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I like to RP!

You'll find that I tend to like running games, rather than playing in them.

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𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙻𝚊𝚞𝚛𝚞𝚜
𝙷𝚊𝚕𝚕𝚠𝚊𝚢

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Penny Grenoble, Diana Khay


It’s impossible to tell if the Void can understand Penny’s insults, or if they merely fall on deaf ears. Perhaps her bluster is the reason it leers toward her, or perhaps it just intends to finish the job it started. Either way one long stride carries it to where the short girl has fallen, and one long arm rises again to strike—-

And then it stops. Vanna’s shoe clatters to the ground, the improvised projectile finding its mark in the monster’s side. Its posture shifts, hand lowering as it turns to face the Duodecim girl instead. There’s a momentary pause as it refocuses, turning attention away form the fallen Penny and toward this new annoyance.

The space between the Void and Vanna is abruptly shortened as it lunges for her. A dark hand shoots outward, viciously clawed fingers seeking to pierce through any vulnerable flesh they can find. It’s fast enough to wound, but not enough to skewer the girl as it intends. The motion leaves it open for her retaliatory blow, and she’s able to drive the aether-charged table leg into the dark mass that surrounds its crimson core.

The leg shatters with the force, but it spears down deep. Crimson lines pulse with energy, rippling in quick lines across the surface of the Void. It buckles for a moment, and then the tall, dark mass pitches forward. It crashes to its knees, arms reaching forward to prop it up and prevent complete collapse.

It’s still alive.

Maybe not by much, though. There’s time now, either to make an exit…or to press to finish it off, if the two remaining girls can manage enough power between them.


𝙰𝚒𝚛𝚜𝚑𝚒𝚙 𝙻𝚊𝚞𝚛𝚞𝚜
𝙲𝚘𝚗𝚝𝚛𝚘𝚕 𝚁𝚘𝚘𝚖

𝙰𝚙𝚛𝚒𝚕 𝟿𝚝𝚑, 𝟷𝟷𝟽 𝙰𝚅
Dana Noel, Nicole Cognoscenti, Astrelle Lennox


Distracted as the Void is with its attack, the other three girls find themselves with a clear path down the hallway and toward the control room. Astrelle is the first to make it there, easily leaving behind Dana, Nicole, and the soldier they’re burdened with carrying.

She finds the control room in disarray. There’s clearly been an attack there as well, judging by the damage. Soldiers are scrambling to aid wounded crew members, arm themselves, and regroup as commands are barked back and forth. One man is at the controls of the ship, wounded but still attempting to pilot.

From the control room the ship’s deck is visible through a large window near the front. Though the outside is shrouded in black fog, Astelle can still see flashes of light moving across the deck. There are figures out there, moving and clashing in the darkness, throwing up sparks of impact each time they collide.

When they draw close enough to the window she can just start to make out some detail. One of them she’s sure is Victoria Glass, but the other she’s never seen before.



The other combatant is a woman in metal armor holding a crackling blade of electricity. Her face glows, and after a second it becomes clear that the illumination comes from a metal mask that obscures her features. She’s visible only for a moment before she and Victoria are moving back up the deck, sparks flashing as they trade blows.

“Nox levels going down!” Comes a shout from one of the soldiers in front of a control panel. “Maintain course!”

Dana and Nicole arrive soon after, getting a similar view of the disarray in the room. Once they’re spotted a few helpful crewmen take the soldier off their hands, demanding: “Where are the other girls!?”
I appreciate ningal700 for taking the leap and posting a sheet, but I'm thinking I'll have to close this down for lack of interest.

Thanks for taking a look, those who did. Sorry it couldn't get off the ground.
| Music: Maximize Power! |


The crack of electricity from Penny’s strike echoes down the hallway, sparks flashing as lightning is discharged into the air and the pitch-black enemy she charges to meet. The blow strikes the Void center mass, lightning rippling across its dark surface. There’s a noticeable effect in the way it sways backward, a half-stagger as a black plume of smoke rolls off its body. The soldier in its grasp is set suddenly free, crashing to the ground as the monster swings its head toward Penny. It has no eyes—just dimly pulsing lines etched across its ‘face’—but there’s little question that she has the Void’s full attention now.

Vanna, prepared and observing, is the one who notices the crack in the monster’s proverbial armor. When Penny’s attack pulses through it the dark exterior shifts and churns, revealing for just an instant a point where the geometric lines converge. A marble sized red dot on the left side of the Void’s chest, pulsing with energy. It appears for only a second before vanishing beneath the monster’s skin once again.

