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chocobo_muffins
Captain

PostPosted: Wed Jan 23, 2008 1:46 pm
Welcome, Magi. There are several things you need to know before creating your character. Don't worry, you've already read most of them in the intro- you're a being with True Potential, and now reside in Asgard Academy. To join, fill out this Character Template, then PM it to me. Once I confirm you, via another PM, you're set to play!

-1- General

[True Name]

[Maginomen]

[Race]

[Age]

[Affiliation]


-2- Alteranima

[Nomen]

[Manifestation]

[Bond]

[Glyph]

[Sync]

[Exalted Forms]


-3- Affinity

[Affinity]

[Domains]

[Sample Spells]

[Glamer]


-4- Final Touches

[Physical Description]

[Personality]

[History]

[Mentor]

[Additional Info]


alright. If you don't have any idea what over half of those mean, keep your pants on and scroll down to be enlightened. If you have any further questions, PM me.  
PostPosted: Wed Jan 23, 2008 2:58 pm
[True Name]
Every being has at least one name. But only one of those is their real name. The essence of a name is very spiritually powerful and important, an idea that is consistent through all cultures of history. A character's True Potential is very much tied into their true name. Generally, it's the name given to them by the first person to love them, whether it's their mother, or another person or creature who takes them in. Supposedly, their names differ from the normal tradition of the area, because the name-giver is influenced by the baby's True Potential, already permeating it's surroundings. It's also an easy way for would-be Mentors, generally called Watchers, to pick out ones with True Potential.

[Maginomen]
The name you're known by in the Upper World, generally given to you by your Mentor at the end of your Initiation.

[Race]

There are five Races that Exist in the Upper World, each one roughly ordained to one of the five Affinities. Humans, the Atropos of Personic Affinity. Elves, the Atropos of Cosmic Affinity. Lynchen, the Atropos of Animalistic Affinity. Daemons, the Atropos of Necrotic Affinity. Selkies, the Atropos of Tempic Affinity.


User Image---Humans---User Image
The only race to come up from the Lower World. Also the most recent to yield the gift of True Potential. Finally, after seeing the seeds of magic crop up from this war-torn wasteland, Asgard Academy decided to pluck allies from the bosom of it's foe and induct Humans into the Upper World. In such a short time, they have adapted incredibly well, even rising as far as Maester. Among all the races, Humans are the most determined and audacious, and interact well with all other races. However, they can also be easily corrupted, and turn down the paths of endless greed and destruction. Their natural Affinity is the Personic affinity, from Persona, involving everything to do with social interaction; physically, mentally, and spiritually.


User Image---Elves---User Image
Elves come to Asgard Academy from such planes as Elysium, Valhalla, and Arcadia. Elongated ears, flawless features, silken, hair, and unparalleled grace are the trademarks of this long-standing and proud race. While many people stereotypically think elves only have skill in archery, that is a gross misconception; in truth, Elves base their martial integrity on being able to comptetently wield all forms of blade, bow and everything in between. However, Elves can sometimes come across as elitists or too perfect for their own good. Indeed, their long life span has given them much insightful wisdom, but sometimes they choose to use it in unprescribed ways. Their natural Affinity is the Cosmic Affinity, from Cosmos. This involves everything that exists just beyond our world, only tangible by our most mysterious senses, well-developed by the Elves after countless centuries.


