omg it's been a very long time since I've been on here...
2
likes
9 yrs ago
"A creepy old man cut my hair off!" - Thor
3
likes
9 yrs ago
My OOC is complete. I will now go outside and enjoy the beautiful sun, until it gets too hot, then scuttle back inside where Horizon Zero Dawn awaits me. Finally, I get to play you!
Doctor Strange's tenure as the Sorcerer Supreme is nearing its final chapter, an unexpected circumstance that nobody saw coming. He battled against a cosmic entity that lasted for a thousand years, across many different realities and dimensions, until he narrowly achieved victory. The duel has taken a toll on his mind and body, aging him significantly, even though he had only left earth's realm for an hour's time.
After exhausting all resources, he found no cure for his condition, and decided it was best to spend the rest of his time looking for worthy successors. Kamar-Taj opened its gates to the world's mystics; an invitation for capable mages and supernatural beings of the arcane arts to bare the title of Sorcerer Supreme.
Time is of the essence, for every moment spent away from guarding the mystic realms leaves unwanted devilry peeling through the cracks...
Timeline is set to current (not following any event) in the marvel comic universe. Mystic/Supernatural canon heroes (Dr.Voodoo, Clea, Ghost Rider, Iron Fist, etc.) and ocs only.
Miscellaneous
An isolated community within the Himalayas that is impossible to locate by map. Home to many sorcerers and masters of the mystic arts from around the world. Kamar Taj offers a wealth of mystical knowledge, from its expansive library, to its seasoned practitioners of the arcane.
Practitioner of the mystic or magic arts who has greater skills than all others or commands a greater portion of the ambient magical energies than any other organism on a given world or dimension. It is the most powerful rank in the universe, one that is ultimately decided upon by the Vishanti
The Vishanti are a fictional triumvirate of powerful mystical beings. The three beings who make up the Vishanti are Agamotto the All-Seeing (The Light of Truth), Omnipotent Oshtur (Oshtur the Omnipotent, Lady of the Skies), and Hoary Hoggoth (Hoggoth the Hoary, Lord of Hosts). They are extra-dimensional creatures with vast magical abilities, which are generally benevolent towards humanity and support the Earth's Sorcerer Supreme. They grant occult power and knowledge to benevolent practitioners of sorcery. The three all live in extra-dimensions, but can observe and interact with other dimensions.
The Vishanti can manifest themselves to humans, but take disguises that the human mind can recognize to interact with them as their true forms are incomprehensible to any human, even human beings trained in the occult. They commonly manifest themselves to Doctor Strange as a bald male humanoid head, a green female humanoid head, and a lion-like head with flaming eyes.
Agamotto, when appearing as part of the Vishanti, usually takes the form of a lion or a tiger and in most cases only the head appears, with red eyes resembling flames and the image of an ankh on his brow. In other appearances he has taken the form of a large ant, but during these appearances a tiger's head was also present among the Vishanti. Agamotto has also appeared as a hookah-smoking caterpillar, with hazel eyes.
Hoggoth usually appears as an old, bald man (or sometimes with silver hair) with blue or purple skin, pointed ears and whose multifaceted eyes have no pupils and burn with blue energy. At other times he either appears as a large ant or takes Agamotto's guise of a tiger or lion (see Agamotto).
Oshtur appears as a green or golden-skinned woman, either bald, with long blue or auburn hair or long strands of ivy-like leaves on her head. In this form she has blue-white eyes resembling stars.
Magic
Credit to Ian Mcnee for Magic concept
Universal energies have been harnessed by masters of the mystic arts of our realm, pioneered by daring sorcerers who've traveled dimensions beyond our own. Such complex knowledge is divided into four categories:
Egocentric: Refers to magic derived from tapping into one's own spiritual energies. This particular form of magic may appear to the untrained eye to be psychic in nature, but indeed spiritual energies are tapped rather than psychic or mental energies. Egocentric skills include astral projection, hypnosis, mental domination and telepathy.
