate someone's fine motion perfectly (even to the level of controlling speech). Of course, the focus required leaves her vulnerable, especially as her control increases; moreover, someone snapping free (usually by flooding their body with raw mana to flush away her influence) will leave her drained. Controlling multiple target also requires exponentially greater focus.
- Blood Vitality. Like a Vampire, Aina can gain energy from blood--not by drinking it, but by ripping the mana from the vital energies within. This allows her to circumvent the mana limits of Sorcerers; in drastic circumstances, she can even use her own blood to augment her spells. However, it is a grossly inefficient process: most blood contains very little mana, and can power only simple, blunt spells of pure force. Only beings whose body is saturated in mana can make an appreciable difference: Sorcerers and Espers. But such a target is a risky proposition: until her victim's mana is completely drained and the victim dies, the victim can try to reassert control of their mana, making draining magical targets like Sorcerers and Espers dangerous.
- Blood Crafting. Aina can shape weapons and other tools out of her own blood, with absurd toughness for their material. As such, she is very difficult to completely disarm. Of course, since she uses her own blood for such constructs, there's a finite size limit to what she can create, with the blood loss appropriately impeding her.


And a second one:

Name: Marcel Wyrdhart
Age: 19
Gender: Male

Appearance: A plain-faced, weather-beaten boy, with pale sandy hair and sharp grey eyes. Well-accustomed to life in the wastes between cities, he wears toughened leather armor and a dull but well-cared-for steel breastplate and gauntlets, and carries a shield on his left arm. Both the shield and his breastplate are marked with the sigil of the Magitek Guild, and along with the gauntlets are marked by the traceries of protective Magitek enchantments. Hanging from his left pauldron is the white braided half-cape of a Paladin apprentice, but it is so tattered as to be near unrecognizable. His sword is plain an undecorated, but its blade is pitch black and sparks and flashes with the light of Magitek.
Personality: Reserved but not aloof, Marcel is a wanderer at heart. His Paladin training often shines through, and his first instinct is usually to offer aid or protection unconditionally. However, his time in the wastes has hardened him, and though the ensuing shame weighs at his heart, he has learned how to keep his head down and let the injustices of life be.
History: Formerly a Paladin apprentice for the Magitek Guild, he was among the band of Paladins dispatched when one Aina Erys was declared a persona non grata by the Guild, after she struck down Master Erys when she fled. The Blood Mage was a canny and dangerous opponent, and struck down the Paladins one by one as she made her escape. The effort took its toll on her however, and when Marcel caught up to her--the sole survivor of the band--she was wounded and exhausted, her mana almost gone, though she had replenished it twice by desperately draining her own life force. The sight of the battered girl stirred pity in his heart, and though she struck him and speared him through the shoulder, Marcel left his sword sheathed and let her go. His failure saw him stripped of his rank and exiled from the city. He accepted the punishment with good grace, knowing that in truth Aina did not deserve to be free, but still unwilling to strike her down. Now he wanders from city to city, trying to atone--and already he has made something of a name for himself, when he won the Sacred Sword Gram.

Class: Magitek Knight
Hallmark: Bearer of the Sacred Sword Gram. The blade is a masterwork of Magitek: it has enchantments cleverly worked that allows mana to be gathered and channeled through the blade in many different ways. Most Magitek enchantments have a singular function; complex Magitek is thus composed of countless simpler enchantments working in tandem. Sacred Sword Gram is enchanted by a variable rune, giving it unparalleled versatility.
Bonds:
- As an outcast of the Guild, Marcel now follows the example of the Arch-Paladin, seeking to emulate his code of ideals as a paragon for all, regardless of allegiance or loyalty. However, he is learning that the legend of the Arch-Paladin is often more myth than substance, and that his code is often untenable and even more often unwelcome in the parts of the world that hate the Magitek Knights.
- Because her initial escape is his fault, Marcel feels that Aina Erys' continued freedom is his responsibility. He follows the trail of her path, hoping to atone for his failure by capturing the rogue Sorcerer.
Talents: as a Magitek Knight of limited resources, most of Marcel's talents are rooted in his ability to use Sacred Sword Gram
- Swordsmanship. Even without Sacred Sword Gram, he is a talented and quick swordsman, favoring pragmatic attacks over the formal style of the Paladins.
- Sacred Sword techniques: as the bearer of Sacred Sword Gram, Marcel can unleash the myriad of enchantments inscribed within its variable rune, from simply augmenting the blade with mana to creating chains of energy to forming shields of light. However, with his education and training as a Paladin of the Guild incomplete, Marcel is hard-pressed to unlock many of the more complex spells the blade is capable of.
- Manastealer. Sacred Sword Gram has a terribly powerful secondary effect--the blade's enchantment is very mana-intensive. Compared to a sword with an identical enchantment, Sacred Sword Gram's enchantment costs almost twice as much mana. In the case of more powerful spells, Sacred Sword Gram can noticeably drain the vicinity of mana beyond its natural replenishment--sustained use of its enchantment can leave an area a lifeless waste devoid of mana. While it can thus feed on Sorcerer's spells even more voraciously than other Magitek weapons, Marcel must be careful that it not drain too much of his own mana, as he is often the most convenient source for the sword.
 
