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Azalea Verde Vice Captain
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Posted: Sun Dec 18, 2005 10:21 pm
It started off slowly. A few astute individuals labeled as eccentrics spotted them. They called them yetis, unicorns, sea monsters - figments of the imagination. As time went on, however, these occurrences happened more frequently. Eventually, as the new generation began to hit puberty, new races were uncovered. Children with uncommonly pointy ears, others of massive stature, and still others who just wouldn't grow at all. The years went on and these children became adults, leaders of their classes. Elves, Ogier, Dwarves, Orcs, Humans with special abilities; sentient with mystical powers began to dominate over creatures without. Battles raged. Gang wars and racism occurred large scale. Something had to be done.
A prominent entrepreneur with the abilities of a nature elementalist discovered an ancient man-made island powered by mana, and in the perfect cliche frame of mind, named it Atlantis. Atlantis was covered with ancient buildings and ruins, so Mr. Kyle Green reconstructed one of the palaces and turned it into an institute for people to train and educate themselves with their powers, and it is also a center for Mr. Green's elite task force of Awakened, whose purpose is to keep peace between those with powers and without, and between the races.
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Posted: Sun Dec 18, 2005 10:49 pm
The year is 2060. The world is changed, some say Awakened. A long lull in mystical energies of the universe has subsided and mana has returned to the world. Elves, dwarves, orcs, and trolls have assumed their true forms, throwing off their guises. Creatures of the wild have changed as well, transforming into beasts of myth and legend. The many traditions of magic have come back to life and shamans and mages have carved out a place in the new world for themselves and their powers. Many aspects of the Awakening remain mysteries, but modern society fights to assimilate the ways of magic into a technological world.
The decades that followed the Awakening were years of panic and turmoil, as the Four Horsemen of the Apocalypse seemed to race across the Earth. Cultures that had never lost touch with their mystical past began to use magic against the great nations that suppressed them for so long. The vast global telecommunications network collapsed under an assault by a mysterious computer virus. Dragons soared into the skies. Epidemics and famine ravaged the world's population. Clashes between newly Awakened races and the rest of humanity became common. All central authority crumbled, and the world began to spiral downward into the abyss.
But man and his kin are hearty animals. Out of the devastation and chaos, a fragile new social order slowly emerged. Advanced simulated sensorium (simsense) technology helped eradicate the last vestiges of the computer virus and replaced the old telecommunications network with the new virtual-reality world of the Matrix. Amerindians, elves, orcs, and dwarves formed new nations. Where environmental degradation and pollution have made many areas inhabitable, eco-groups wage wars on polluters, and Awakened powers use incredible magic to heal the earth. Central governments have Balkanized into smaller nations and city-states, as fear of the world's changes drive wedges between people of different backgrounds. Vast metropolitan sprawls known as metroplexes cover the landscape, these urban jungles swallow whole regions. Police departments unable to contain crime waves and civil unrest have been privatized or their work contracted out to corporations.
New orders have arisen, to answer mankind's call for peace and equality. The Awakened, students of Kyle Green's Institute of Atlantis, traverse the globe, recruiting children and adults alike into their center of education and sanctuary. Zahn, a metahuman organization originating in Germany, has spread its influence throughout the world, making use of racist ideals and facist zeal.