The fallen soldier, meanwhile, is in sore need to Dana’s help. When she scrambles to his side she finds that the Void’s claws have pierced deep into the man’s chest, the wound leaking crimson and oily black. His breath comes in pained and hissing gasps, hand making vain gestures toward his fallen weapon.

Dana’s magic, even enhanced by the influx of Nox, is only enough to stave off the worst of the damage. Her healing light stitches the wound together into something less imminently fatal, something that will give her the opportunity to at least help move the man out of the immediate area.

Astrelle and Nicole also find that they have a clearer path to the hallway and the stairway to the control room at the end of it. They’ll have to risk passing by the Void, but their only other option is taking the opposite path up to the deck and making it to the control room form there. Judging by the cacophony of splintering glass they heard earlier it’s doubtful said route is much safer of an option.

Thankfully, the Void seems now preoccupied with Penny. The magic thrumming through her gives her the barest edge she needs to avoid the swipe of the Void’s claws, though each strike leaves only inches between herself and the end of a razor-sharp finger.

Until she comes in for a second strike.

She has to aim up. The Void is very tall and her arm has a long way to travel.

Her sparking fist nearly makes it to the featureless head of the monster before one of its long hands snatches her arm abruptly from its course. Its fist closes around her forearm with enough force to fracture bone, applying inhuman force. It’d likely do far worse after-—if it not for the fact that Penny’s electrically charged hand makes her difficult to hold for long.

But it does not release her gently. Its face splits open to let loose a harrowing screech as electricity rips through its grasping limb. It jerks Penny violently to the side with easily enough force to dislocate the short girl’s shoulder, hurling her against the hallway wall.

The Void pauses a moment as it straightens itself. Its left arm has lost some of its mass, the gaunt limb now positively skeletal. Yet the crimson lines that trace the dark figure still pulse with a steady heartbeat, thrumming in the ring of Dana’s light.
I'm going to give this until the end of the week. If there are still no applications I'll close it for lack of interest.
@Inedible What type of faceclaim do you want if any?


A photo would be nice, preferably of an actor/real person.
Apologies for the delay, but looks like there's a fair bit of interest. So!

A OOC Thread has been created to accept aplicaitons.

GM: @Inedible
Status: Currently Recruiting


Magic is real. This is something few in the modern age know, a guarded secret divided up between the few with the talent, resources, and drive to control the forces of reality itself.

Magic is power. Power wielded in many forms; alchemical recipes and cheap enchantments, ancient relics and sorcerer bloodlines. Those who know of it covet it, and those who have it are inevitably drawn into struggle with others.

Magic can be taught. There are very few formal education systems--magicians gain nothing from altruism--but some do exist.

The most prestigious and infamous of these establishments is the Scholomance, a college of magic said to be run by the Devil himself. Every three years thirteen students are tested and selected to attend, spirited away to the ancient castle high in the mountains. There they face a gauntlet of instructions and trials. Those with aptitude graduate at the most powerful magicians in the world.

And those who fail forfeit their souls.











It’s a modern magic school game!

Specifically a magic college game. Players take the role of students recruited to the Scholomance as they learn and undergo deadly trials as up-and-coming magicians, as well as struggle with their (sometimes literal) personal demons. The game will likely be darker in tone, more of a Magicians than a Harry Potter.

Some additional notes:


  • 1) There will be a discord made once the game starts, please be able to join it.
  • 2) Please be able to post at least once a week (though a little more would be ideal).
  • 3) This is a small group RP, so if there's a lot of interest I'll pair down to 4-5 people total.




Name: What’s your character's name?
Gender: Male/Female/Non-binary/etc
Age: Most likely 18-19
Nationality: Where do you come from?
Physical Description: What does your character look like?
Place any photos here. Probably real people would be best.
Personality: What's your deal?
Background: What was your life like, pre-invitation?
Dana’s magic illuminates the cabin again as composures are regained and the passengers find their feet again. Little remains wholly intact in the wake of those few violent seconds of turbulence, and at least one chair has to be shoved aside to reach the cabin door. There’s another round of staccato gunfire as the girls emerge into the hall.

The hall itself runs through the center of the ship, rows of cabins on either side. Toward the fore of the vessel are stairways to the deck, now shut tight. Toward the aft the hallway widens out into a circular common area, more stairways leading down to both the lower decks and up to the control rooms.

It’s a quick matter to determine that Vanna’s instincts were correct. In the sphere of Dana’s light they can see tendrils of dark fog creeping along the floor, slowly rolling down the wooden corridor. The cloud-bank outside isn’t an occurrence of nature—it’s a cluster of Nox. A deadly fog that’s begun to leak into the Laurus, both strengthening their magic and poisoning the air around them.