Last edited:
@Renewal; sorry for not explaining that. Yes, her robots are unique because they have minds of their own and are actually alive, in a fashion.
 
I feel as if the name MagiTek came from my Fiction, the Magical Resistance, which you can see from the link below. Anyway, I will consider joining, as the idea interests me.
 
Name: Philip Whice
Age: 25
Gender: Male
Appearance: Philip has short brown hair and a trimmed goatee. He usually has a big grin and warm welcoming brown eyes. Standing at five feet and ten inches and one hundred and seventy pounds he's not the most physically imposing man around. He is often seen wearing a black tuxedo with a red tie. He is also usually seen wearing a leather jacket with his family's crest, two red roses.
Personality: He has a sunny disposition outlined by bright optimism. A charismatic person by heart he loves to help people in need and care for the helpless. Ever since he was a kid he's been a natural leader often helping and advising his group of friends. He is very loving and makes friends very easily.
History: He lived with his parents on the edge of a large dessert town famous for its oil reserve until he was 16. His dad is a oil tycoon and his mother a famous doctor. He often felt in his parents shadow as he has no natural skills. He hates being treated right because of his parents fortune and tries to hide his identity because of it. He left his family mansion for a boarding school where he made fast friends with a group of guys who helped encourage him through highschool. After graduating at the top of his class he left for Pheonix University (Not the one in Arizona). In his third year of college he met the love of his life and married her after graduating. He settled into a life of working as a risk analyst for a insurance company. On his twenty fith birthday he discovered a secret his parents had kept from him. Without warning in the middle of the night he transformed into a wolf. As it turns out he decended from along line of espers who could transform into Wolves. When he woke up in the morning he discovered he had killed his wife in his wolf form. He fled to a small desert village where he currently works towards a cure for his condition.
Class: Esper
Hallmark One of the last known living "Werewolves".
Bonds:
-Even in death his love for his dead wife is still strong. He has researched many arcane magics in hopes of finding a sorcerer to resurrect her. He will pay a hefty price to anyone who can help him revive his beloved Anna
-He feels a great duty towards humanity, and uses his fortune to help those he can. (He feels guilt about his wolf and tries to pay repentance by helping others.)
-He is dedicated to finding history about his kind, and finding any other werewolf families.
Talents
-Shape shifting (sort of), He has the ability to morph into his wolf form as he pleases. The strength of his wolf fluctuates with how close/far it is to the full moon. His most powerful wolf form is the night of the full moon. While he can transform any time he pleases it is very painful and takes about five minutes for the transformation to full finish.
-Knowledge, He has a great deal of knowledge due to the advanced schools he went to, and can easily do advanced mathematics and solve problems quickly in his head. He also is very charismatic and can convince people to see his side of the story.
Marksmanship, He can shoot ranged weapons with great profeincy due to extra curricular classes he took in college.
 
Name: Gemini Leonidas
Age: 15
Gender: Male

Appearance: Gemini wears a dark, royal purple robe with golden embroideries adorning the edges. It has golden dragon designs printed near the neck of the robe. Under the robe are black karate clothes, which become wider at his wrists and ankles. He has dark silvery hair which is short in the back, but long in the front (covering some of his right eye). His irises are a dark blue, but become purple when using telekinesis.
Personality: Gemini is a usually quiet and calm person, he never really gets angry. When he does, however, he either messes around with his telekinesis or breaks things to vent it. He might seem like a careless person, but he works hard to keep the people dearest to him safe. He is often very sarcastic and raucous to mostly everyone.
History: He doesn't tell anyone.