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Adjunct Birdcatcher Vice Captain
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Adjunct Birdcatcher Vice Captain
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Posted: Mon Dec 19, 2005 3:50 pm
Races When magic came back into the world, some people's genetics were affected by this. The human race split into five distinct subspecies, each with their own attributes. Each race received a name reminiscent of the mythical race they most resembled. Humans: Homo sapiensHumans stand about 1.7 meters high and weight about 70 kilograms. Skin coloration ranges from pinkish-white to ebony. There are three major ethnic groups, each of which varies considerably in size, coloration, and hair distribution and quality, but the ears are always rounded, the skull has 32 teeth, and the women have 2 mammae. Habitat: Humans prefer to dwell in above ground, roofed structures. Habits: Most humans prefer daytime activity. Their diet is omnivorous. Human populations live in small family groups, pairs of adults, or alone. The worldwide average human life span in 55 years. The breeding season is unrestricted. Gestation is 266.5 days. Humans are capable of any magical proficiency whatsoever. Elves: Homo sapiens nobilisThe height of the typical elf is 1.9 meters, and his weight is 72 kilograms. Coloration is pale pink to white or ebony. The females have 2 mammae, and all elves have 32 teeth. Nobilis is more slender than sapiens and has a lighter build, though the bone structure and musculature are equally strong. The slenderness is exaggerated in nobilis of Polynesian and Australian aboriginal origin. Elven body hair is sparse, but head hair is usually luxuriant and extremely fine. Elven hair is usually straight or slightly wavy, and is almost always worn long. There are also several populations showing tightly curled head hair, however. The eyes are almond shaped; in darker-skinned nobilis they are often slightly protuberant. The ears come to a definite point. Habitat: In urban areas, elves inhabit standard human structures. In wilderness areas, they prefer to live in structures built of natural materials or living plants. Habits: Elves are nocturnal beings. Their diet is vegetarian. They tend to live in small groups, preferably apart from the rest of humanity. The elf life-expectancy is unverified, with possible life spans of several hundred years, but metabolic studies are inconclusive. The elven breeding season is unrestricted. Gestation is 360 days. Metavariants:Wakyambi: The wakyambi are an extremely rare elven subgroup native to Africa. The wakyambi often lack pointed ears and are noticeably thinner and taller than other elves, many growing as tall as trolls and a rare few even taller. Wakyambi almost always possess black or brown skin, although rare albino wakyambi are known to exist, characterized by white skin, no body hair and red eyes. All known albino wakyambi shun the modern world and live deep within the jungles of the African heartland. The Night Ones: A mostly European metavariant of elves known by their own choice as the Night Ones, possess the distinguishing physical characteristic of fine fur covering their bodies. This layer of fur is indistinguishable from skin at a distance, but the fact that the fur ranges in color from black to violet to blue, with some rare examples of green and a very deep orange, makes this metavariant quickly apparent at close range. The Night Ones' hair and eyes are usually a tint of their skin color, though a few rare Night Ones have silver hair and eyes. Because the most common colors of fur are the dark shades, the general public almost immediately dubbed these elves the Dark Elves. Despite popular urban myth, the night ones are not a cult or an "evil" elven subgroup. Found mainly in Europe, an increasing number of Night Ones have been appearing in the Tir nations. Night ones have a mild allergy to sunlight and so prefer to live and work at night, but otherwise they resemble other elves. Dryads biggrin ryads are an all-female metavariant of elves characterized by an average height of just more than 1 meter and hair color that appears to change with the season of the areas in which they live (for example, brown or white in winter months, bright green in the summer and various oranges, reds and yellows in the autumn months). All dryads have dark brown eyes with no visible pupils. No matter where they are born, all dryads migrate to forested or wooded areas as soon as they are capable of traveling on their own--the further away from the urban sprawl, the better. The longer they live in these isolated areas, the more feral they become, in a voluntary seperation from society that includes speaking a language only other dryads understand. While scientific studies cannot pinpoint any specific medical reason for it, dryads exhibit a Mild allergy to urban areas, displaying