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    1. Sunwolf007 9 yrs ago

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Overview

This story is a fantasy that takes place in an era where advances in technology are minimized do to the influence of magic. Those who have greater magical abilities are able to gain control due to their power over those with less or no magical abilities. The use of magic has prevented the development of technology until the last 100 years, which has brought about a booming industrial age. Due to this, the landscape resembles that of older eras. Walls and towers are commonly used to defend major cities and territories. Yet guns are quickly replacing blade weapons for non-magic users.

This is (most likely) the final draft of the first post of the OOC if I get enough interest. It’s based off an old RP I did a long time ago and after the changes I have made it should be good to go. If there are inactive characters they will be used in whichever way will continue the plot. I would also highly recommend that writers work together to create coop posts to help move the story along. Especially when there are a lot of characters interacting or doing a long dialogue. No god like/over powered characters will be allowed, nor cheap/over powered moves. Please get along with your fellow writers. Other than that lets have a great time with the RP!

The Story
A small group of Special Battalion of Libertatem has been given orders to investigate the rumors of an Orb User in Heimat. The Imperial country of Heimat has recently began moving large forces of its military around, raising tensions in many of the surrounding nations.

Sources of Magic

Mana

Mana is the source of life, and composes the world. Without mana, nothing would exist. There are two forms of mana: Natural Mana, and Personal Mana.

Natural Mana:
Natural Mana is what everything in world is made of. It is the very essence that allows living things to survive. This type of Mana is not what Casters, Shifters, Summoners and Unimasters use.

Personal Mana:
Personal Mana is the excess energy that is stored by Casters, Shifters, Summoners and Unimasters which enables them to use magic. This Mana is constantly regenerating in the body. Personal Mana can be expelled out of the body, in the form of Mana Thread. When it's in your body, Personal Mana in all of its forms cannot be seen with the exception a class of people with special abilities.

Mana Thread:
Mana Thread is created when a Caster, Shifter, Summoner or Unimaster expels the excess Personal Mana in their body. It travels quickly according to a pattern in the mind of the person and then can be converted to create or manipulate the primary and secondary elements.

Primary Elements:
These are Fire, Water, Air and Earth. They are the basis for all magic spells. There is a fifth Primary element which can only be accessed by Casters. It is the ability to create barriers and use healing magic.

Secondary Elements:
These are accessed when a magic user has mastered two of the primary elements.
Fire mixed with Air will create Lightning, Fire mixed with Earth will create Metal, Water mixed with Air will create a Tornado, and Water mixed with Earth will create Ice.

The Users of Magic

Mana can be used and manipulated during combat situations. The categories of magic users are Caster, Shifter, Summoner or Unimaster. Regardless of the class each magic user is limited to 2 spells/summons/shifting at one time. At a young age children are required by law to meet with a mana reader, an individual who can tell what a child’s abilities are by seeing the amount of mana their bodies hold. They can tell if the child is a Caster, Shifter, Summoner or Unimaster. From there they are transferred to the appropriate school if they are or aren’t users of magic.

Please note that those who use their mana the most will naturally have more of it. For example, a Summoner will have a lot more mana than a Caster but that is because a Summoner uses more mana to Summon than a Caster uses to cast.

Casters

Mages, popularly known as "Casters" by people over the world, use their own energies as their weapon. They must stand still at the moment they cast a spell and can not move until they finish casting the spell. By expelling their Personal Mana as Mana Thread they create a pattern according to their desired target then convert their Mana Thread into an element to attack.

They can only specialize in four of the five Primary Elements. They are the only ones who can use healing or protective magic.

Casters, by their very nature, have an advantage against Summoners. The Summons created are only one element. Casters just have to pick the appropriate counter element and can make short work of a powerful summon. But they are at a disadvantage against Shifters who specialize in assuming control of casted elements.

Shifters

Shifters are the magic users who can manipulate casted elements. They are able to attack while on the move, which makes them extremely dangerous foes in combat. Shifters draw their power by using their Personal Mana in a unique way. They expel Mana Thread that intertwines with another’s elemental attack, overpower it, and then redirect it to a new target.

They can only specialize in three of the four. They are able to deflect Secondary elemental attacks with mastery in only one of the two Primary elements. (For example an Air and Earth shifter can deflect all Secondary Elements but can’t take control of them. They would only be able to control Air and Earth spells.)

Shifters have a great advantage over Casters because they can take control of casted magic and redirect the attack to targets of their will. They are at a disadvantage when fighting a Summoner since the Summon can’t be harmed by the element it’s made of.