User Image---Lynchen---User Image
The Cursed-Blood hail from Planes such as Midgard, Joutenheim, and Elysium. Popular legends tell of the werewolf, a terrible form of a human, half man, and once the full moon rises, half beast. This is mostly true for the Lynchen, their name deriving from Lynchanthropes, named after the technical name of the disease/curse. However, this is not restricted solely to wolves. Other animals have it too; rats, tigers, cats, foxes, bears, apes, almost all of the animal kingdom. Really, the only restrictions are warm-blooded animals. There's even such things as weregerbils, weresharks, and yes, even wererabbits. Most fortunately, this curse cannot effect Magi, so people of Asgard Academy are safe with these types around. Also, it's not just the moon that triggers the reaction; it can be anything, from an eclipse to being drenched in water to being burned, or being in complete darkness. Since they are so inconvenienced, Lynchen are generally loners, rather untrusting of others, even other Lynchen. They still become mindless monsters when they transform, and might have hurt loved ones in the past. However, even in human form, they might be still blessed with a small portion of their were-animal's ability, such as increased speed for a were-rabbit, incredible vitality for a werewolf, and a great sense of smell for a weredog. They also tend to have physical remnants of their animal as well- small tails, ears, and fangs are not uncommon. Lynchen's natural Affinity is the Animalistic Affinity, from Animalia. This is a fairly obvious connection, as they are already well-bonded with the natural world by their own fate. [NOTE: if you are playing a Lynchen, put what kind of animal your "were'form" is under Additional Info.]


User Image---Daemon---User Image
Lynchen are humans that have been cursed; Daemon are cursed beings that try to be human. They hail from such Planes as the Netherworld and Necropolis. While in their home territory, they become a little less than corporeal, and more of what other races envision in their worst nightmares. However, when in a place like Asgard Academy, they are confined to forms that look almost exactly like humans or elves, save for a few explicit details that broadcast their demonic heritage, such as crimson-blood-tattoos on their face, small leathery wings, from their back and head, or small ridges or horns in various places. They can only unleash their true power on in their own spheres, which they call their Lairs, generally hidden away on their home Plane. But even in Asgard, they are able to conjure up a bit of their true powers and shift parts of their bodies to give them a power boost. Demons come in a flavor of personalities; most of them are bad. They range from egotistical assholes, psychotic killers, emotionless sociopaths, and seductive Mechaviels. However, there might be a handful that have conformed to more rational ways of thinking, and honestly want to live brighter lives... If anyone's met one, they have yet to say so. Daemon's natural Affinity is the Necrotic Affinity, from Necros. Everything involving death, including false life and resurrection, fall into the study of Necromancy. Of course, who would want to bring a dead person back to life when you can just make them your mindless slave?


User Image---Selkies---User Image
At first, Selkies might seem like another form of Lynchen. But their bloodline extends far past when the Lynchen started first appearing. They come from such Planes as Joutenheim, Atlantis, and Arcadia. The few people that know of their history are under the impression that they are human-like creatures, generally women, who can change into the form of a seal. While this is fairly true, this is actually a misconception brought about by their usage of illusion magic. They are masters of water manipulation, even extending to weather control and divination. Their clothing style generally depends on where they live; if the area is temperate, they will wear fairly little, but if they live in the frozen poles, they generally wear something resembling Inuit garb. Their skin is fair as snow, and their hair is generally very light, most younger members of the tribe being completely white-headed, and gaining a bit of saturation as they get older. Selkies can either be very timid or very social, depending on their mood. They are rather fickle folk, and can get bored quickly with even important matters. Their natural Affinity is the Tempric Affinity, from such terms as Temperature. It represents their bond with the elemental forces of nature, as well as the more subtle properties of the Earth itself, such as wind, pressure, gravity, and temperature.

[Age]
How old you are. It should be appropriate for your race. Humans: normal human lifespan. Elves: live about 400 years, and come of age at around 100. Lynchen: Normal human lifespan. Daemon: thousands of years old. Generally, a Daemon who looks about 18 is around 2500. Selkies: same age as Elves.