all the physical and mental strains common to any allergy sufferer whenever they travel away from their home. All known dryads are shamans who follow a variation fo the Great Mother totem. The dryads call their totem Father Tree but the game stats are the same. Centaurs:This race is perhaps one of the most obvious and unusual to crop up since the awakening. Having the upper body of a human, and the four legged lower body of a horse centaur's are not easily able to hide what they are. Both of the size and weight of these meta humans vary, but they rarely stand less than 14 hands, or about 4.7 feet at the horse-shoulder. Large males have been known to reach 19 hands or about 6 feet, at the horse shoulder. Females possess two mammae, and all individuals have between 36 and 38 teeth, with males normally having 38, although the odd female may also have that number. Coloring of Centaurs' varies greatly, much as horses does. All shades and patters with brown white black and brown are possible, but solid colors are preferred among the centaur's themselves, for both cultural and practical reasons. Centaurs have long pointed ears that lean more toward a horses ear in length and appearance than those of the elves. Hair color is often the same as the body, with both head and tail hair being the same color. Males do posses facial hair, although not all choose to wear beards. Keeping oneself well groomed is of importance to centaurs of both sexes. Social structure of centaurs has come to resemble that of nomadic herders, combined with the habits of wild horses. Bands or family groupings are the basic group. They consist of a dominant male and at least one female, with a higher ranking male being able to gather several females through trade, or theft from other males. Living nomadically bands prefer to avid large human centers, and travel vast distances with their families and livestock, usually consisting of common horses, sheep and often goats or cattle. Tents and household goods are packed on horseback. The tents are used mostly as a place to escape bad weather, especially by Mom's and their young offspring, as centaurs dislike being confined, although most are not claustrophobic. Elves are capable of most shamanistic and biological magics, but their abilities seem to be stunted in most other areas. Dwarves: Homo sapiens pumilionisThe average dwarf is 1.2 meters tall and weights 54 kilograms. His coloration is usually pinkish-white or light tan, but may be as dark as ebony. Female dwarfs have 2 mammae, and all dwarfs have 32 teeth. Dwarf legs are disproportionately short, making them porr runners. Their torsos are wide, with great breadth at the shoulders, endowing the subspecies with increased arm strength. Their body hair is well-developed and head hair profuse; males have extensive facial hair. The dwarf nose tends to be large and long and the ears slightly pointed. Habitat: This subspecies prefers artificial or natural caverns in wilderness areas. In urban environments, dwarfs show a preference for dwelling in basements or subbasements. Habits biggrin warfs may be active by day or night. Their diet is omnivorous. Populations form small family groups, and though they show isolationalist tendencies, small enclaves are found in communities all over the world. Their life span in unverified, but predictions based on metabolic rates run to more than a hundred years. Their breeding season is unrestricted. The gestation period is 284 days. Metavariants: Koborokuru: Japanese dwarfs, called koborokuru, are slightly smaller than their Western counterparts and possess extensive body hair. Like other metahumans, koborokuru are not looked upon kindly in Japanese society. In fact, Japanese anti-metahuman prejudice has saddled koborokuru with an undeserved reputation as rude and primitive individuals. Like gnomes, koborokuru prefer rural and wilderness areas over urban environments. Menehune: The menehune, or Children of the Land, are named for the original "little people" of Hawai'i. Menehune are shorter than most dwarfs and possess luxuriant body hair, thick muscles, large noses, bushy eyebrows and stringy hair. According to local legends, the menehune's ancestors came fromt eh lost continent of Mu, or Atlantis, but modern biologists and anthropologists place little stock in such fables. Gnomes: Members of the gnome subgroup inhabit Central Europe and Asia Minor. Gnomes are distinguished from common dwarfs by longer noses and a shorter, more childlike physique. Gnomes tend to favor rural environments over urban settings. Most cling to the behaviors traditionally attributed to their race by mythology and seem unnerved by modern technology. All known magical gnomes are shamans. All Dwarven variants are usually stunted in magical ability, though shamanism is quite common among many variations. Orcs: Homo sapiens robustusOrcs are 1.9 meters tall and weight 