Summoners

Utilizing their form of unique manipulation of mana, Summoners create creatures of any element. They must stand still at the moment they Summon. Once they have the creature Summoned they are free to move around, unlike mages. The summon can attack with magic just like a Caster but is limited to the element it is created from. Summoners are not limited in their choice of Primary or Secondary elements but can only summon up to two creatures at a time.

The creature is implanted with a small shadow soul. This costs a great deal of Personal Mana and multiple summons per battle is extremely taxing on the Summoner’s body. The Summons don’t feel pain but do take damage. Summons, like Casters, can create magic spells but this drains the Summon of mana much quicker than if the Summon just did melee combat.

Summoners have an advantage over Shifters since their Summons can’t be harmed but the element they attack with and their Summon can’t be controlled by the Shifter. They are at a disadvantage when up against a Caster since the Caster can create a variety of elements.

Unimasters

Unimasters are fully in tune with a single element (Primary or Secondary). This is done through the control of every form magic. The ability to shift, cast, and summon grants a tremendous advantage in combat, but the greatest drawback to doing this is that you can only have full mastery over one element. They are limited to two actions at any one time (for example they can cast and shift at the same time but can’t have a summon out.)

Specialty Users of Magic

While Caster, Shifter, Summoner and Unimaster are the primary types of true magic use, there are a few blended types of magic user. There are also unique ways to use mana allowing people to read other people’s minds.

Readers

Much like how people can read a book, readers can tap into the human mind and look at their thoughts. Anyone can be a reader, in fact just because you are a reader doesn’t mean you can’t be a Caster, Summoner or anything else. Reader’s sense the Personal Mana of those around them, even if they can’t see them, and then can chose which mind to dive into. There are limitations but these vary between classes of readers. There are three primary types of readers.

Cover Readers

Cover readers are readers who can read surface thoughts like reading off the cover of a book. They can only read the short term memory area of the brain. That means they only know what the person was thinking, seeing, hearing, touching, smelling, or tasting in the last 20 to 30 seconds. The big drawback is that you don’t get the reasons behind people’s actions. Also they can’t read everyone’s mind at once otherwise they would go insane due to sensory overload. Cover readers can only read one person’s mind at a time.

Inner Readers

Inner readers are able to read the content of the mind. They look at everything in the person’s long term memory but they can’t access the short term memory, which is the last 20 to 30 seconds. The biggest drawback is the fact that they can’t see what the person they are reading is about to do. They also can only read one mind at a time.

Mana Reader

Mana readers read a person’s mana. They see the expelled Mana Thread allowing them to predict the size, strength and the element of the attack. The strongest mana readers would only see the colors of Mana Threads but the rest of the world would be black and white. The major drawback is that just because they can see an attack doesn’t mean that they can always dodge or block it.

Guardians

A Guardian is a person chosen by an Origin Orb to protect it from all the people who are after the orb. The people chosen are usually Caster, Shifter, Summoner or Unimaster. Guardians are people who are exceptionally good at combat and are extremely good at being a Caster, Shifter, Summoner or Unimaster. On top of the added ability to be better than normal in the magical department they are immune to all readers except the Mana Reader. They are also the only people in the world who have the ability to teleport. They carry around the orb within their body which causes most of the general population to think that orbs are just myths.

Each Guardian has a curse placed upon them the moment they gain their Guardian powers. Each curse is unique to the orb. So for example the Guardian of the air orb has the curse of making the Guardian unable to touch the air orb. When a Guardian dies the orb chooses another person to take their place and they would also inherit the same curse of being unable to touch the air orb.

The basic job of a Guardian, besides keeping the orb safe, is to find the person who can use the Origin Orb, test them and then give them the Origin Orb. Once they complete the task of finding the Orb User they can decide if they want to continue being a Guardian or not.

Magical Items

Magical items are useful things that are used to perform magic and some can be use by people without any magic abilities at all. Useable items include Origin Gems, Origin Orbs, and Magic Conductive Metal.



The World
Here are some places of importance in the world. The world is split up between the main continent and many smaller islands that surround the continent. That way if you want your character to have a unique background it will not interfere with the other countries of the world. Please take advantage of it if you want!