The expanse of the hallway is darkened, marked only by a few dots of slowly dying light-bulbs. As the girls step further out of the cabin they see two cones of light heading their way, hurried footsteps attached to them. Two shapes appear shortly at the perimeter of Dana’s ring of light, soldiers in NOI inform wearing protective masks and carrying magitech rifles.

“There’s been an emergency.” The voice is distorted slightly through the filter. “You need to come—”

The request is cut off abruptly as one of the approaching flashlights and the man attached to it vanishes into the darkness behind. The other crewman turns to fire after, and the crack of his weapon sounds painfully loud down the hall.

The arc of lightning-like magic fired from the weapon finds its home in a monster. It looms up out of the dark, humanoid shaped but recognizable instantly as something alien. It must be somewhere around seven feet tall, its entire body made of inky black substance. Crimson lines trace across it in strange geometric patterns, glowingly with sinister energy in the darkness. Nox seems to roll off it as it moves, black smoke that blurs and shifts the void’s outline, and a throbbing crown of crimson light hovers above its head.

The impact from the rifle spears through it’s chest, an arc of blue electricity rippling across the creature. It’s response is violent and near-instant: One long black arm rises, the pointed claws at its end driving into the remaining crewman’s chest with enough force to lift the man from his feet and pin him to the nearby wall. There’s a strangled cry that follows, along with a clatter as the soldier’s weapon falls from his hands to the carpeted floor.

Though the guard struggles, it seems unlikely the conflict will last much longer. The void’s other arm rises, preparing to deal a quick and fatal finish to its dangling prey.



Magic is real. This is something few in the modern age know, a guarded secret divided up between the few with the talent, resources, and drive to control the forces of reality itself.

Magic is power. Power wielded in many forms; alchemical recipes and cheap enchantments, ancient relics and sorcerer bloodlines. Those who know of it covet it, and those who have it are inevitably drawn into struggle with others.

Magic can be taught. There are very few formal education systems--magicians gain nothing from altruism--but some do exist.

The most prestigious and infamous of these establishments is the Scholomance, a college of magic said to be run by the Devil himself. Every three years thirteen students are tested and selected to attend, spirited away to the ancient castle high in the mountains. There they face a gauntlet of instructions and trials. Those with aptitude graduate at the most powerful magicians in the world.

And those who fail forfeit their souls.



The Game

It’s a modern magic school game!

Specifically a magic college game. Players take the role of students recruited to the Scholomance as they learn and undergo deadly trials as up-and-coming diabolists, as well as struggle with their (sometimes literal) personal demons. The game will likely be dark in tone, more of a Magicians than a Harry Potter.

This is currently a check to gauge interest, with a proper thread forthcoming if there is enough.

Further Reading



The rattling of the ship oscillates between a low hum and a noticeable turbulence as the conversation continues on, beginning to build once again after several minutes more. The tremors soon become great heaves, the whole cabin and everything in it jostled violently back and forth for a span of hair raising seconds before things become still once more.

But they don’t remain so for long.



Outside the window the foggy gray landscape is suddenly obscured, like a curtain has been shuttered abruptly closed over the viewport. It seems are first like a wall of darkness—until the void opens to reveal an enormous, blood red eye. It dominates the entire window frame, one glowing red pupil that casts the entire cabin in a scarlet spotlight. It darts back and forth, scanning, and then vanishes out of frame as the dark shape its attached to heaves further upwards.

The entire vessel shudders again with the movement, listing sharply to the side. From somewhere above, likely the deck, comes a cacophony of noise; shattering glass and groaning metal.

Things happen very fast after that. The cabin seems to become weightless as the ship drops, careening downward and sideways. The sky becomes visible from the window again, clouds rushing and tumbling past as gravity throws the five occupants of the room left, then right, sending them scattering around the room as the airship plummets.

And then with a final shudder it stops.

| Music: Stillness Dark |

The howl of wind subsides, and the controlled hum of the ship returns as the vessel regains control over its own momentum. In the cabin’s window open sky can be glimpsed for just a second before the viewport is obscured again by inky black clouds.

Yet before the five girls have much time to even catch their breath a new problem arises. The cabin lights, tube-shaped bulbs set along the walls, begin to buzz and flicker erratically. From outside comes the sound of slamming doors, heavy footfalls, and garbled voices. From immediately outside comes the sharp, electrical crack of magitech weaponry. Once, twice, then silence.

The dying hum of electricity fills the air.

The lights give one final flicker before the cabin goes dark.

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