Hidden 10 yrs ago Post by VitaVitaAR
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@Dead Cruiser: Sorry, but there's some real problems here.

Firstly, I can't accept death as an Affinity. This is largely because, if it were corrected to fit with the Death Affinity already present in the setting, it would be extremely broken and unacceptable for usage. In its current state it already edges on broken. He doesn't appear to need to use spells at all, and the ability to rot things because he feels like it I don't really think is acceptable. Accessing the afterlife is not acceptable and it is also impossible for a human to do. "Death spirits" is extremely ill-defined, and I can't accept that either.

I will be honest, this is information I didn't realize I would need to include in the OP.

@RainehDaze: Accepted.

@TheFake: Okay, there's a couple of things I need to point out, but overall not bad.

Firstly, spells are required to do magic. They can be cast mentally though, this just makes the process faster. Thinking about what you want rather than the spell won't achieve anything, though.

The Blackout Spell needs a little more defined on its limitations and area of effect.

Also this is a more minor thing but I haven't worked on werewolves yet for this setting so it might be for the best to avoid involving them for now. ^^;
Hidden 10 yrs ago Post by Dead Cruiser
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VitaVitaAR said
@Dead Cruiser: Sorry, but there's some real problems here.Firstly, I can't accept death as an Affinity. This is largely because, if it were corrected to fit with the Death Affinity already present in the setting, it would be extremely broken and unacceptable for usage. In its current state it already edges on broken. He doesn't appear to need to use spells at all, and the ability to rot things because he feels like it I don't really think is acceptable. Accessing the afterlife is not acceptable and it is also impossible for a human to do. "Death spirits" is extremely ill-defined, and I can't accept that either.


Hmm, well would "Spirit" be an acceptable affinity? The first part of his abilities are what I'm aiming for more than the latter, which can be worked around and altered as needed. If my character can talk to and kick ass this ghosts/spirits/etc, I'll be satisfied.

I didn't realize that I had to specifically list spells. I thought that it was assumed that his abilities were spells.
Hidden 10 yrs ago Post by VitaVitaAR
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You don't, I'm very wary of people thinking they're not necessary and in his backstory you mention him doing it without knowledge of spells.

"Spirit" ... I'm honestly not sure to tell the truth. It's an area I haven't considered before.
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VitaVitaAR said
You don't, I'm very wary of people thinking they're not necessary and in his backstory you mention him doing it without knowledge of spells."Spirit" ... I'm honestly not sure to tell the truth. It's an area I haven't considered before.


I was thinking of his backstory being a sort of "instinctive spell" thing, something like "spells" cast by children of wizards in Harry Potter.

If we go with spirit, his abilities will range more into things like astral projection, summoning and binding animistic spirits and what would amount to ki attacks.
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Ah, that's not how it works with this, you need to learn magic. With one specific exception.

And... I'm not sure about that honestly, I'll have to think about it.
Hidden 10 yrs ago Post by Dead Cruiser
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I can do something slightly different with his backstory, then.

What are your concerns? Perhaps I can help in mitigating them.
Hidden 10 yrs ago Post by TheFake
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VitaVitaAR said
Firstly, spells are required to do magic. They can be cast mentally though, this just makes the process faster. Thinking about what you want rather than the spell won't achieve anything, though.

His spells are more parametric, where he casts them and defines the effects more specifically at that point. His spell is cast and then the mental image is used to define the outcome. Changed wording to make this more clear.
VitaVitaAR said
The Blackout Spell needs a little more defined on its limitations and area of effect.

Changed some wording to more clearly define range. Also noted that all of his spells have less of an effect on anything in the vein of Vampires and Homunculli.
VitaVitaAR said
Also this is a more minor thing but I haven't worked on werewolves yet for this setting so it might be for the best to avoid involving them for now. ^^;

Reworded to cast a large umbrella over all supernatural beings and create some tension in the group.

All of the changes are in my initial posting.
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@Dead Cruiser: My issue is more how such an affinity would function in terms of the setting.

As I'm seeing it now, it kind of seems like having an affinity for "youkai" or something.

@TheFake: Okay, he looks alright now, but I'm going to make sure. Final ruling might not be up until tomorrow but you'll probably be accepted.
Hidden 10 yrs ago Post by Dblade26
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WIP

Name: Prospero Sin

Number: 6

Age: 27

Gender: Male

Appearance: "Don't be a pain and come along quietly, alright?"