Heimat
Heimat has spent the last 50 years conquering its way across the main continent. It now controls every inch. Many of its cities still have the defenses from these wars of conquest. The wars have increased economic growth and technology but with the conclusion of the last war against Carinthia 5 years ago the economy has been in a major recession. It’s a vast region with many geologically different areas and resources. Politically the country is consolidating power and has been moving a lot of its military around. It is a monarchy with a parliament but ultimate power is still held by the king. The current King Fredrick III has been reigning for 25 years after becoming king at the age of 15. He has led the country through half of the unification wars and is a very effective ruler. His heir apparent is Fredrick VI (his oldest son), who has been trained to be a king from his birth.

The parliament is comprised of the heads of the 7 provinces of Heimat. The king is the head of the central province of Bohemia with the capitol city of Prague being the default capitol of Heimat. The other provinces (in the order of addition to Heimat) are Holstein, Bavaria, Moravia, Swabia, Frisia, and Carinthia.

Libertatem
50 Years ago Libertatem went through a devastating civil war that resulted in a Representative style Republic. It elects its Executive Branch Leader (Consul) to enforce the laws, the Senate creates the laws of the land and judges the laws of the land. To remove one group of elected officials from having too much power over the military it was made into its own separate branch of the government.

The military is led by a dictatorship with 5 Admirals making decisions on everything. Their headquarters are located on an island that is out of the way from most shipping lanes. Due to their isolation they have always been self-sufficient. The military has been focused on creating new industries to create trade opportunities. Because of their powerful military operatives they have become a peacekeeping force that helps other nations settle disputes. Most nations are afraid of crossing Libertatem and usually work with them to settle disputes. Some of the larger and more powerful nations look at Libertatem and see a threat. Libertatem recruits the best fighters in the world and offers many incentives for their services.



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Great! If you guys have any questions just let me know!
Ok. I've also talked to a couple of my friends and they're interested as well. I asked them to post here so they should be by soon to do so.
Overview

This story is a fantasy that takes place in an era where advances in technology are minimized do to the influence of magic. Those who have greater magical abilities are able to gain control due to their power over those with less or no magical abilities. The use of magic has prevented the development of technology until the last 100 years, which has brought about a booming industrial age. Due to this, the landscape resembles that of older eras. Walls and towers are commonly used to defend major cities and territories. Yet guns are quickly replacing blade weapons for non-magic users.

This is (most likely) the final draft of the first post of the OOC if I get enough interest. It’s based off an old RP I did a long time ago and after the changes I have made it should be good to go. If there are inactive characters they will be used in whichever way will continue the plot. I would also highly recommend that writers work together to create coop posts to help move the story along. Especially when there are a lot of characters interacting or doing a long dialogue.

The Story
A small group of Special Battalion of Libertatem has been given orders to investigate the rumors of an Orb User in Heimat. The Imperial country of Heimat has recently began moving large forces of its military around, raising tensions in many of the surrounding nations.

Sources of Magic

Mana

Mana is the source of life, and composes the world. Without mana, nothing would exist. There are two forms of mana: Natural Mana, and Personal Mana.

Natural Mana:
Natural Mana is what everything in world is made of. It is the very essence that allows living things to survive. This type of Mana is not what Casters, Shifters, Summoners and Unimasters use.

Personal Mana:
Personal Mana is the excess energy that is stored by Casters, Shifters, Summoners and Unimasters which enables them to use magic. This Mana is constantly regenerating in the body. Personal Mana can be expelled out of the body, in the form of Mana Thread. When it's in your body, Personal Mana in all of its forms cannot be seen with the exception a class of people with special abilities.

Mana Thread:
Mana Thread is created when a Caster, Shifter, Summoner or Unimaster expels the excess Personal Mana in their body. It travels quickly according to a pattern in the mind of the person and then can be converted to create or manipulate the primary and secondary elements.

Primary Elements:
These are Fire, Water, Air and Earth. They are the basis for all magic spells.

Secondary Elements:
These are accessed when a magic user has mastered two of the primary elements.
Fire mixed with Air will create Lightning, Fire mixed with Earth will create Metal, Water mixed with Air will create a Tornado, and Water mixed with Earth will create Ice. There is a fifth Secondary element and that can only be accessed by Casters. It is the ability to create barriers and healing magic.

The Users of Magic

Mana can be used and manipulated during combat situations. The categories of magic users are Caster, Shifter, Summoner or Unimaster. Regardless of the class each magic user is limited to 2 spells/summons/shifting at one time. At a young age children are required by law to meet with a mana reader, an individual who can tell what a child’s abilities are by seeing the amount of mana their bodies hold. They can tell if the child is a Caster, Shifter, Summoner or Unimaster. From there they are transferred to the appropriate school if they are or aren’t users of magic.