Class: Esper
Hallmark: The only telekinetic psychic who also is a blackbelt in karate.
Bonds: Gemini has a very classified hatred for Magitek Knights, simply because they fight for a useless cause. He is somewhat neutral with Sorcerers, but he cares for only one person; his younger brother Gemino, the counterpart of Gemini himself. If he were to get hurt? A few heads would be forced off and their bodies decapitated by hand...
Talents: • Telekinesis ~ This is his main power. Gemini can (depending on the size and magical properties) move objects (and even living things) using a clear and concentrated mind. This comes with a drawback, however. Being so focused leaves him vulnerable.

Speed ~ Gemini can run fast enough that the naked human eye cannot detect him. This may decieve the target, making them believe he has the power of teleportation. This doesn't make him invincible, though; He cannot attack while going at blinding speed.

Brick-breaking ~ Gemini, lastly, can break nearly anything with his bare hands. His feet also have this amazing skil; a roundhouse kick can shatter a heavily barricaded concrete wall. However, he must rest for around an hour (depending on his stamina) before he can use this ability. A nice finishing move to use, otherwise.

Other: I hope this isn't too OP.
 
Name: Nellie Sanderson
Age: 20
Gender: Female

Appearance: Nellie is about five feet and is average weight of her height. She has red hair and green eyes. She wears a basic red soccer rode with comfy tan shirt and pants. Flames have been sewn onto the robe and she wears brown knee length boots. She also has a hood and a belt on her robe. She also carries a metal staff and a wears a green pendent.

Personality: If there is one think that you’ll notice about Nellie it is that she’s friendly. She tries not to care about what you are or where you come from, she just wants to be your friend. She does have an issue with water users and will tend to say away or become rivals with them. She can also “run out” of friendliness and become more moody and snappy. She is also cheerful and upbeat most of the time. Unless things look hopeless or she gets too tired, she also enjoys making others smile.

History: Nellie was born to a singe mother after her father ran away. She has always wondered about him but never let that get to her. There many other singe families in the small town that she grew up in. She life a quiet life until she was ten when she discovered her fire powers by accidentally setting a tent on fire. Her mother was an Earth Sorcerer and did not have the experience to train her, so she took her to a fire master to be trained. She worked under him for the next eight years, mastering the art of fire. While she was training she saw the local fireworks show and loved it. She liked it so much that she wished to make fireworks of her own, so she started working on that while training, and managed to work fireworks into her magic. After the eight years she left her small town and started traveling the world, wanting to show her fire works to everyone.

Class: Sorcerer

Hallmark: Firework magic, she can create a small fire ball, shoot it, and watch it explode in a dazzling and damaging blast. She can switch between the fire work being more pretty, (more flashy lights) or more painful, (More firepower)

Bonds:
Heather Sanderson- Her mother and single parent, Heather raised and cared for Nellie, and Nellie cares deeply for her.
Huo Flemas –Her old master that taught her about fire for eight years she and him are on good terms, since she left after she learned all she had to teach
Olivia Finesring- A water Sorcerer who Nellie has a friendly rivalry with They are trying to see who can make the grandest prettiest and beautiful magic

Talents:
Fire- Nellie is a fire Sorcerer Who can make and attack with fire she can do a lot of things with fire, like making it appear and shooting it. She can also lay “Fire mines” And in a last ditch effort she can set herself a flame. She can also watch people with her staff. Which It doesn’t do a lot of damage it does hurt a little.
Light- Nellie can also control a little bight of light, and can only really use it for blinding enemies for a short time. She may be able to learn some new tricks later on.
Other: Nah.
 
@Peaceful Giraffe; That's all right, I just wanted to make sure I understood your character concept properly. Approved.

@zookinator; Actually, I got the concept from Final Fantasy VI. But I'm glad you're interested by the concept anyway ^_^. Reserved.

@BadAssKoala; Interesting concept. It's going to be fun seeing the inevitable clash between Vampires and Werewolves. Approved.

@Heliolisk; I like him, and his Bonds set up a lot of potential conflicts quite well. And it's definitely not OP ^_^. Approved.

@Joltik; She's got a really neat, fun Hallmark ^_^. Bonds and Talents are simple and sweet--everything looks good. Approved.
 
Ah, changed my character in accordance with your suggestions, and also altered one of his talents. For whatever reason I figured it would be set in one city, but if my dude's gonna be traveling a lot it'll be hard to get him all the supplies his third feat would allow.
 
@Heroic Sociopath; Yeah, everything looks fine. It was really just a small detail anyway. Approved.