Ecocentric: This method for manipulating mystic energy, originally known as the Emerald Road, refers to the ambient mystic energies of an environment. After learning to control his/her personal energy through the study of Egocentric magic, a sorcerer may next learn how to connect his own life force to the ambient mystic energies of the surrounding environment. Once entwined, the energy may be manipulated to create a variety of effects As with individuals, some places have greater "mystic potential" than others. On Earth, magic energy flows through chartable courses called "ley lines" or lung-mei (dragon paths). Churches and temples are oftentimes built along these lines with sacred sites like Stonehenge and Glastonbury Tor occurring at points where two or more ley lines meet. Other dimensions such as the Dark Dimension or the various mystic realms have much greater mystic potential than those of the Earth Dimension, but their alien energy is far more difficult to control. (Elemental Magic)
Necromancy: This path or "forbidden path" (as it was originally known) was developed on Earth by the Elder God Chthon and is recorded in THE DARKHOLD. Witnessing his brother Set gaining power by destroying life, Chthon became curious. He studied the release of death energies in order to master this source of power for himself and to better defend himself against the insatiable hunger of Set. Forbidden in every civilized mystic community, this potent form of magic is still practiced by twisted witches and wizards who seek power no matter the cost. Drawing on the potent energies generated by the termination of lesser energies (i.e. human sacrifice) and capable of generating swift and significant results, necromantic incantations have resulted in the destruction of entire civilizations.
Exocentric: (from the Greek: exo, "outside") This very advanced form of magic, originally known as the Golden Way, refers to the form of magic that draws upon forces from dimensions outside our own. Only very experienced sorcerers are able to communicate with powerful mystical beings that inhabit these "other dimensions" and appeal to them for assistance. To invoke the aid of godlike beings a sorcerer must learn complex incantations and master subtle gestures in order to increase the chances of receiving a positive response. The more powerful the entity (or the less powerful the sorcerer) the more complicated the ritual of invocation becomes.
Entities
Commonly invoked mystic principalities that mystics from all realms draw power from. One must be aware of who they choose, for magic always has a cost...
Credit to Ian McNee for this list.
Agamotto - Usually invoked to summon spells dealing with truth, light and sight. Agamotto is also invoked in incantations connected to the Vishanti.
balthakk - Usually invoked to summon the "Bolts of Balthakk", powerful fiery energy blasts.
Cinnibus - Usually invoked to summon the "Seven Suns of Cinnibus", which shed powerful mystic light.
Cyttorak - Usually invoked to summon the "Crimson Bands of Cyttorak". The bands can be shaped as rings, a thick circle, a box, a large gem, and so forth, whatever the caster desires and are almost always used to restrain or imprison an enemy. Occasionally the Crimson Bands may also be manipulated like a whip or like a rope for pulling others out of danger. Cyttorak also grants use of the Scarlet Sphere of Cyttorak and the Crimson Crystals of Cyttorak.
Chthon - Usually invoked to summon the darkest of magic, he requires the summoner's soul as payment.
Denak - Usually invoked to summon 'Demons of Denak". This curse is used extensively through the chronicles, but it also is a spell that summons forth demons to do the summoner's bidding. The amount of demons a magician can summon in a week's time is limited only by his experience. Not all the uses of the "Demons of Denak" power were directed to evil purposes, in some cases it was used to dispel other enchantments and to restore magic objects to its original form. Denak also grants power via the "Daggers of Denak", a whirling wheel of cutting magic blades, effective in physical attacks or defenses.
Faltine - The Faltine is both the name of a very old and very dense (i.e. with a greater number of spatial dimensions than three, as is the case in our universe) universe (or, improperly, "dimension"), and of its native race, although those are also referred to as "Faltinians". We shall use the latter term to distinguish the natives from their universe. There is no matter in the Faltine, only energy in various forms. The Faltinians are pure energy creatures whose entire life, civilization and pursuits are based on differentiating between degrees and kinds of energy (e.g. between a quark and a gluon). These differences are as important to them as the difference between lead and gold would be to a human. The Faltinians reproduce by scissiparity (fission): a little like Earth amoebas. The goal of every Faltinian is to gather more and choicer combination of energies. When that happens, a Faltinian "genitor" or "progenitor" gives birth to a "scion" - or "kin-being" - who is devoted to him. The purpose of each Faltinian is, naturally, to increase the size of his "clan". This gives rise to complex family relationships (such as being a "third quark proto-scion") and unending feuds. Usually invoked to summon the "Flames of the Faltine". This is an extremely common entreaty and has many effects, though they are similar.