95 kilograms. Their skin coloration varies from pale pink to ebony, but includes greys and greenish tints as well. Orc bodies are proportioned similarly to that of sapiens, but robustus is more heavily built. Head hair is usually more prominent than the sapiens ethnic group from which the individual robustus was derived. The orc nose tends to be broad and the lips thin. The ears show definite points and are sometimes elongated as well. The orc skull has 32 teeth, with greatly enlarged lower canines. Ork females have 2 mammae. Habitat: Usually in roofed buildings or underground. Habits: Orcs are active day and night, but seem to prefer the night. Their diet is omnivorous, but with a distinct preference for meat. Populations form large groups, often with a tribal structure. The typical life span appears to be between 35 and 40 years. Their breeding season is unrestricted. Gestation is 187 days. Metavariants: Hobgoblins: The hobgoblins of the Middle East are smaller and slighter than most ork variants. Hobgoblins' greenish skin tones, sharp teeth and dark, beady eyes give them a fierce appearance, which has contributed to the anti-metahuman prejudice in the Middle East, among Fundamentalist sects. Hobgoblins are also distinguished by their vicious tempers and strong sense of personal honor, which demands that hobgoblins avenge any slight or disrespect directed toward them. Oni: Japanese orcs, or oni, have bright red, blue or orange skin. Less apparent physical characteristics include slightly protuberant eyes; enlarged, pointed ears; and horns. Additionally, oni display a higher than average propensity for magical ability. Oni are reputedly treacherous and hostile, but this view seems more a product of Japanese anti-metahuman prejudice than of any inherent oni characteristics. Ogre: Members of the European ogre subgroup are taller and stockier than most orcs. They possess smoother skin and less body hair than other orcs, as well as pronounced jaw lines. Satyr: Members of the Mediterranean satyr subgroup often possess relatively small physical builds, furry lower bodies, cloven hooves and small, curly horns. Popular myth to the contrary, satyrs are not all musicians or "party animals." Nearly all satyrs possess magical abilites and follow the way of the shaman. Most follow the totem of Bacchus. This totem resembles the Greek god of the same name. Nearly all orcs posess no form of magic, though specific variants are capable of religiously related shamanism. Trolls: Homo sapiens ingentisTrolls measure 2.8 meters and weight 225 kilograms. Skin color varies from pinkish-white to mahogany brown, and usually remains unchanged after ingentisization, or transformation into troll form. Ingentis body proportions differ from those of sapiens, with the ratio of arm-to-leg length significantly higher in ingentis. Trolls are very heavily built and occasionally exhibit dermal bone deposition, resulting in spines, rought surface texture, or an armor plated effect. Body hair is usually well developed, but may be absent altogether. Head hair is usually more prominent than among the sapiens ethnic group from which the individual ingentis was derived. The nose tends to be broad. The ears show definite points and are sometimes elongated. The sloped skull has 34 teeth; lower canines are enlarged and molars display extreme convolutions, which researchers interpret to mean that ingentis teeth are constantly regenerating. Troll females have 2 mammae. Habitat: Trolls who live in wilderness areas use caverns and converted structures such as bridges for their dwelling places. In urban areas, they prefer areas shunned by "normals," such as sewers or derelict buildings. Habits: Trolls prefer nighttime activity. Their diet is omnivorous. Populations usually congregate in small groups, which often cohabit with subspecies robustus. Metabolic studies and direct observation indicate a life expectancy of about 50 years. The breeding season is unrestricted. Gestation is 259 days. Metavariants: Cyclops: Greek and Mediterranean trolls, known as cyclops are larger and more heavily muscled than other trolls but lack most of the dermal bone deposists common among trolls. They are most easily distinguised by the fact that they have only a singl eye. All cyclops either have only one horn, or in rare instances, no horns. Fomori: Fomori are Irish/Celtic trolls whom also lack dermal bone deposits and are generally considered attractive by other races. Giants: Nordic trolls are fairer and taller than other trolls and lack either dermal bone deposits or horns. For unknown reasons, giants seem to have a greater than average tendency toward genetic reversions. Minotaurs: Minotaurs are an unusual Mediterranean mutation of the troll metatype, distinguished by pronounced snouts, wide-set eyes, long bull's horns and extensive body hair. Trolls posess no natural affinity towards magical abilities.
