Post by Cat on Dec 5, 2009 19:30:50 GMT -8
Name
As this is a fantasy world, most names are acceptable to use. They can be made up, old, modern…I don’t really care. I will, however, include some cultural advice.
Mortals are given first names with their last names being either the noble house they are part of or the noble house that owns the land they come from. First names may be unique or they may be names passed down through their family. Middle names may also be given to those whose family can’t decide which name to give them. Middle names are ALWAYS family names.
Example: Gavin of Sheepsbury
Shifters tend to only have first names. Shifters may have taken on mortal names since the alliance. Children born after the alliance was made may or may not be named in the mortal fashion.
Example: Polly
Daemons may have anywhere from one name to five. The names are often unique. The meanings are very important. Daemon mothers will give their children names based off of the future she wants them to have or believes they will have. Each name is carefully considered before being applied. Daemons may go by any of their names or use a nickname.
Example: Teren Tius Nisde Andrian Mattin, “He who instigates war to build a future fit for gods.”
Fae have a first name and a last name. It is important for first names to be unique since they live for so long. They do not have family names and are never named after another. Last names tend to be elemental or conceptual by nature. They include things that are natural to the balance. They are not necessarily passed on from parent to child, but they can be. Last names are considered somewhat of a blessing, chosen for their good quality.
Example: Raylene Hope
Gender
There is not a limit on whether you play male or female or how many characters your create of each. However, that being said, try to keep things balanced. I will let you know the current ratio of male to females. If one gets to be too high a momentary ban may be placed until they are even again.
Currently, there is no ban in place.
Females: 10
Males: 15
Age
Characters must be old enough to walk, talk, and otherwise function on their own in order to be playable characters. I would like characters to be at least six years old. PM me if you would like to make an exception to this rule and it MAY be granted. There is no maximum age for your character to be other than what is realistic for the species that you play.
Mortals live an average of 100 years. Females are considered adults the moment they start their period, usually between 14 and sixteen years old. Men are considered adults whenever their fathers believe they are ready. If their fathers die before that point, the oldest son is automatically considered an adult.
Shifters live an average of 400 years. Adulthood is reached at age thirteen, at which point children are considered able to think and take care of themselves. Shifters are not respected as adults until sometime between their fiftieth and one hundredth year.
Daemons do not reach adulthood until their hundredth year. At that point they will resemble a young teenager. Daemons older than three hundred years are considered middle aged while daemons older than five hundred years are considered to be elders.
Fae reach adulthood sometime between one hundred years and two hundred years. Their bodies may appear to be young teenagers or young adults. Either way, all fae adults are respected. Elders are fae eight hundred years and up.
Birthday
January 1st to January 28th is the Wolf Moon, named for the hungry wolves who howl more during this month than any other.
January 3rd is the Wolf festival, celebrated all over Illinor. Celebrants dress in wolf skins. Chosen participants wear an entire wolf skin, including the head, and dance around the fire. This night is intended to be loud and raucous, to scare off any wolves that may prey on the participants that month. At the end of the dance, an elder (usually with a fire affinity and the scrying ability) will look into the flames or read the smoke to determine the dancers for the following year. This is considered to be a great honor. To refuse is to lose respect in the eyes of the community.
January 29th to February 25th is the Snow Moon, named after the heavy amount of snow fall during this month. Some refer to this as the Hungry moon due to the difficulty of finding food.
February 2nd is the Snow Fast, celebrated by all but the shifters. Everyone goes the day without eating in order to commemorate all who will starve that month. The next morning, communities gather for a big feast where everyone is asked to bring some food or drink.
February 26th to March 25th is the Crow Moon, named for the shrill cry of the crows that signal the beginning of spring.
March 3rd is the Crow Festival, celebrated by all of Illinor. This is nothing more than a day of revelry and fun. None are expected to work, with the exception of slaves in most households. Pranks are played and at the end of the night, each community offers an award to the best prank. Pranks may not cause widespread panic or they are instantly disqualified. The winner is called the Crow King and is sometimes referred to as Trickster’s Pet.
March 26th to April 22nd is the Egg Moon, named for the abundance of new life during this month
April Second is the Spring Equinox, celebrated by all but the mortals. Communities and families gather for a day of revelry and fun. Children dye bird eggs and then offer them to the eldest of the revelers. This person hides all of the dyed eggs along with an array of little prizes for everyone else to find. It is said that the first woman to find an egg will be the first to bear a child, while the first man to find an egg will be the father of that child. This is mostly said in jest, but there is an odd ring of truth to it.
April 23rd to May 21st is the Flower Moon, named for the lovely flowers that bloom all over Illinor during this month. It may also be called the Milk Moon as the sweetest milk may be gathered this month.
May 2nd is the Flower Festival, celebrated by all of Illinor. Girls string flowers through their hair and decorate their community with flowers, ribbons, and any other pretty thing they happen to have with them. A dance is held. Many matchmaking games are played, randomly pairing off the unmarried. Even the mortals loosen up during this festival, resulting in many unwanted children. The mortal nobility tend to watch, thinking that participating directly will make them common. They do, however, become slightly more generous and may even offer up a coin or two to the needy.
