Hidden 8 yrs ago 8 yrs ago Post by jasonwolf
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jasonwolf Hunter, Trainer, Ranger, Master

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“Magic's just science that we don't understand yet.”
-Arthur C. Clarke


Imagine now if man had taken as close a look at magic as they had at chemistry, biology, or astronomy. What possibilities could be true if science was taken hand in hand with magic rather than using it to supersede it? In truth people have. Only a thin veil lies between the life of modern people and the magic they left behind. Sometimes that veil tares. It’s that blurry shape in a vacation snapshot to Loch Ness, it’s the chattering laughter in an empty old building, it’s the strange man on the corner with glazed over eyes speaking only gibberish. People would much make up excuses. Write it off as a log, a creak in the floors, and the failure of the mental health system. Not everything can be denied though. When that shape gets too close, when the laughter becomes curses, and when the old man begins to summon and old god you may find yourself needing the assistance of the men, women, and others at Wells & Raick.

With the choice between an asylum and the private investigation firm most cases tend to walk in anxious and unsure. Some hope to be educated while others hope for everything to go back to the way it was. No matter how much they believe or deny no one is turned away. Money isn’t even required if certain criteria. Even in strange turns of fate those of a magical nature turn up because others have drawn too close. People always think they can just bulldoze any old thing or rip up a patch of forest. While they deserve their blissful ignorance it is still ignorance. With study you have gained the knowledge and aptitude to work at Wells & Raick at a three floor and basement office in the little town of Belfast

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A Summation of the Status Quo


Magic has always been there. A subterfuge to our reality. It has guided the course of man for centuries. It fascinated our ancestors, but eventually we came to understand it. At first it was barbaric imprecise ritual and rite, but with study we refined the techniques. Eventually schools of study were defined: Shamans or Rituologists, Alchemists/Alchemologists, Arcanists/Arcanologists, Hunters or Beastiologists, Shifters or Morphologists, and Demonologists. Thanks to the advantages of magic it is able to counteract some of its complicated nature when a student is dedicated enough. Usually around fifteen years of education is enough to educate someone to a basic to average level. Talent and the quality of the teacher will make that vary.

Shamans / Rituologists:

This is the oldest school, but its doesn’t mean it is outdated. The school has refined the art over millennium. It is highly connected to nature and is by far the most powerful school when looking at the raw ability of it all. A Shaman can take control of the elements in all their forms and accomplish great feats, but they have two fatal weaknesses both combining in the ritual. As the name suggests these specialists require a ritual to channel their magic, and while some are as simple as shaking a talisman others are grand multi-day works with hundreds of ingredients, actions, and sometimes even many shamans. Once in 1906 a shamanistic cult decided to try and eradicate the city of San Francisco to drive people away from the area they declared sacred. The group caused the massive earthquake and fire with a ritual that lasted a whole week. If certain powers hadn’t come together to deal with them it could have been far worse.

Alchemists / Alchemologists:

Alchemy is the most scientific study. While all magic is a science really this is the only one that involves test tubes. Alchemy is the method of using arcane ingredients and other materials to synthesize different concoctions. Alchemy has many internal fields, but any dedicated practitioner knows a fair share of each. Some of the most popular are metallurgy, equivalent exchange, and brewing. Metallurgy is the traditional metal changing talents, but also does some work with magically imbued tools though most is done by hunters. Equivalent exchange is the mages alchemy the ability to alter materials into equivalent objects requiring massive focus and a precise knowledge of not only the materials and magic but of what the mage intends to make. Brewing is the making of all kinds of potions, concoctions, and poisons. In a sense an alchemist can brew a ritual for later use, but there are limits on how much can go into a stable brew.

Arcanists / Arcanologists

The traditional witch, warlock, wizard, mage, and sorceress fit here. With knowledge of the raw arcana and mana that permeates reality they can affect the world in precise ways. They carry spellbooks in some form or another (masters doing it mentally) and an implement of some sort. Brief combinations of words and actions give them control over the arcana to do with as they please. Such simplicity and precision comes at the cost of greatly depleting their mana, a magic life force in all things. To cast spells without mana would cause great harm to a person possibly even death.

The spells cover near everything and as such arcanists usually pick one or two fields. All the elements are fields, nature magic, utility magics (lights, telekinesis, telepathy, etc.), and more.