@Flaze; Of course ^_^ ! Reserved.

Since I still have one last midterm tomorrow, we'll definitely be starting sometime on the 20th (though that might bleed over to the early hours of the 21st...)

EDIT: Heads-up for @Arcturus; @Wild Jr.; @zookinator; and @Flaze;--just letting you all know we'll be starting tomorrow, if you haven't been keeping up with the thread. You're free to still sign up after the RP begins, but I'm just letting you know if you want to be there at ground zero.
 
Last edited:
Name: Adam Sinclair
Age: 19
Gender: Male

Appearance: Adam has short black straight hair with bangs over his forehead. He has crystalline blue eyes and a slightly tanned skin. Adam has a toned and slightly muscular built with multiple scars over his chest and arms. He normally wears a white colored long sleeved jacket that goes down to his knees and he keeps it zipped up, wearing a black shirt underneath. He also wears a pair of black pants and shoes to match. Around his neck he wears a necklace with a silver watch attached to it.

Personality: Adam is calm and collected, a lot of people would say that he has trouble showing complex emotions as he tends to be very quiet. He rarely gets mad and when he does he rarely shows it too, though this allows him to keep a calm him and take everything that happens to him with care. He’s quick on his feet and due to his calm nature manages to be a pretty good tactician, always trying to keep his surroundings in mind.

History: Adam used to belong to the famous Sinclair family, a famous family of Sorcerers that were respected among the Sorcerer Clans. He was born with great talent in Mana control from a young age and was thought of as a prodigy. That was until one day when he was 13 years old.

His family was one that always strived to gain more power, because of this Adam was subjected to multiple tests in order to increase his capabilities of Mana control and his magic abilities. What happened to him is something that remains secret but the resulting accident from this experiment caused Adam to become unable to show emotions such as anger, joy, envy and so on. It also caused him to lose his abilities to use magic properly.

Because of this he was kicked out from the Sinclair house as a failure and wandered around on his own until he met a Magitek Knight named Roland, Roland trained Adam harshly so that his body would be physically trained to the best it could while also teaching him to use his own Magitek in order to fight. Adam had to learn things from scratch and had to make up for what he had lost but he was able to eventually gain it back.

Class: Magitek Knight
Hallmark: Adam’s Magitek consists of a pair of silver guns called Silver Core. The Silver Core gives Adam the ability to fire special energy waves that trigger a person’s brain and causes them to become unable to operate Mana properly, constant exposure to these waves can even make someone faint if they’re not strong enough.
Bonds:
Roland: A Magitek Knight that saved Adam after he had been thrown away from his family. Adam doesn’t know much about Roland’s past and he’s never really worried about him, he’s very indebted to him and sees him as someone to strive to be thanks to all the help he had from him. Roland is able to create Magiteks on his own and was the one that created Adam’s. The two parted ways about a year or so ago but Adam knows that eventually they will meet up again.

Talents:

Null Wave (by using Silver Core): Adam can fire sound waves from both of his guns, the waves surround up to a 10 meter ratio around Adam, making it hard for Mana to be used if someone gets closed to it and multiple exposure to this field will cause someone to faint due to an effect that Adam calls ‘Mana Intoxication’

Null Shot(by using Silver Core): Instead of firing waves Adam can gather the energy into the two pistols and fire it out as energy bullets, the bullets have the same effect as Null Wave in that if they hit their target they will interfere with their mana control and also cause Mana Intoxication.

Enhanced Speed: thanks to his years of training with Roland Adam has increased his speed exponentially, allowing him to move way faster than average humans, this also has increased his reaction time.

Calm Mind: due to his lack of complex emotions Adam is able to keep a clear head, this allows him to take everything that surrounds him into consideration, because he doesn’t have to worry about his emotions he is able to think quickly and execute his actions effortlessly

Null Fist: Adam is able to fight hand to hand while carrying his pistols, he uses this method to get close to his opponent and uses the guns as close combat weapons so that when he is able to hit his opponent he can also fire a Null Wave directly.

Other: Adam inherited Roland’s curiosity with Magitek creation and is travelling in order to learn more about Magitek, Mana, Magic and how it all goes together so that he can create stronger and better Magiteks.
 
Last edited:
May I reserve?

(I would do it now, but I have school to take care of, and so, my sign up might be delayed till Sunday (Stupid Projects))
 
Status
Not open for further replies.
Back
Top Bottom