Farallah - Usually invoked to summon the "Fearsome Fangs of Farallah". Creates a huge, gaping, serpentine jaw of fangs with a long green tongue floating in the air. The forked tongue strikes with enourmous strength to snatch up to two targets or bite through almost anything including energy. The jaws are constantly snapping and moving. The duration of the spell seems to be until the original caster's concentration is disrupted or until a victim is destroyed by the fangs. Advanced sorcerers are able to use Farallah's Fangs to chew through the dimensional fabric, creating rips in time and space that may be used to travel through or imprison an enemy.
Hoggoth - Hoggoth is one of the Vishanti and the enigmatic survivor of an ancient, mystic race. He was already ancient when encountered millions, if not billions, of years ago by Oshtur while she explored various realms after departing Earth prior to the fall of the Elder Gods. Usually invoked to summon the "Hoary Hosts of Hoggoth" Incantation used to introduce a spell of banishment. If successful it will send a target to another dimension or point in Earth's dimension. The skilled magician will be able to choose the location. Other spells invoking Hoggoth include the "Mists of Hoggoth", which acts as a traveler's guide through Nightmare's realm and the "Spell of Hoggoth", which causes sleep and forgetfulness. Hoggoth is also invoked in incantations connected to the Vishanti.
Ikonn - Usually invoked to summon the "Illusions of Ikonn", which act as either an Illusion spell or as a Dispel Illusion spell. The Images of Ikonn incantation acts as a Trance spell of a very high skill level. It also is used as the Image Projection spell, except it can create multiple images at once.
Ikathon - Usually invoked to summon the "Icy Tendrils of Ikthalon" which can be used to freeze or immobilize an enemy.
Krakkan - Usually invoked to summon the "Chains of Krakkan", which serve to entrap and hold others, often preventing them from utilizing their powers.
Munnpor - Usually invoked to summon the "Moons of Munnopor", which are typically used to focus or to enforce a spell the effects of which can be varied. These spells are usually produced in conjunction with invoking another mystic entity, but their related spell can also be used without "help" from other entities. The Moons are called "mystic" or "dozen" or "twelve" or "many", and they have been used, among other purposes, to break an opponent's existing spell, or to banish an enemy. The "Mists of Munnopor" may also be summoned. These are used to conceal an object or to confuse an enemy.
Nightmare - Usually invoked to generate spells pertaining to dreams or sleep.
Nirvalon - Usually invoked to summon the "Nirvalonic Sphere", which creates a rigid sphere around the user of pure Nirvalonic light. This acts as a Shield-Aura spell, but does not allow the flexibility of a normal Shield-Aura. The "White Light of Nirvalon" has been used to dispel illusions or dark energies.
Oshtur - Usually invoked to generate or to strengthen spells that are associated with the element of air, intellect, and reason. Her "mighty hands" and "omnipotence" are usually noted by magicians. Oshtur is also invoked in incantations connected to the Vishanti.
Raggadorr - Usually invoked to summon the "Seven Rings of Raggadorr". Have numerous applications. In all cases the Rings float over the target, drop down on him, and contract, binding a target and often preventing it from utilizing its powers. The area of effect is always one target, though that target can be as large as an elephant.
Satannish - A demonic Hell-lord whose name is usually invoked to summon the darkest of magic, he frequently requires the summoner's soul as payment.