Please note that those who use their mana the most will naturally have more of it. For example, a Summoner will have a lot more mana than a Caster but that is because a Summoner uses more mana to Summon than a Caster uses to cast.

Casters

Mages, popularly known as "Casters" by people over the world, use their own energies as their weapon. They must stand still at the moment they cast a spell and can not move until they finish casting the spell. By expelling their Personal Mana as Mana Thread they create a pattern according to their desired target then convert their Mana Thread into an element to attack.

They can only specialize in three of the four Primary Elements. They are the only ones who can use healing or protective magic, but to do so they must only mast 2 of the Primary Elements.

Casters, by their very nature, have an advantage against Summoners. The Summons created are only one element. Casters just have to pick the appropriate counter element and can make short work of a powerful summon. But they are at a disadvantage against Shifters who specialize in assuming control of casted elements.

Shifters

Shifters are the magic users who can manipulate casted elements. They are able to attack while on the move, which makes them extremely dangerous foes in combat. Shifters draw their power by using their Personal Mana in a unique way. They expel Mana Thread that intertwines with another’s elemental attack, overpower it, and then redirect it to a new target.

Because of this specialization they are more limited on which Primary or Secondary Elements they can control. They can only specialize in two of the four. They are able to deflect Secondary elemental attacks with mastery in only one of the two Primary elements. (For example an Air and Earth shifter can deflect all Secondary Elements but can’t take control of them. They would only be able to control Air and Earth spells.)

Shifters have a great advantage over Casters because they can take control of casted magic and redirect the attack to targets of their will. They are at a disadvantage when fighting a Summoner since the Summon can’t be harmed by the element it’s made of.

Summoners

Utilizing their form of unique manipulation of mana, Summoners create creatures of any element. They must stand still at the moment they Summon. Once they have the creature Summoned they are free to move around, unlike mages. The summon can attack with magic just like a Caster but is limited to the element it is created from. Summoners are not limited in their choice of Primary or Secondary elements but can only summon up to two creatures at a time.

The creature is implanted with a small shadow soul. This costs a great deal of Personal Mana and multiple summons per battle is extremely taxing on the Summoner’s body. The Summons don’t feel pain but do take damage. Summons, like Casters, can create magic spells but this drains the Summon of mana much quicker than if the Summon just did melee combat.

Summoners have an advantage over Shifters since their Summons can’t be harmed but the element they attack with and their Summon can’t be controlled by the Shifter. They are at a disadvantage when up against a Caster since the Caster can create a variety of elements.

Unimasters

Unimasters are fully in tune with a single element (Primary or Secondary). This is done through the control of every form magic. The ability to shift, cast, and summon grants a tremendous advantage in combat, but the greatest drawback to doing this is that you can only have full mastery over one element.

Specialty Users of Magic

While Caster, Shifter, Summoner and Unimaster are the primary types of true magic use, there are a few blended types of magic user. There are also unique ways to use mana allowing people to read other people’s minds.


Magical Items

Magical items are useful things that are used to perform magic and some can be use by people without any magic abilities at all. Useable items include Origin Gems, Origin Orbs, and Magic Conductive Metal.



The World
Here are some places of importance in the world. The world is split up between the main continent and many smaller islands that surround the continent. That way if you want your character to have a unique background it will not interfere with the other countries of the world. Please take advantage of it if you want!

Heimat
Heimat has spent the last 50 years conquering its way across the main continent. It now controls every inch. Many of its cities still have the defenses from these wars of conquest. The wars have increased economic growth and technology but with the conclusion of the last war 5 years ago the economy has been in a major recession. It’s a vast region with many geologically different areas and resources. Politically the country is consolidating power and has been moving a lot of its military around.

Libertatem
50 Years ago Libertatem went through a devastating civil war that resulted in a Representative style Republic. It elects its Executive Branch Leader (Consul) to enforce the laws, the Senate creates the laws of the land and judge the laws of the land. To remove one group of elected officials from having too much power over the military it was made into its own separate branch of the government.

The military is led by a dictatorship with 5 Admirals making decisions on everything. Their headquarters are located on an island that is out of the way from most shipping lanes. Due to their isolation they have always been self-sufficient. The military has been focused on creating new industries to create trade opportunities. Because of their powerful military operatives they have become a peacekeeping force that helps other nations settle disputes. Most nations are afraid of crossing Libertatem and usually work with them to settle disputes. Some of the larger and more powerful nations look at Libertatem and see a threat. Libertatem recruits the best fighters in the world and offers many incentives for their services.


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