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Posted: Mon Dec 19, 2005 7:01 pm
[ Message temporarily off-line ]
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Adjunct Birdcatcher Vice Captain
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Posted: Tue Dec 20, 2005 5:11 pm
The following areas are the main locations in which people will be able to Roleplay. Please do not create a new location without the permission of a MOD or myself.Atlantis: Several years after the Awakening, a corporate billionare by the name of Kyle Green discovered a large island on the Atlantic Ocean. Because of the United State's new political laws on corporate sanctuary and territory, Green was able to claim the island as his own, without purchase or military force. At first, his sattelite images lead him to believe that it was a newly formed volcanic island, but once there, his previous assumptions were abolished. Atlantis was not newly formed, but rather, resurfaced. After decades of reconstruction and establishment, Kyle Green transformed the island he deemed "Atlantis" into a neutral political sanctuary, and welcomed all Awakened races and magicians alike into his realm. He transformed the island's grand central palace into an educational facility deemed "Kyle Green's Institute for the Awakened". After Green's death, his position was succeeded by the Institute's new Dean, Master Atticus Royle, an elf, as well as an accomplished mathematician and biomagician. The entire island is covered in reconstructed ruins which Awakened individuals inhabit, and the city bustles with trade and personal training alike.Washington D.C., The United Canadian and American States: After generations of war and political turmoil, the United States of America has split. To the south, the CAS has sparked a racially driven revolution. To the west and north, the NAN has claimed the majority of North America back as their own. Despite this, the Federal government has yet to collapse. After a treaty between Canada and the remainder of the U.S., they have merged into the United Canadian and American States, or UCAS. Washington D.C. remains as a political and economical center throughout the world, and maintains a firm control over it's lingering government. Tall ivory-colored contructions and spires pierce the sky, and the bustling city is tightly controlled by martial law.Native American Nations, North America: After the NAN's fierce military revolution in which they were the first to use organized mage cadres, the Native American population has finally attained dominance once again over their homeland. Though thousands of establishments and villages encompass their territories, all major cities have been destroyed and burned to the ground, as the NAN denies the corporate city way of life. Deep tribal magic laces the Northwestern forests, and it is said that natives can traverse week-long treks in a matter of hours. Thus, no polluting machines are required to transport people across the land. The NAN's reclaimed territory has truly been restored to it's former natural and magical splendor.Tir Tairngire, North America:  Since the Awakening, Elves have been perhaps the most revered metahuman race to resurface. Human teens across the globe use biotech implants to elongate and point their ears, and use plastic surgery to perfect their features in imitation of elves. In any case, elves have perhaps the most organized metahuman government in existence. Tir Tairngire, located to the north of California and to the South of NAN territory, is a testament to this organization, known as the Brotherhood. This city makes use of elven biomagics, constructing entire buildings made of biological material. Entire villages dwell in tree canopies, natural gardens of the rarest flora decorate the landscape border to border. The nation's capital city, Salem, is built around a tree of titanic proportions, who's canopy umbrellas the entire city. Unfortunately for outsiders, though, it is almost impossible to gain access to the territory, even for homesick elves. Tir Tairngire's borders are shielded by miles of lethal, man eating flora, and its shores are patrolled by elite military personel.Atlanta, The Confederated American States: For over a century, the southern way of life has been the controversial laughing-stock of Northern U.S. society. Even after the northern victory of the civil war, the Confederacy has remained in the hearts of those who dwelled in southern states. Their way of life, their mindsets, and their stubborn racism lasted clear through to the Awakening. Even in the 21st century, the Confederate flag could be seen on belt buckles and T-shirts across Southern America. Though slavery was abolished, the southern form of pseudo-christianity remained, continuing to invoke thoughts of supperiority and nationalism. After the Awakening, and the resources spent defending the U.S. against the NAN, the time seemed ripe for another revolution. Generations later, the CAS has established a foothold over the Southern states, and has become a center for Humanism, the racist ideals which present Humans as higher entities than Metahumans. The CAS is infested with outlaws and revolutionaries, anarchists, fascists, and military, all of which raise a wobbly glass to their beloved Confederate flag.Rhine-Ruhr, Germany: Metahumanism; the popular central european ideal which presents Metahumans as the evolved, and supperior form of humanity. This ideal is the core of Zahn, a fascist movement which has swept across the axis nations. Rhine-Ruhr, now the capital of the Allied German States, has become the home base of Zahn, and the center for Zahn's military and political interests. It is one of the few places on earth in which Trolls and Elves alike can sit in a tavern and talk openly, without becoming wary of attracting unwanted human attention. All Metahumans stand on equal ground, and racism is not tolerated, unless directed towards the "Remnant"; the name by which followers of Zahn address humans. Sprawling cities are decorated with graphic graffiti, side by side with Zahn propaganda with powerful images and messages. The government has collapsed, and leaders of the Zahn movement have taken control of the city. Now, metahumans are slowly gathering to the lawless city, which is growing in power and arms. Rumors have spread across europe, as the Zahn military is mobilizing against openly Humanist and enemy nations, replacing government officials with Zahn loyalists. Europe is crumbling under the iron jaw of Zahn.London, Twin Kingdoms: Far along the rainy coast of Europe, lies the twin islands of what was once the backbone of western civilization. Tir na nOg, formerly Ireland, is now the second strongest Elven presence on the planet, a second extension of the Brotherhood's power. It is a strong Elven foothold in Europe, and magical gateways connect it to Tir Tairngire. The U.K., unchallenged master of foreign diplomacy, has allied itself to Tir na nOg, successfully transforming both states into a singular government known as the Twin Kingdoms. London, the capital of the U.K., and in accordance to the Twin Kingdom Treaty, the capital of the Twin Kingdoms as well, has done it's best to fight Zahn propoganda and retain it's peaceful relationship with other European governments. Though the vast majority of European Metahumans seem to be flocking to Rhine-Ruhr, many of the more magically-affiliated metahumans seem to make their way to London. London is known for it's incredible presence of Night Ones.