Seraphim - The Seraphim, who evolved from the Bird-Men of Akah Ma'at, are Oshtur's spawn. They usually manifest as veiled or angelic figures, but their demeanor is so stoic and silent that these angels may seem carved from marble. Their staid nature is a sign of their endless vigilance against the forces of chaos and destruction. There is a well known Seraphim expression, "The first layer of the Seraphim's Shield is Stillness, the second layer is Silence". Across the dimensions, they are known to possess special magic pertaining to protection and defense. The Seraphim can grant a sorcerer potent mystic defenses known as the Shield of the Seraphim or the Sphere of the Seraphim, which are capable of containing or restraining even powerful beings such as Ikonn. However, the full extent of the Seraphim's power is unknown. The Seraphim are prone to grant similar powers to those who invoke them in the right way for evil or good purposes.
Valtorr - Usually invoked to summon the "Vapors of Valtorr". These are generally used to conceal an object or to confuse an enemy, but they may also be used to create a cushion of vapors to act as a cushion from a great fall. Another use of the vapors is to churn them into mystic storm clouds and call forth the energy that resides within them as arcane lightning bolts. Valtorr may also send the "Vipers of Valtorr". First his Vapors appear, but out of the vapors emerge huge, green, sucker-covered tendrils that can cause great harm to an intended target. Their strength is incredible.
Watoomb - Millennia before the modern era, Watoomb became an immensely powerful mage. Instead of listening to the lectures of his long-winded wizard elders, Watoomb listened to the wind itself and it told him many secrets about the ways of magic. He became the first wizard on his world to practice Exocentric Magic to summon the power of extradimensional entities. Watoomb was not satisfied with wielding the parceled power from mystic entities, and he eventually joined the elite ranks of mortal sorcerers, like Agamotto, who were able to become mystic principalities. Usually invoked to summon the "Winds of Watoomb", often used by magicians of every ilk, this spell creates a strong, mystical wind, which acts as both an unlimited Teleport spell and unlimited Dimensional Aperture spell. Doctor Strange says that the Winds of Watoomb "have sped me past light-years of real distance through unreal ways".
Character Sheet
Optional: (Picture of appearance goes here)
Name:
Age:
Species: (Human, Mutant, Alien, etc.,)
Appearance: (please include height and weight)
Personality: (Don't go into detail here. Give a short overview of your character's temperament)
Bio: (Brief history. Must include background of mystic arts training)
Primary: (Egocentric, Ecocentric, or Necromancy) Primary Spells: (3 spell limit)
Secondary: (Whatever you did not select as your primary) Secondary Spells: (2 spell limit)
Exocentric: (Look at list of Entities. You can also create your own.) Exocentric Spells: (2 spell limit - one summon spell of your entity - also list drawback (long casting time - makes you physically weak after casting it - a random kitten in the world perishes as a consequence), one low powered attribute spell that your entity blesses your character)
Equipment: (Include any talismans or artifacts - explain what these items do)
Name: Ulanh Batarr Species: Human Age: 26 Rank/Title: Jedi Researcher of Archaeology Planet of Origin/Birth: Jedha Force Sensitive Y/N: Y
Appearance:
Ulanh maintains an athletic build within a five-foot-five frame. Her straight raven-colored hair is kept as low as her shoulder blades, if not braided or tied in a bun. She has dark brown eyes filled with purpose, and a warm countenance that displays both charm and maturity. Ulanh wears the standard trousers and loose tunic of the Jedi that are shaded in the dark grey and blue colors of the Exploration Corp. Due to the nature of her work, she invests the most care in her footwear. Her knee high weather grade explorer boots are custom made to withstand a great deal of punishment while providing quality comfort. They are coveted possessions, second only to her lightsaber.
Skills/Abilities:
- Art of Movement: Ulanh excels in this standard Jedi practice that uses the force to improve agility and reflexes. It accentuates her skill in mountaineering and traversing all types of terrain and obstacles.
- Form VIII - Sokan: A lightsaber principle that utilizes the surrounding environment to gain a tactical advantage in combat.
- Force Jump: Coupled with her Art of Movement, this preference for Force jumping allows her to travel fast with unhindered fluidity.