[Affiliation]

What part of Asgard Academy you reside mostly in. You can be a Magus (student), a Teacher, a Watcher/Mentor,a member of the Aesir Court (Asgard Student Council), a Ranked of a League, or a Flank or Knight (if available, and with the consent of the League Maester. NOTE: Magi (students) are not powerful enough to have a Sync or Exalted Forms.)
 

chocobo_muffins
Captain


chocobo_muffins
Captain

PostPosted: Fri Jan 25, 2008 3:59 pm
Alteranima

The easiest way to recognize true potential is the phenomenon of two "mana pulses" from one person's soul; one of their own, and one of their parallel persona, essentially a sentient force born from the spirit's awakening to Divine Fire. This is dubbed their Alteranima, from Latin, "Other spirit." It grows in proportion to the character's magical abilities. It can interact and converse with the character inside his own mind, and even go so far as to manifest itself in physical space, and combine powers with it's owner, in a process dubbed "Sync." Below is everything you need to know about this aspect of your character.

[Nomen]
Fairly obvious (Latin for "name.") Your Alteranima's name, either told to you by your Alteranima itself, or a name its owner made for it.

[Manifestation]
The form your Alteranima appears as when manifested in the physical world. Generally, when in this form, they are not strong enough to defeat anyone single-handed, it's more just for show than anything else, but it is necessary to perform Sync.

[Bond]
The nature of your relationship with your Alteranima. Are you true friends? Trusted Allies? Mentor and student? Lovers? Almost anything's possible. Your bond is how your interact with it, the inseperable power that binds your two personalities together. This bond can and generally does develop over time. You can even go so far as to have a tough-love or hostile relationship; anything that makes good Role-playing.

[Glyph]
A glyph is not the typical magical array of runes depicted from mythologies- but actually a physical object that represents the Bond between you and your Alteranima. It can be anything from a weapon to jewelry to a tattoo to a scar on your body. Be creative. If you are ever separated from your Glyph, you will be unable to Manifest your Alteranima, and thus are incapable of Sync until you retrieve it. Fortunately, the Glyph being forged from the unbreakable bond of spirit you two share, it is indestructible by anyone except you.

[Sync]

By synchronizing your "mana pulses" when your Alteranima is manifested, you can combine your physical bodies and become a new and even stronger form. Generally, while most of the major details remain the same, the Sync will look slightly different each time, depending on the situation, and grant you slightly different powers (all of which must still fit into your Domains). However, if you win a battle of great significance while in Sync, that form will be inscribed into your soul, and become an Exalted Form. From then on, when you Sync, you can choose to morph into your Exalted Form instead, and from that point on you can return to it whenever you Sync. It's like "saving" a Sync form to your Soul, acting as a kind of "hard drive". Generally, while there are technically no limits to how many Exalted forms you can have, most characters only have 1 or 2 to start, and almost never get more than 5. One of the drawbacks of Exalted Forms is that while in normal Sync, it's power fluctuates based on your current magical power, and it's abilities can change throughout the course of the battle. Exalted Form's power levels are constant, and their powers are set.

[Exalted Forms]
If you have Exalted Forms already, put them down with their name, relative power level (fairly weak, moderate, strong, etc.), their description and powers. It should only be a short paragraph per Exalted Form.
 
PostPosted: Fri Jan 25, 2008 4:53 pm
Affinity

Your Affinity is the very core of your Magic, the mystic forces beyond our control that influences the shape of your internal Mana. Each Race is naturally attuned to one Affinity, but by no means does it mean your character has to choose that Affinity. Affinities are also a kind of spiritual philosophy, governing the link between the Divine Fire and the True Potential resonating within the person's mind. There are five Affinites, as described below.

Cosmic
As long as time is old and space is expansive, beings have sought to understand the core building blocks upon which their existence is based upon. Throughout history, idealistic beings have faced the challenge, attempting time travel, going to the bottom of the ocean, and the farthest reaches of space. They do not know what they search for, if anything at all. The Cosmic affinity is the hardest to categorize, because one of it's defining attributes is that they are forces beyond mortal comprehension. Things like Stars, Gravity, Moon, Spirits, Divination, Sun, and Time are all privy Domains of the Cosmic Affinity. The Domains should somehow relate to sources of mortal curiosity but not solid knowledge, or aspects of the mind itself.