Hunters / Beastiologists

These men and women may never cast a spell in their lives instead they rely on the magic in other things. They study magical creatures primarily and usually hunt or tame them. Alongside that they craft magical weapons and devices. They tend to work closely with or become alchemists, at least a metallurgist a small way, as well. They have by far the widest variety of options with all sorts of magic weapons and enchanted tools as well as hundreds of magical creatures to use (either alive or as materials). They do have the ability to use mana/magic, but it is usually used by their bodies to be slightly better than normal people overall and manifest a helpful trait or two like instincts or enhanced senses.

Shifters / Morphologists

Shifters do not use their mana in outward projections, but rather affect themselves in various ways. The three main groups are werecreatures, enhancers, and clerics. Werecreatures are straightforward enough this shifter can take on half or full animal forms based on skill. The number of creatures also requires a lot of training. Most average shifters take about three; a land, air, and sea creature, but there is no requirement of any sort on what are chosen. Enhancers keep their human form, but mold it in many ways. They can alter strength and proportions gain special talents and more for a short time. Talented enhancers also can change their full appearance for a long time to imitate others, but it takes a lot of their mana to hold the form. Clerics are magical healers that can use mana to cure disease and mend wounds.

Demonologists

While some have given the school a bad name Demonologists work both with and against dark magics. They work with the mysterious ether from the infernal plain to do fantastic feats. Using ether and mana is agonizing for the body and as such demonologists need a familiar from the infernal plain: imps, hellhounds, and such are popular choices. Some demonologists want more though and make bargains with greater demons. It has never been known for this to work out for the mage in this case. The magics granted by ether include: minor divination, raw magical control (blasts of raw arcana and other ways to weaponize it), spatial alteration (blink and portals), and the ability to commune with demons.

Bargains with greater demons can give much greater powers, but are certain doom to any fool who would try to make such a deal.

EDIT: It seems I have been hoisted by my own petard. Upon review I found that I never said it was required and as such the familiar requirement. For further reference casting without a familiar is akin to lighting your body on fire. It not only hurts like hell, but is terribly at risk of infection. Channeling raw ether is just something people aren't meant to do. The primary injuries hurt, but the steady onset of madness and infernal plagues usually are worse.

Because Poly created a character before I made this change, though I thought I added it, he has earned the right to run a character who can use infernal magics without a familiar. I'm just intending to classify this as a rare and difficult method that few would choose even if they had the choice.

Now while these are guidelines I haven't defined every last possibility. These are more meant to define how you can work with magic. If you want to make golem then you might combine demonology and alchemy or if you want to be a straight elemental mage you might do arcanist with one or two rituals. I do hope you have the self control to not do anything ridiculous. If you have a specific magic that you don't know where to put it ask me and we can figure it out.

While no physical schools have existed since the sixteen hundreds the studies remain passed on by groups who remain in the shadows. Man would rather forget magic and it’s chaotic ways for a facade of normalcy and control. That is why the studies remain. As much as some wish to leave the past behind it always wishes to catch up. In the modern day organizations have formed to tend to issues of a magical nature. To try and keep things subtle it’s largely small groups acting on their own volition.

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Wells & Raick Private Investigations


The company takes its name from the duo who began it. Joseph Wells and Miranda Raick. The two were well studied in all the schools of magic, and for a time were the premier Arcanologists of the western world. The business was created in the mid seventeen hundreds when the two arrived from England to study the native people’s magic as it was far more connected to nature than anything seen before. Being on the frontier many people had use for the two magicians. Magic was far more common and the natives frequently used it to fight the invaders gunpowder and technology. The business was officially started by their apprentices when Wells and Raick retired and went back to England.

Since then the business has traded hands to apprentices through the centuries. Now it has offices in most of the states and the leadership is held by Seph Kane, a Morphologist and Hunter, and his long time partner Markiel Relovski, an Arcanologist and Demonologist. Always in search of new talent the two have recruited from throughout the world seeking those who may have the talent to carry the name.

So when you feel like you’re losing your mind let Wells and Raick give you peace of mind

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Employed Cast
(NPCs)


Seph Kane: The Mastermind of the organization. The offices in all the states are managed by minor mages who can deal with everyday goblins and ghosts, but Seph is the one in charge of everything. You may not expect much from straight appearances with his shaggy brown hair and youthful visage, but in his actual presence there is an aura of command and intensity. To stare into his eyes is to look into the building tempest before the storm of the century. He is a highly trained shifter that focused on the creature and enhancer schools. Alongside that he has a rather impressive knowledge of magical devices and weaponry as a hunter. Seph has been in and around magic his entire life and knows damn well the dangers that come with it. He takes his job very seriously, even to the point that he doesn't interact much with the mundane world anymore. He has deeper links to the magical community than even the town he lives in. He's neither anti-social nor rude, but he's clearly left the mundane world for many reasons some obvious like his work others deeply private. All in all he's a good man carrying heavy burdens.