Personality: For one of the Tower's top enforcers, Prospero is actually a fairly relaxed and pleasant individual if slightly aloof at times. When on the job he tends to conduct himself in an unfailingly polite and impersonal manner. That remains true even if he's in the midst of eliminating or subduing a target, when he'll even make small talk and chat with an enemy provided they aren't giving him too much of a challenge at the time, though he'll perform his duties without fail regardless of how nice he acts as he does them. Other than his at-work persona he's a fairly nice individual who wants to live a peaceful, pleasant life while pursuing his goal of rediscovering the city of Atlantis. As such he's probably one of the most likely to invite the rest of the Six to hang out or try to socialize with them, as in the downtime between hunting rogue elements and being somewhat of an armchair archaeologist he finds himself rather bored. In terms of personal preferences, he's a big fan of ice cream and things with what some people might consider strange and unusual flavors, as well as being somewhat of an old-time movie buff. His favorite things include black liquorice, karaoke and ancient history, and the thing he dislikes most is murderous vampires.

Abilities: Prospero has high quality mana, but not a particularly high amount. To get around this he tends to use already prepared items etched with magical runes in combat. Among other things Prospero's Affinity is Water. He can use it to form shields and barriers of water, coalesce drops of rain around a foe until they're drowning, surf or walk across bodies of water, cool it to freeze foes or make the ground into a personal ice skating rink and conceal himself in a mist that he can effortlessly see through himself. However Prospero is most noted for his particular choice of weapon and fighting style in that he wields a pair of typically harmless water pistols. Despite the unusual choice of armament Prospero's skill as a gunslinger is above and beyond human norms and he's able to be highly accurate and even make trick shots despite firing two guns at once. He is also very skilled at magic geared around surveillance and information gathering and has a rune for a highly adaptable scrying spell etched into his glasses. He is also a decent cook, fairly knowledgeable archaeologist provided the subject is magical and is quite skilled at properly making runes.

Equipment: Prospero's fighting style is generally geared towards the usage of enchanted items and previously prepared runes to make up for his otherwise slow casting speed. His primary weapons are a pair of children's water pistols that have had a few different runes etched onto their surface. When fired, the force, range and power of the water shot out is magically amplified and the resulting stream of water can be weak enough to merely stun a human or strong enough to slice through steel with ease. The guns also have a rune on them which causes water vapor in the air to condense rapidly inside of the pistols' tanks, ensuring that he doesn't run out of ammunition in the middle of a battle. In addition to his trademark water pistols he also carries water balloons on his person. Shortly after the balloons are primed with Prospero's mana, the runes drawn on their surface cause the water to explode outward in a burst of pressure similar to a grenade before cooling to freeze anything not destroyed by the blast.

Lastly, Prospero's glasses have tiny runes marked on the frames which enable them to be used for a variation on a scrying spell. The spell seeks out water within a 20-foot range then shows Prospero anything shown in the water's reflection. In terms of surveillance it allows Prospero to keep an eye on or search for potential targets without tailing them as well as giving him the ability to observe a wide area fairly quickly. In combat, it also means he can aim from areas that would be impossible for him to see and that depending on the environment he becomes surprisingly difficult to take by surprise.

History: Prospero was from a family of western magi of middling renowned and significance in the Philippines, and despite trying to live his life by a philosophy of relaxation and being mainly interested in stories of magics past rather than any accomplishments for the future he was unable to hide his own natural talent from his social-climbing, ambitious family all of whom insisted strongly that the self-declared good-for-nothing layabout attend the Tower in England, hoping that both the unfamiliar isolation of a new location and the prestigious reputation of the Tower itself would inspire him to greatness. Once there, he did well enough in his studies but tried to keep a low profile. Unfortunately for him, at that time the Tower had a significant lack of Enforcers and he was more or less drafted into their ranks when he slipped up in his charade one too many times.

Once he was part of the Enforcers, slacking off and taking things easy was no longer an option for him. Protecting others was something he wound up taking seriously for once. This especially became the case after a series of vampire attacks hit the Tower and the city. Having grown up in the Philippines, a country heavily inhabited by all sorts of strange vampires, Prospero Sin had a deep, abiding hatred and knowledge of various vampires and wound up working tirelessly to stop the threat personally. After his performance on the vampire case, he was offered a place on the Citadel Six and took it, seeing it as an opportunity to advance himself as his family wanted while doing something he actually cared about by protecting people from threats.
Hidden 10 yrs ago Post by Dead Cruiser
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VitaVitaAR said
@Dead Cruiser: My issue is more how such an affinity would function in terms of the setting. As I'm seeing it now, it kind of seems like having an affinity for "youkai" or something.


Something like that seems a little too specific, and also not really what I'm trying to do. He's really not very Eastern-themed in terms of his powers; I honestly threw in the onmyoudou thing because I thought it would be a neat supplement.

I was thinking of it in kind of World of Darkness terms; just animistic, vaguely sentient spirits relating to concepts and fundamental ideas that exist in a naturalistic over-dimension from which they can be summoned. But moreso than that, I suppose I could work his powers to deal more with his own spirit. As I said, ki attacks, astral projection, aura dampening, that sort of thing.
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@TheFake: Okay, I realized what the one thing that was still making me hesitant is.