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Posted: Tue Dec 20, 2005 6:13 pm
Magic- and the uses therof
Why, hello there. You can call me Master if you want to have anything to do with magic in this RP. I'm going to be very straightforward with you. Unless you're a select group of people- I'm probably not going to like you, and be very strict when it comes to how you use the magic system. Scratch that. I'm going to be very, very strict, period. Straight-up, you are probably going to hate me. I'm like the teacher who refuses to let you screw up. Except- if you mess with my system, I will mess you up. I know this system inside-out, and I WILL take you apart if you break any of the rules.
Now for the second, very blunt fact. This system is a bit hard. If you're no good at Chemistry, you may not want to dive head-first into this. I've simpled it down as much as I possibly can, but I may or may not lose you with all the ridiculously technical language that I spew. Feel free to PM me- I'll be glad to clarify anything you don't understand.
Now, the essential thing here is a suspension of disbelief. I'm not a brilliant physics professor. There are things I don't know, yes. But I've attempted to make this system as plausible as I possibly could. There are simply a few rules we have to bend. You've all read the opening description- or, at least, I would hope so- so I can assume you have a bit of knowledge.
The first rule we must bend is the rule of Time. In the universe of The Awakening, Time is a form of energy that propels the fabric of reality on it's neverending cycle. Here's where a bit of background in high school science comes in- Time, as do all forms of energy, comes in a wave. In every wave, there are high-energy points(the top of the arc), and low-energy points(the dip, or valley of the wave). This is essential to our understanding of how the system works.
Hopping slightly off-topic just for a bit, we're going to discuss the makeup of matter. The base units of matter are not the protons or electrons, they are an interesting bit of work that we call Mana. Tiny, tiny particles that exist in a four-dimensional state. In it's 3-D state, Mana is simply a building block of matter. In it's 4-D state, however, Mana is the manifestation and proverbial "battery" of energy. Since this is the base building block of matter, it comes naturally that every living thing is infused with Mana.
And it makes sense that these Mana particles are tied directly into the fabric of reality- which is whipped into a wave by the energy of Time. When we reach a mid-energy point of the wave, the energy produced by Time is absorbed into the particles, and flares them to life. They activate, or "awaken".
Rather like radioactive material, these energy bursts have an interesting effect on living tissue. Infusing the tissue with a powerful energy stream, Mana activation triggers drastic and sudden physical mutations- thusly creating the mythological races and magical power. However, as this initial burst mutates the genetics, it also affects the brain and brain waves of sentient creatures.
Under the mutational force of such Mana bursts, certain individuals develop new lobes of the brain. Just as certain brain centers allow us to move in and percieve the world around us, these new lobes act as a diving board, propelling mankind into new heights. These lobes, depending on their specific mutation, allow for fundamental connections with certain types of Mana- and thusly, the manipulation of said Mana.
Make sense? Of course it does, I'm amazing. Again, if you're lost, PM me. I'll fill you in. Now we FINALLY get to the fun stuff. The actual explanation of classes and whatnot. As I've said before(the paragraph just above, actually), this mutation allows you a connection with certain types of mana- thusly giving you control over such types. Here's a list of a few of the most common types.