Markiel Relovski: The face of Wells & Raick. Markiel is the friendly face you will likely see first when you arrive at the Belfast office, or if there is a matter that needs special attention elsewhere Markiel will be there as soon as he can. He clearly is driven by compassion, and he lets his emotions be known to all. He is rather strange for a demonologist. Typically those who study it are more reserved or intrapersonal. As an Arcanist his official designation is a Warlock. His magic centers around the alteration of the flow of space and time a very difficult to use field even with a life long dedication to the study.

Kelvin: A hellbeak owl and Markiel’s familiar. It has fiery orange and white plumage making it look like a two foot tall and more vibrant eastern screech owl. The bird’s screech is more akin to a blood curdling scream, but it usually will just chatter and snap its beak. Most days he will be very close to Mark, but he will also watch the office if Mark has to run errands.Being a hellbeak Kelvin can also light himself on fire and do simple fire magic. The hellbeak tends to dislike everyone, but is very easily bribed with spicy foods.

Maria Yung: W&R's quartermaster and enchantress. While not a field agent like the others Maria is an integral part of W&R serving as the resident crafting expert. While many of the crafting studies are used as sub fields to offensive methods Maria is purely a crafter and has learned how to make all sorts of magical devices and arcane weapons. She will do custom and specialized work, but it is not at all free. You will have to pay for the materials and time. Basic repairs and such are free of charge.

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Job Applications
(character sheets)






Mention all storage:

@Polyphemus@fdeviant@Wraithblade6@shinigami94@dragonmancer@HeirloomRoses@Austronaut@Witch Cat@AdobeFlash@R31GN
Hidden 8 yrs ago Post by Witch Cat
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AH, everything looks great and it's perfect! I'll work on a CS as soon as I can.
Hidden 8 yrs ago 8 yrs ago Post by Polyphemus
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Hopefully this works for you. If you need me to make any changes or elaborations, just say the word. Thank you!
Hidden 8 yrs ago 8 yrs ago Post by R31GN
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Well, I think I touched on everything. Let me know if there's anything you need me to change.

EDIT: Beat me to the punch, it seems, Poly. Well played, sir. Well played indeed
Hidden 8 yrs ago 8 yrs ago Post by jasonwolf
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@Polyphemus I'm absolutely loving the religious background. The only problem is that the familiar is a requirement. People can't channel ether. Ether exists in the infernal plane as a kind of antimatter to mana's matter. The familiar being from the plane is the only way to channel it into our world short of massive rips in space time that would let all kinds of demons and lords of hell through. It's why they can also be used instead of wands. So you will need one.

EDIT: It seems I have been hoisted by my own petard. Upon review I found that I never said it was required and as such the familiar requirement must be redacted at the very least in this case. For further reference casting without a familiar is akin to lighting your body on fire. It not only hurts like hell, but is terribly at risk of infection. Channeling raw ether is just something people aren't meant to do. So Poly you are clear to run without a familiar and only be fatigued. We will classify it as a rare method to demonology and as such all other demonologists will require a familiar to cast without serious consequences.
Hidden 8 yrs ago Post by jasonwolf
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@R31GN Everything seems to be in order, but the character is very... borderline. It has a lot of possibilities to become a bit too much. As such I'll be keeping a close eye, and in character there will be many keep a close eye on the Barons. It would be very bad for a prestigious group like W&R to end up associated with a demon like Baron.

Remember Demons are smarter than you, stronger than you, and they sure as hell care far less about people.
Hidden 8 yrs ago Post by R31GN
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@R31GN Everything seems to be in order, but the character is very... borderline. It has a lot of possibilities to become a bit too much. As such I'll be keeping a close eye, and in character there will be many keep a close eye on the Barons. It would be very bad for a prestigious group like W&R to end up associated with a demon like Baron.

Remember Demons are smarter than you, stronger than you, and they sure as hell care far less about people.


Okay, cool. I'll make sure to keep demonic squid boy under control
Hidden 8 yrs ago Post by Polyphemus
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@Polyphemus I'm absolutely loving the religious background. The only problem is that the familiar is a requirement. People can't channel ether. Ether exists in the infernal plane as a kind of antimatter to mana's matter. The familiar being from the plane is the only way to channel it into our world short of massive rips in space time that would let all kinds of demons and lords of hell through. It's why they can also be used instead of wands. So you will need one.