Tempic
The forces of nature are among the mightiest weapons in Earth's arsenal. For all of human advancement, in the end they are just meaningless and pliable objects before Mother Nature's full fury. wildfires, tornadoes, whirlpools, tidal waves, earthquakes, lightning, typhoons, blizzards, heat waves, and the multitude of other elemental forces are all powered by Tempic force. On the other side, it also governs gentler aspects of the world, such as rain, fertility, and wind. It even extends to some of the more abstract qualities of Earth, such as pressure, temperature, magnetism, and El Nino. Domains such as Fire, Lightning, Water, Ice, Wood, Flower, and Heat are all under the control of the Tempic Affinity.

Personic
What greater mystery is there than that of the conscious itself? So much of the source that drives out person and personalties remain untapped, it seems a shame to let it go to waste. Fortunately, those with the Personic Affinity make full use of the neglected power. Humans constantly manipulate eachother's emotions through actions and conversation; it takes a true artist to utilize that to their benefit. The body, heart, and mind are all connected, and something felt by one generally affects all. Personic characters are stereotypically lovers rather than fighters... at least until they goad their enemies into a false sense of security. Domains covered by the Personic Affinity include emotions such as Despair, Anger, Serenity, Happiness, and things like Healing, Linguistics, Somatics, Deception, Invigoration, Negotiation, and others.

Necrotic
Until death do you part. For Necrotic Magi, that's where it all begins. Death is the ultimate mystery, a veil that none can glimpse past without being drawn in eternally. However, there are ways to bring subjects back and forth between it; many just choose not to, as the forbidden power costs you more than you could ever hope to pay. But for those passionate and/or insane enough, many bizarre and dark powers await their command. This Affinity also covers everything associated with the Final Destination. Domains can include Undead, Golems, Pain, Omen, Wrath, Healing, Corpus, Soil, etc.

Animalistic
All that separates man from beast is freedom of thought... Or is that a hindrance that prevents humankind from achieving their full potential? One with the Animalistic Affinity still has a majority of their lost instincts intact, allowing them to preform feats now impossible by their lesser-adapted brethren. Whether it be scent, speed, flight, burrowing, stalking, hearing, or any of the limitless natural aspects, they are able to take advantage of these boons for their own ends. Empathy with animals comes naturally for these types, and can sometimes even command them. Fangs, Quills, Claws, and Talons are all examples of Domains, as well as certain animal groups, like Dogs, Large Cats, Amphibians, Rodents, Birds, Sea Creatures, and even extending to mythological beings such as Dragons, Lamia, Rocs, Wyvrens, Nagas, Basiliks, Cockatrices, and Jackalopes.

[Domains]
The more specific categories that you derive the type of your spells from. You can only cast spells related to your chosen Domains. Generally, you only have 3 or 4 Domains. You make them up yourself, and I will generally approve them as long as I can see a connection to your Affinity. Check the above descriptions for examples.

[Sample Spells]

When RPing, you do not have set spells; you can basically cast whatever comes to your mind, as long as it's not too overpowered, and it relates to one of your Domains. You should list at least 3 spells your character would use often here. For example, if you have Water and Lightning of the Tempic Affinity, you might give a brief description of your spells, Torrent [Water], (makes a geyser erupt from the ground), Electro-Arm [Lightning], (endows your arms with coursing electricity), and Aqua Sphere [Water]. (creates a large globe of water around the enemy). Again, use your imagination, and don't abuse the power.

[Glamer]
Whenever you cast a spell, the expended Mana creates a phantasm affecting your personal space, come to be called a Glamer because it's similar to a fleeting illusion. Again, it can be almost anything, but should relate loosely to your Affinity. For example, an Animalistic Magi might seem to have longer and furrier hair when he casts, or a Tempic Magi might be surrounded by a flurry of cherry blossoms every time she casts. Any way, it's noticeable by others observing them, and never powerful enough to do damage to anyone else; it's more of a "stage effect" than anything else. Ti cannot be suppressed.
 

chocobo_muffins
Captain

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