My one remaining concern is that, since anyone who hears him cast his two biggest spells is affected, this means that if player characters hear them they have nothing they can really do but stumble around blindly.

@Dead Cruiser: I think you misunderstood, I wasn't suggesting an affinity for youkai as an idea, I was using it to say "Spirit" as an affinity is a bad idea. It would basically be an affinity dealing with an entire class of widely differing beings and I really have no idea how it would function when applied in the same way other affinities are. And there is actually onmyodo in this but I didn't think it was immediately relevant to the RP.

And, well... there's really no "over-dimension" for spirits? ^^; There is a different plane of existence but that won't conceivably be appearing in this RP. Ki in an of itself I never really considered to exist in this setting, I guess astral projection might be a thing, I'm not actually sure what the "aura" would be other than a mana signature that's possible to pick up on if you know what to do for this though.
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VitaVitaAR said
@Dead Cruiser: I think you misunderstood, I wasn't suggesting an affinity for youkai as an idea, I was using it to say "Spirit" as an affinity is a bad idea. It would basically be an affinity dealing with an entire class of widely differing beings and I really have no idea how it would function when applied in the same way other affinities are. And there is actually onmyodo in this but I didn't think it was immediately relevant to the RP.And, well... there's really no "over-dimension" for spirits? ^^; There a different plane of existence but that won't conceivably be appearing in this RP. Ki in an of itself I never really considered to exist in this setting, I guess astral projection might be a thing, I'm not actually sure what the "aura" would be other than a mana signature that's possible to pick up on if you know what to do for this though.


Perhaps we can call it an "Ephemeral" Affinity, then. Purely dealing with normally incorporeal entities, such as specific spirits and ghosts, and their related phenomena.
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VitaVitaAR said
@TheFake: Okay, I realized what the one thing that was still making me hesitant is.

My one remaining concern is that, since anyone who hears him cast his two biggest spells is affected, this means that if player characters hear them they have nothing they can really do but stumble around blindly.


That's one of the big limitations. The easy way around that is to simply deafen each of them while casting (so they don't hear him) and then let them hear again once the effect is in place.
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@Dead Cruiser: Well, I wasn't sure if to bring this up since it's not entirely fleshed out, but necromantic spells in my setting are "colorless". They don't involve an affinity and, well... they're not like you seem to think. They can summon and communicate with ghosts and spirits, but not control them, and reanimate dead flesh.

@TheFake: Hmm, alright, that's probably okay.
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VitaVitaAR said
@Dead Cruiser: Well, I wasn't sure if to bring this up since it's not entirely fleshed out, but necromantic spells in my setting are "colorless". They don't involve an affinity and, well... they're not like you seem to think. They can summon and communicate with ghosts and spirits, but not control them, and reanimate dead flesh.


If necromancy isn't totally fleshed out yet, why is it seemingly impossible to make a character that can do ghosty stuff? I don't feel like I'm asking for terribly much, here.

It feels kind of strange that if I were to make my character primarily a necromancer, that he could have a totally unrelated Affinity. Are there any Affinities that I could use to actually relate to my character's theme? While we're at it, can we make a list of off-limits Affinities? I seem to be stumbling upon them one after another.
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I will be honest and say that because, in terms of the larger setting and the rules of magic in this setting, that's simply not how I want it to work. The setting wasn't made for this RP, this RP was made because I thought people might enjoy the setting. One of the rules I have had in mind for the setting for a long time is that Necromancy was a colorless magic with no association to any affinity, for much the same reason that all onmyouji are capable of performing exorcisms.

It's not learning outside of your affinity because it has no affinity.

I suppose a list of unacceptable affinities could be arranged, though off the top of my head it's really just "Mana, Death, and anything that is an entire class of beings".
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Should add onto the list: "Souls, Space, Dimensions," for Affinities that have also been rejected, and I get the feeling that it would also be necessary to preemptively tack on, "Time, Mind, Life, Force, Fate, Matter, Void."

Going back, I still feel that an "Ephemera" Affinity would probably work best for what I'm trying to achieve within the boundaries of the setting. Spells relating to spirits/ghosts without directly correlating to either. It's not necromancy, and it isn't "an entire class of beings," though honestly that parameter is kind of vague.
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Are there possibly more spots left for this?
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@Dead Cruiser: Souls, Space, and Dimensions are off-limits.

Time is, Mind is, Life is fine actually, Force is fine, Fate does not exist, Matter is too broad, Void is probably fine.

As for spells relating to spirits and ghosts, honestly it doesn't sit well with me in terms of the setting.

@Slendy: It doesn't look like it at the moment.
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Hurm. Let's maybe go with "Aura" then? Spirit energy, ki, etc? Distinct from mana as being the energy of living things, rather than magic/reality/whatever it is in this setting.
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