EDIT: It seems I have been hoisted by my own petard. Upon review I found that I never said it was required and as such the familiar requirement must be redacted at the very least in this case. For further reference casting without a familiar is akin to lighting your body on fire. It not only hurts like hell, but is terribly at risk of infection. Channeling raw ether is just something people aren't meant to do. So Poly you are clear to run without a familiar and only be fatigued. We will classify it as a rare method to demonology and as such all other demonologists will require a familiar to cast without serious consequences.


If you prefer, I can add one instead of just being grandfathered in. Your world, I'm just living in it.
Hidden 8 yrs ago Post by jasonwolf
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@Polyphemus With the way the world is I think it's far more fitting to have someone who is a bit different in this sense. I wouldn't want everyone to be super different, but one is good and I feel with the circumstances it is a good idea.
Hidden 8 yrs ago Post by Polyphemus
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Sounds good. I'll just play up how much it tires him out and note that summoning demons is physically painful to him.

I guess one thing I forgot to mention is that Max is terrified of the idea of being possessed or beholden to a demon, which is the main reason he doesn't have a familiar- he views that as the first step on a slippery slope.

Am I good to post to the CS tab?
Hidden 8 yrs ago Post by AdobeFlash
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my first rp on this forum. let me know if anything needs changes.
Hidden 8 yrs ago Post by jasonwolf
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@AdobeFlash I do hope you will let me reserve some judgement on this one for now. I've already let in two demonologists, and I'd like to see what others have to offer before I start really picking players. Also as far as vampires go we would be using entirely traditional ones meaning sunlight burns you to a crisp, blood drinking and/or cannibalism is required, you're character is nocturnal, etc. Oh and I will make you count pieces of rice. Vampires are typically not something you want to be. If you know your stuff about vampires and want to play around those limits to also have their strengths then you may, but I hope you know I take that species lore seriously.
Hidden 8 yrs ago Post by jasonwolf
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@Polyphemus Yes Max is definitely in. I do hope to see how he behaves around Kelvin. @R31GN You can also add Baron.
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Well, since Baron is kinda borderline now, i wouldn't terribly mind rewriting Baron to be a Shifter rather than a Demonologist so that AdobeFlash won't overcrowd the demon department. Might take awhile, and depends on your thoughts @jasonwolf
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@R31GN yes but for all we know right now we may end up getting four shifters. I suppose I probably should have held of judging any of the Cs's yet, but that's what excitement will do to you.
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@jasonwolf i'll just cut all the demonologist stuff, and I am also serious when it comes to species lore, so I'm happy to comply. I'll keep the raven but cut the demonology, so just focusing on alchemy.
Hidden 8 yrs ago Post by R31GN
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@R31GN yes but for all we know right now we may end up getting four shifters. I suppose I probably should have held of judging any of the Cs's yet, but that's what excitement will do to you.


That's fair, I was just thinking it might be a good idea since my guy already overlaps pretty heavily with Poly's and it's a lot easier to get variety in Shifters than in Demonologists, I'd think.
Hidden 8 yrs ago 8 yrs ago Post by Witch Cat
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@jasonwolf
So, reading through your first post again and coming across the needing a familiar thing. I was wondering if you'd allow the possibility of using objects to channel magic. Like wands, rings, and each could channel magic a different way. Combing these "channellers" could also open up more precise spells. I was also thinking that casting without a "channeller" would be like flipping a coin. While on fire. The pain factor would still be there, but the spell the caster is attempting to cast should be more wild and uncontrollable, with always a chance it'll go wrong. Horribly wrong. Adding this layer of suspense in action-packed scenes when a caster is knocked down to an inch of his life, and very desperate.
Only a suggestion.
Hidden 8 yrs ago Post by jasonwolf
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@Witch Cat I feel if that was a thing it'd require a lot of ingredients from the infernal plain, and I really think the familiar is a better choice. One of the core concepts of demonology is that you are making a pact with a demon. It's not looked down on massively since usually Darwinism takes care of the fools, but that really is a core concept to it. It's you giving the demon access to earth and in return the demon gives you infernal magics. The core of it is the pact.
Hidden 8 yrs ago Post by Witch Cat
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@jasonwolf Oh no, I wasn't talking about just Demonology, I meant for all spells. While I get where you're going with this, I don't think it'd be very fun to always have a cat at hand to cast any spell. For "Low-Tier" spells, and such, it wouldn't hurt to allow someone to have a wand to wave to cast a spell.
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