[h1]Magic and Esper Abilities[/h1] [I][h1]The differences between the two sects[/h1][/I] Long story short, Magic is magic and Abilities are character specific. I'd give you a long explanation of what they are, but you'll probably sleep on me. In the spoiler is the explanation that I used to have for this section. [HIDER=DIFFERING]The main difference between the two is the fact that espers have but one ability they use for the rest of their life while magicians can use all sorts of magic. Espers counts on themselves for their power, but a magician can use Idol Theory, wands and such for their powers as well. Espers could still use ways to aid their abilities, but it isn't quite the same as how a magician does it (ie an electrokinesis user could manipulate the energy around them while a magician uses their faith over Idol Theory to achieve certain results not normally obtained with other means). What type of magic should you learn, or if you are a magician, what ability should you learn? That is a great, question, as it depends on what you want. Generally, we recommend you to first learn the magic/ability that first relates to your ability or strong suit in magic (though with an ability you have better make your mind, as you get only one chance to get an ability). If you do that, you can achieve certain results that you would normally not be able to do with magic or an ability alone. An example for an esper Hybrid would be a Hydrokinesis that learns water magic. The esper would not only have a second 'tank' of powers, but special traits that you can obtain with only something like magic. The Hydrokinesis would now be able to create water with magic, as opposed to simply controlling it with their ability. This would be a deadly aspect that makes a Hydrokinesis that much more dangerous. An example for a magician Hybrid would be gaining the most obvious trait that all espers have, the AIM field. For a magician, the AIM field is usually their Achilles Heel, as no normal magician can ever hope to use magic under that field, especially when they themselves emit that field. Not only that, no matter how skilled of a Hybrid one is, they will never be able to use magic to their fullest without hurting themselves ever again (unless technology or something else aides them on this). You would think that turning to a Hybrid for magicians would be a bad thing, with the risks of an AIM field, the handicap that will never go away, and the fact that one would only ever take in one ability, but it does have its benefits. The AIM field for magicians isn't always a bad thing, as the field itself has special properties that, when exploited properly, can make up for the negatives many fold. A special characteristic for the AIM field is how it will never turn off. This could be a good thing, as I will use an Electrokinesis to demonstrate this fact. An Electrokinesis can emit electromagnetic waves without end, something that an electric magician cannot do without having an impact on their mana stores. If an electric magician were to become an Electrokinesis Hybrid, they would gain that characteristic that can tip the scales to their favour. Magicians also get many chances to get magical artifacts, while espers usually get only temporary access to the technology given to them.[/HIDER] Way too long for something so simple, so check the summary. If you want to use magic, think of something that isn't game breaking. If an Esper Ability, pick and choose from the preset powers. [B][h3]Magicians and Espers[/h3][/B] [h2][I]Why must they band two polars together?[/I][/h2] [i]The relationship between Magician and Espers are... well... you know, like oil and water. Though the Magicians and Espers are in mutual agreement, a lot of the times the two despise each other. Most of the Chaos is caused because of this relationship between the two sects. Would the students in classroom EX-01A ever become true friends?[/i] [B]Which Class Should I Choose?[/B] [h1][I]A selection of superb horizons[/I][/h1] [h2]There are five classes: [I]Normalish, Esper, Gemstone, Magician, and Hybrid[/I]. From the start, students are one of the first four, as one must earn their way to becoming a Hybrid. Each have their own perks, but also their own disadvantages. [h2][[B]The Normalish[/B][/h2] [hider=click here]The [B]Normalish[/B] is like the name suggests. Normal...ish. They have something exceptional over the real normal, be it knowledge, strength, or skill. The Normalish get to have greater wits or martial arts attributes over any other class. If they are in the fighting sect, they can outclass any other class (if they are not using a power). If for the knowledge sect, they outwit any other person. This class is valued for their ability to fight and perceive in any situation that restricts their movements (ie. Espers under the influence of Capacity Down/AIM Jammers or magicians within AIM Fields). As well, they do not usually fight bare-handed, as they are issued equipment when the situation calls for it. Yes, they are the underdogs that are not all bark. However, being the Normalish is not all fun and games. If they want to keep their traits of being able to operate under ability restricting situations, they must not obtain an ability. If they do, then they can be caught with their pants down. As well, they cannot learn an ability or magic as easily as the other classes (their dice rolls for obtaining/increasing their powers are compared to the other classes). Technically, anyone can use magic, but they need the presence of a magician to guide them and they can only employ low instruction spells ('easy spells'). Unless you want a character who can street fight and/or strategically maneuver themselves around the battlefield, this may not be the class for you.[/hider] [h2][B]The Espers[/B][/h2] [hider=Espers]Next are the [B]Espers[/B]. Espers are people who can use an ability, be it from Pyrokinesis to Cryokinesis or Telekinesis to Telepathy. These are the superhumans of the park, and the main attractions of Academy City. They are split into six levels, with 0 being rock bottom and 5 the highest achievable level thus far (though there is talk about if Kenobi Katamori is a Level 6...). They get but one ability, and they are forced to stick with it for all of eternity. For that, they get specialization perks, which give them an edge over any other magician who employs the same type of power. This class benefits from the Hybrid Program more than any other, for they would still have full access to their ability while they learn magic, an optional sect for them.