Post by Admin on Oct 22, 2018 22:12:33 GMT -8
Magic |
- An ancient curse draws magic to Streitstadt, makes it gradually stronger, and prevents it from ever leaving.
- While magic exist in the outside world, nowhere is as concentrated as in Streitstadt.
- The existence of supernatural is not common knowledge in the outside world. Magic is often dismissed as fairy stories, and newcomers may not know or believe the local stories until it's too late
- Some outsiders, particularly Clergy, may have prior knowledge and experience wit the supernatural.
Out of Character Rules: |
No Prodigy Characters |
Prodigies are fun in stories with one hero, like comics & tv, but discouraged in collaborative storytelling, as they make OCs who worked for their skills look inferior.
Players must follow relevant species powers & weaknesses.
No OC may:
- Gain skills faster than others
- Gain powers without effort
- Acquire powers no one else has
- Ignore their species' weaknesses
Except boss characters, no OC can be stronger/smarter/better than anyone else.
- In this RP, untrained characters cannot be as skilled or powerful as a trained character.
- Untrained magic should be more of an inconvenience & danger to the user than useful.
Unlike fae, angels, & demons, species that aren't naturally magical require training & experience to use their magic successfully. That experience can come from your choice of backstory or RP, but it must happen if you want your OC to competently use their power in rp.
If your character has just turned into a vampire, discovered latent witchcraft or faith powers (i.e: a level 1 character), they MUST take time learning before they can use that power. Species traits can be gained without effort, like vampire strength or werewolf healing, but untrained characters cannot spontaneously manifest strong, controlled, or easy magic. (Compare spiderman's spidey sense vs web-slinging & accidentally sticking to everything/falling mid-swing. )
If you have questions, check with mods.
Untrained Characters |
You are welcome to create an OC who is new to & untrained in magic, but magic they use must have serious drawbacks. Untrained powers should be far more of an inconvenience/danger to the caster than anything useful. Magic should either be difficult to control, incredibly weak, carry very harsh consequences, or ideally a mix any of those 2-3.
An untrained character can be a lot of fun. Flipping a coin to see if a spell succeeds, giving your OC much higher casting costs, and choosing random effects can allow for interesting & powerful RP choices while not actually making OCs unfairly over-powered.
fun & Optional tools for Inconsistent Magic Options:
- Coin flip - Heads the spell does what you wanted, tails it fails.
- Random Spell Effect (Roll a dice and see what happens!)
- Fate Dice Roll System: Roll 2d6
Magic vs Magic |
When interacting with another magic-using character, discuss OOC before affecting the other with magic, even if the effect is not intended to cause harm.
Casting spells on others, interrupting other's magic, or overcoming another's magic all comes with implications of 'who's magic is stronger', and should always be discussed & okd with your RP partner. Even with your partner permission, novice magicians cannot pull off powerful magic.
Follow the Power Level Chart:
An angel's magic is stronger than a human's, fae magic is stronger than angels, ect.
An untrained human should not be able to overcome a trained witch's spells, though if discussed ooc, weird, unhelpful effects could disrupt (imagine a beginner adding the wrong ingredient to a master chef's dish). Keep it fun, dramatic, but never OP <3
Casting spells on others, interrupting other's magic, or overcoming another's magic all comes with implications of 'who's magic is stronger', and should always be discussed & okd with your RP partner. Even with your partner permission, novice magicians cannot pull off powerful magic.
Follow the Power Level Chart:
An angel's magic is stronger than a human's, fae magic is stronger than angels, ect.
An untrained human should not be able to overcome a trained witch's spells, though if discussed ooc, weird, unhelpful effects could disrupt (imagine a beginner adding the wrong ingredient to a master chef's dish). Keep it fun, dramatic, but never OP <3
Magic Within Streitstadt |
Streitstadt carries an ancient curse that attracts magic & makes the area inescapable. Without exception, once in range of the curse, none can leave. This has caused a high concentration of magic & magical beings in and around Streitstadt.
The curse is roughly 1,000 years old. Initially weak, it held tightest to those with powerful magic. Growing stronger with each new captive, at the present it is essentially impossible for anyone to escape.
Heightened Potential
For better or worse, Streitstadt's strange attributes may heighten any latent powers in humans and supernatural creatures alike. Even those who were already magically proficient may find that they become stronger the longer they spend time in Streitdstadt.
This can result in those without power developing new abilities, characters with limited power becoming much more powerful, and even developing powers that are beyond a character's control.
Types of Magic |
Magic an indefinite WIP. Any thoughts can be expanded on & work-shopped with the group!
Always check with Mods before adding new powers!
Summoning |
Strongest Potential: Fae, Humans
Certain magics can summon supernatural beings. For certain entities, like angels & demons, it is the only way they can come to the mortal plane.
Summoned creatures may or may not be obedient to the summoner, depending on the magic.
Summoners can choose beings already within the Streitstadt area, or, with the right power, outside. Beings who are summoned from outside Streitstadt will not be able to leave.
Summoned creatures may or may not be obedient to the summoner, depending on the magic.
Summoners can choose beings already within the Streitstadt area, or, with the right power, outside. Beings who are summoned from outside Streitstadt will not be able to leave.
Possession |
Strongest Potential: Ghosts, Fae, Elementals, Angels & Demons
Most commonly associated with ghosts, many supernatural beings that can become incorporeal can manage this. Some creatures are far easier targets than others (As vampires do not seem to have souls, results could be very interesting. Also see: Tamers)
Faith Magic |
Only Usable by Humans
Abilities granted by taping into the collective human faith, fueling their power.
Mainly used by the clergy, but could potentially be used by any character of strong faith. Character does not need to be Catholic, or even Christian based. (See: Hunters)
Mainly used by the clergy, but could potentially be used by any character of strong faith. Character does not need to be Catholic, or even Christian based. (See: Hunters)
Fairy Rings/Ley Lines |
Only Usable by Fae (Other creatures can accidentally use them, to their peril)
Roots of magic that criss-cross the earth, often marked with fairy rings. Faes' potent magical nature allows for travel along the lines. Strangely, impossibly, all lines stop somewhere along the farthest reaches of the Knochenwalde forest, preventing magical escape from the curse.
Non-Fae that stumble into a fairy ring may be lost forever, taken by the fae, or encounter any other number of dreadful fates.
Non-Fae that stumble into a fairy ring may be lost forever, taken by the fae, or encounter any other number of dreadful fates.
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