- Shatterpoint: A complex force ability that requires intense concentration. Advanced users are able to see the flaws and fault lines in all things. Ulanh can only use this ability on inanimate objects.
- Archaeologist: The study and analysis of ancient cultures and their artifacts, with a particular interest in xenoarchaeology, which is the study of vanished off-world or alien cultures through artifacts and ruins left behind.
- Utility Belt containing: -Modified Vibro Entrenching Tool (a 3-in-one mountain pick, spade, and hammer) - Electro-Magnification & Eye Protection Goggles - Commlink - Rebreather Mask
Personality:
Ulanh is an inquisitive thrill seeker with a warm sense of humor. She approaches everything in life with a mild-mannered disposition, exuding a passion for all forms of art, culture, and history. Her down-to-earth and welcoming personality makes for an approachable person in most social settings. Spiritually and intellectually, she is viewed by her contemporaries as wise beyond her years. Yet beneath Ulanh's finer qualities are harbored emotions of inadequacy and self-doubt. While her path as a Jedi seemed an inevitable conclusion, she does not know if she's capable of fulfilling her duties. Such distrust in her own abilities continues to hamper her true potential as a Jedi Knight. However, Ulanh's emphatic drive to protect others supersedes all insecurities. She is willing to stand up and fight for others, even when she cannot fight for herself.
History:
Born on the Holy Land of Jedha, Ulanh was introduced to the raw nature of the force at a young age. Her family ran a small time shelter for tourists that made pilgrimages in search of spiritual guidance. Her father was also an independent tour guide, showcasing old temples and ruins of ancient cities. She was absolutely enamored by it all. The mysticism behind old relics and antiques fascinated the little girl. Ulanh spent hours reading tomes and listening to traveler's stories about the many different cultures and histories of the galaxy.
She was eventually recruited by an off-duty Jedi Acquisition Officer. After failing to spot any candidates in his assigned sector, the recruiter decided to travel to Jedha for clarity. In doing so, he signed up on her father's tour, which ended up stranded in a cave due to extreme weather conditions. Coming to their rescue was none other than little Ulanh, the Force-sensitive child, who navigated the group back to safety.
Ulanh would go on to pass the trials of the Jedi academy at Coruscant, and was selected by a Master for one-on-one training. After passing the Jedi Trials, she wanted to pursue her passion for ancient history, and specialized in the field of archaeology. She was assigned to the Exploration Corps by the Council of Reassignment, and went to go on a series of peacekeeping expeditions across the galaxy. It was a fantastical adventure of discovery, trekking through all sorts of perilous situations to uncover Jedi and Sith relics, while providing aid to disenfranchised communities - many of whom were ravaged by the Mandalorian war machine. The mark they left behind was too bold for Ulanh to ignore, and she eventually volunteered to enlist into the Revanchist Mercy Corp.
@Sep Didn't know a trailer was coming out. I'm looking forward to it! All of them have been spectacular, but I think my favorite is Return. Epic action aside, the nuanced character development it managed to pull off in just over 6 minutes is great.
Given Ulanh's skill set, she will most likely be a scout too - more of a passive reconnaissance type if anything.
Name: Ulanh Batarr Species: Human Age: 26 Rank/Title: Jedi Researcher of Archaeology Planet of Origin/Birth: Jedha Force Sensitive Y/N: Y
Appearance:
Ulanh maintains an athletic build within a five-foot-five frame. Her straight raven-colored hair is kept as low as her shoulder blades, if not braided or tied in a bun. She has dark brown eyes filled with purpose, and a warm countenance that displays both charm and maturity. Ulanh wears the standard trousers and loose tunic of the Jedi that are shaded in the dark grey and blue colors of the Exploration Corp. Due to the nature of her work, she invests the most care in her footwear. Her knee high weather grade explorer boots are custom made to withstand a great deal of punishment while providing quality comfort. They are coveted possessions, second only to her lightsaber.
Skills/Abilities:
- Art of Movement: Ulanh excels in this standard Jedi practice that uses the force to improve agility and reflexes. It accentuates her skill in mountaineering and traversing all types of terrain and obstacles.