[/hider] For those who want to learn magic, it is but a road full of pain. Only under the Generators of Hybrid Academy is one able to use magic without facing the side effects. The stronger and more complicated the spell, the greater the risks of death/injury. Furthermore, Hybrid Academy only teaches elemental magic, being a safe and easy form of magic to teach. If one wants to learn different forms of magic or spells, one must either be an established Hybrid or resort to self-study, provided they have the resources anyway. Espers are also, frankly speaking, horrible in fighting. They have no experience in martial arts or real battles, for they focus learning how to wield their ability instead of training their bodies. Hybrid Academy have great martial artist instructors and fitness teachers, but it is still up to the Esper to be able to learn the basics. Finally, Espers are the ones who are most effected by technology that stops Espers. An AIM field may stop a magician from using magic safely, but it doesn't restrict their movements or concentration. Capacity Down and AIM Jammers not only restrict an Espers ability, it also restricts their movements and concentration. A powerful Esper like Misaka Mikoto had been brought to her knees when Capacity Down was in effect. If you do not want to have just one ability and be limited in such situations, go for another class. [B]Gemstones[/B] [hider=Gems]An alternate route to an Esper is the [B]Gemstone[/B] class. Like the name implies, Gemstones are 'valuable'. Compared to normal espers, they are considered 'real' natural gems while normal espers are 'artificial' gems. The reason for that is that their powers were naturally set from the time they were born, so there is no need for them to train to raise their levels up. They also emit a greater amount of AIM than any normal esper, which has its benefits and consequences. Learning magic and becoming a Hybrid is next to impossible for them, but it is still doable. For the most part, you may not want to be a Gemstone. Gemstones in this RP are capped to upper level 4, so they will never get into the level 5s. They suffer all the drawbacks that Espers do, but with even greater consequences. To learn magic is even more difficult than it is for the Normalish because of their heightened AIM fields.[/hider] [h2][B]The Magicians[/B][/h2] [hider=Le Magic][B]Magicians[/B] are magic users. Unlike Espers, who are stuck with but one ability, magicians can learn as many forms of magic as they could ever want. They are not restricted to elemental magic, and they can start with a unique magical power as well. In the battlefield, they are extremely important, for their ability to use various forms of magic make them highly adaptive to situations of the like. They have healing magic, unlike the science side where abilities that can heal and regenerate in a span of minutes are rare. Furthermore, magicians can use high level spells without having the risks that an Esper has. Yes, they are important strategic pieces in any situation, and it is no surprise that magic has been hidden from the world for this long. But there is a catch to this. The Hybrid program was made for Espers, not Magicians. The reason for that is once a Magician dabs into a scientific ability, they can never turn back. They will start creating their own AIM field and their ability to use magic will forever be hindered. It doesn't matter how great of a magician you are, because once your AIM field manifests, pain is the inevitable if you want to use magic. Yes, because you know magic already, learning how to counteract with the effects will be simpler than when an Esper does that, but that advantage doesn't go very far. If you are going to be a Magician, being a Hybrid may not be the best choice. You must stay as a pure magician, or forever live with the limitation of magic use.[/hider] [h1][B]The Hybrids[/B][/h1] [hider=HYBRIDS]Finally Are the [B]Hybrids[/B]. Hybrids are the ones who can use magic and Esper abilities without facing dire consequences. Though graduation from Hybrid Academy does not require one to be a Hybrid, the school programs revolve around this class. Hybrids are not immune to the effects of certain technologies that hinder Espers and Magicians, but they can fight much better than any of them in said situations. Most Hybrids are taught to use elemental magic, but Magician Hybrids that have learned magic already typically have more experience and knowledge over the other sects of magic. This ultimate hybrid class is in the top of the social ladder, trumping most others. Sadly, even the ultimate have their weaknesses. As said before, Hybrids can never use magic to their fullest extents, because they must concentrate on the flow of magic and how it conflicts against their AIM fields. Unless assisted by the Generators, Hybrids will never be able to go all out in magic.[/hider] Right, I know the class descriptions are also very wordy, but I am proud of this wall of text :D Anyways, in the next page, we will finally get to the [B]Preset Ability List[/B] [h1]Types of Characters[/h1] [color=ed1c24][i]Beware the teachers... [/i][/color] [i]Student:[/i] Most of the characters will be this. They will choose one of the preset powers, unless their custom power has been allowed. There is a limit of around 2-3 students allowed per person (exceptions allowed), but I rather you make one character that you can control freely over multiple ones that will harm individual character development. Please refrain from making them part of the same family or extremely close (ones that you make, not with other people). I will ask for you to remove of some of the characters when that happens. [Unavailable] [i]Teacher:[/i] Most or all the teachers are more powerful than student characters. They will be semi-active and will not be allowed to participate in many battles. They are generally unrestrained in the development of their powers, but the more powerful they are, the less likely they are allowed to participate in battles. They will guide and teach the students new techniques, while many will be connected to certain events. The SiCs or I will probably hold most of the teacher type characters. [Unavailable] [i]Antagonist:[/i] Will also be powerful, depending on the type. Returning characters should be weak in the start so there will be room for improvement. Keep in mind that I used the word antagonist instead of villain or bad guy. PM me regarding this. [i]NPC:[/i] Like the name says, these characters are NPCs. You may create as many as needed and interact with them all you want, but please do not go overboard. NPCs could be other students, teachers, and Hybrids. Most of the antagonists would probably be NPCs controlled by me. As well, if someone made/has control of a NPC, it is better not to control them yourself, as it can cause confusion when being used back and forth. [i]Other:[/i] There probably won't be a lot of characters that fall into this category. Depending on what you want, you might be able to make this type of character. The first four should cover most of the characters you want though.