NOTE: You are limited to these common types, unless you can create and explain a class to MY liking.
Kinetics This mana class is off-limits. Only one character posesses this power- mine. This is the base molecule manipulation class. A kinetics mage is directly connected to every type of mana particle around him- from birth. He directly controls every form of molecule- as such, he is the combination of all the other classes. Before you start bitching about an overbalanced character, consider- he simply controls the kinetic energy and direction of molecules. Sure. He can hurl chunks of...anything, and freeze and boil objects, but that's about it. Sparking any sort of large-scale reaction would be well-nigh impossible, dealing with the billions upon billions of molecules in a square inch of matter.
Shamanism A unique strand of DNA, the shaman manipulates the specific chemicals, electrical impulses, and hormones in the brains of animals to...program them, so to speak, and force them to carry out the Shaman's bidding. Each Shaman is limited to one species- Rodent, Feline, Canine, etc...
Biomagics In the same manner as a Shaman, the Biomage manipluates the specific chemicals and hormones that dictate growth and species type within plants, thusly able to forcibly and swiftly mutate plants. He is not limited to a specific strand, as the Shaman is.
Combustion(Fire) This mage's new lobe allows control of molecules responsible for a combustion reactions. The most common manifestation is a wall of flame, or a fireball. But any sort of combustion reaction that can be dreamed up, this firebat can pull off- even to the point of large-scale detonations. Apparently some of you HAVE no background in Chemistry. Consider the chemical makeup of the air. There are not a lot of combustible materials in the air, you realize? Mmyes. You cannot physically move the particles. That's meddling in kinetics. Once you unleash the reaction, the molecules used within the reaction are under your control. To be very blunt- you can't just conjure flame out of midair. You can make some heat and some fizzle. There's just not enough there.
Gas(Air) This is possibly one of the most versatile powers. An Air mage controls mana in the form of a gas- such as air. An Air mage could, say, create massive wind currents, regulate pressure, even super-compress the air at a molecular level and use the chunks of compressed air as an unseen fist, or blade.
Liquid(Water) Self-explanitory, yes? A water mage controls the liquid substances. Acids, bases, and the reactions therin. One could still the molecules completely, dropping the temperature of the liquid to absolute zero and freezing it instantly, and then use the frozen shape as a weapon.
Solid(Earth) Under the influence of an Earth mage, molecules classified as "Solids" become deadly weapons. Able to forcibly restructure and change the rock layers, an Earth mage can create massive earthquakes- or simply rip a boulder up with his power and crush you with it.
Synthesis(Golemist) A very rare sub-sect, the Golemist has the rare ability to blend certain reactive molecules, or force-blend unreactive ones, to create a shape, which is then controlled by the Golemist. Many Golemists are instilled at birth with a structured mental-block, allowing them to only shape one structure out of any given material.
Again, you are limited to these classes. If you have something special in mind, go ahead and give me a PM- I'll bring your idea to life within these strict rules.
Now then- I'm sure you all have the same question: How is magic to be implemented? Through the Line Rules of Magic. These may or may not be new to you.
Basically- the longest post wins. However, don't think you can just bullshit a five-page post and kick anyone's a**. Casting lines are what count- the actual description of the ACTUAL casting. These are the ONLY lines that matter. The lines that actually describe the physical and metaphysical effects of casting the spell. If you need an example- PM me, I'm not going to waste even more space with a huge post just to illustrate. The post with more casting lines wins. To block a spell, your post must be equal to or greater than the attacking post in lines. I know it's strict for RPing, and I apologize- but in every RP, you get douchebags who don't play fair and ruin the experience for everyone. This will not be allowed.
That wraps up this info blurb. Do read this all the way through- hell, maybe once or twice- before applying. If you screw up in the RP, I will not cut you a break for inexperience. Know this system inside and out if you wish to use it.
Remember, Metahumans are limited, so ask before you post. - Editor In Chief
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Posted: Thu Dec 22, 2005 12:46 pm
[ Message temporarily off-line ]
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