- Form VIII - Sokan: A lightsaber principle that utilizes the surrounding environment to gain a tactical advantage in combat.
- Force Jump: Coupled with her Art of Movement, this preference for Force jumping allows her to travel fast with unhindered fluidity.
- Shatterpoint: A complex force ability that requires intense concentration. Advanced users are able to see the flaws and fault lines in all things. Ulanh can only use this ability on inanimate objects.
- Archaeologist: The study and analysis of ancient cultures and their artifacts, with a particular interest in xenoarchaeology, which is the study of vanished off-world or alien cultures through artifacts and ruins left behind.
- Utility Belt containing: -Modified Vibro Entrenching Tool (a mountain pick, spade, and hammer) - Electro-Magnification and Eye Protection Goggles - Commlink - Rebreather Mask
Personality:
Ulanh is an inquisitive thrill seeker with a warm sense of humor. She approaches everything in life with a mild-mannered disposition, exuding a passion for all forms of art, culture, and history. Her down-to-earth and welcoming personality makes for an approachable person in most social settings. Spiritually and intellectually, she is viewed by her contemporaries as wise beyond her years. Yet beneath Ulanh's finer qualities are harbored emotions of inadequacy and self-doubt. While her path as a Jedi seemed an inevitable conclusion, she does not know if she's capable of fulfilling her duties. Such distrust in her own abilities continues to hamper her true potential as a Jedi Knight. However, Ulanh's emphatic drive to protect others supersedes all insecurities. She is willing to stand up and fight for others, even when she cannot fight for herself.
History:
Born on the Holy Land of Jedha, Ulanh was introduced to the raw nature of the force at a young age. Her family ran a small time shelter for tourists that made pilgrimages in search of spiritual guidance. Her father was also an independent tour guide, showcasing old temples and ruins of ancient cities. She was absolutely enamored by it all. The mysticism behind old relics and antiques fascinated the little girl. Ulanh spent hours reading tomes and listening to traveler's stories about the many different cultures and histories of the galaxy.
She was eventually recruited by an off-duty Jedi Acquisition Officer. After failing to spot any candidates in his assigned sector, the recruiter decided to travel to Jedha for clarity. In doing so, he signed up on her father's tour, which ended up stranded in a cave due to extreme weather conditions. Coming to their rescue was none other than little Ulanh, the Force-sensitive child, who navigated the group back to safety.
Ulanh would go on to pass the trials of the Jedi academy at Coruscant, and was selected by a Master for one-on-one training. After passing the Jedi Trials, she wanted to pursue her passion for ancient history, and specialized in the field of archaeology. She was assigned to the Exploration Corps by the Council of Reassignment, and went to go on a series of peacekeeping expeditions across the galaxy. It was a fantastical adventure of discovery, trekking through all sorts of perilous situations to uncover Jedi and Sith relics, while providing aid to disenfranchised communities - many of whom were ravaged by the Mandalorian war machine. The mark they left behind was too bold for Ulanh to ignore, and she eventually volunteered to enlist into the Revanchist Mercy Corp.
Relationships and Acquaintances:
How your character knows at least one or two other PC's. I want there to be some overlap between characters, so this is sort of how I am trying to prompt that.
Set into the distant future beyond Episode 7-9. We'll be embarking on expeditions around the galaxy, visiting places from the movies/lore as adventurer archaeologists for hire and/or glory, solving mysteries and uncovering lost history. PM if interested and provide a sample post RPing within the Star Wars universe.
Set into the distant future beyond Episode 7-9. We'll be embarking on expeditions around the galaxy, visiting places from the movies/lore as adventurer archaeologists solving mysteries and uncovering lost history. PM if interested and provide a sample post RPing within the Star Wars universe.
Set into the distant future beyond Episode 7-9. We'll be embarking on expeditions around the galaxy, visiting places from the movies/lore as adventurer archaeologists solving mysteries and uncovering lost history. PM if interested and provide a sample post RPing within the Star Wars universe.