May 22nd to June 18th is the Blue Moon, named for the odd blue color of the full moon during this month.
May 31st is the Blue Moon Day of Giving, oddly celebrated only by the mortals and the fae. On this day, participants offer gifts to their enemies as an apology for any wrong doing of the past and of the future. This holiday is celebrated most during times of war and is the one day fighting is not permitted.
June 19th to July 16th is the Strawberry Moon, named for the delicious fruit that grows in abundance during this month.
June 30th is the Strawberry Festival, celebrated by all of Illinor. Strawberries are picked, eaten raw, many strawberry foods are made and sold. A contest is held for the best strawberry dish. Prizes will vary among the different communities.
July 17th to August 13th is the Thunder Moon, named for the summer thunderstorms that hit Illinor during this month.
July 29th is the Day of the Thunder God, celebrated only by the fae and the shifters, Illinor’s oldest residences. Participants must climb to the top of a high cliff without the aid of magic. If they throw an offering to the gods over the cliff while making a wish, the wish is likely to come true. The more valuable the gift, the more chances they have of winning favor from the gods. Some participants make this offering even without wishing, simply to give things for what they already have.
August 14th to September 10th is the Red Moon, named after the red tint the moon takes on during this month.
August 28th is the War Festival, celebrated by all but the shifters. This holiday is pretty much the opposite of the Flower Festival, which celebrated fertility, beauty, and femininity. This holiday celebrates strength and cunning. Many competitions are held that test the physical and mental prowess of the male population. Much alcohol is consumed. The winner of these competitions is often allowed to choose a wife from the unwed women.
September 11th to October 8th is the Harvest Moon, named for being the month of harvest (go figure).
September 26th is the Harvest Festival, celebrated by all of Illinor. On this day, all goods are given freely. It is yet another day of dance and revelry, designed to reward those who have worked hard harvesting their crops.
October 9th to November 5th is the Hunter’s Moon, named for being the month where hunting is easiest and most rewarding.
October 26th is the Hunter’s Festival, celebrated only by the fae and the shifters. Food and gifts are set out for all prey animals as a token of thanks for offering their bodies as nutrition for the predators.
November 6th to December 3rd is the Frost moon, named for being the month where frost was first seen in Illinor.
November 24th is the Frost Festival, celebrated only by the shifters. Participants fix metal blades to thick, leather shoes (often set with wood), and dance on the frozen rivers, ponds, and lakes. If the water is not fully frozen over yet (a rare occurrence), help may be sought by the water sprites. This is a day of joy, meant to inspire enough happiness to get them through the harsh winter.
December 4th through December 31st is the Long Night Moon, named for the darkness that descend upon Illinor during Winter.
December 23rd is the Day of Giving, celebrated only by mortals and shifters. It is a celebration of family and love. Gifts are sent to loved ones. Most families gather to feast and spend time together.
Species
Mortals[/u][/i]
Of the four species types, mortals are the weakest.
Humans: These are the zombies of Illinor. They came, they conquered, and now they are spawning like crazy. Although they are considered to be the weakest of the species, they are the most numerous. Humans are found everywhere and in all different roles within the cities and towns of Illinor. It is exceedingly uncommon for them to be found in the forest due to the hatred the forest harbors for these creatures.
Human Advantage: Get one mad? Watch an angry mob form almost immediately. Doesn't matter if they're weak, there's a lot of them. Common affinities include philosophic, battle, bardic, and craftsmanship.
Mages: These humans use fairy magic. Such forces are not easy to control and therefore mages are rare compared to humans (though still numerous compared to non-mortals). Mages must be strong individuals in order to possess the willpower required to harness the elements. Keep in mind, mages do not possess the connection with nature that fairies do.
Mage Advantage: Respect. They can charge a lot for their services. Their power tends to be surprisingly versatile. Common affinities include sky, fire, water, and earth.
Sorcerers: These humans use elven magic rather than fairy magic. This kind of magic is more versatile, adapting and responding to the user easier but with less power because the magic itself, in essence, becomes mortal. This magic may be manipulated using spells for added effects, but such spells must be learned from elves in game. Or, Fate may drop by and give you a spell book. =D
Sorcerer Advantage: Secrecy. Their mortal bodies have warped the magic they stole, making nearly impossible to detect (for those who know how to do so). Their magical signatures are completely untraceable. Common affinities include life, light, death, and dark.
Shamans: These humans tend to be more spiritual by nature. Most of them try to stay neutral in the war, though their loyalty lies with their own kind first due to be taught that the forest creatures are evil monstrosities. They value life and are often very nurturing. Only shamans are ever found going willingly into the forest. It is rare for a shaman to be found among the nobility.
Shaman Advantage: Forest friendship. The forest can't decide whether they're friend or foe and will therefore wait before doing anything. Should the mortal prove to be a friend, the forest will help instead of hinder. Common affinities include avian, reptilian, aquatic, and mammalian.
Shifters[/u][/i]
Trusted by no one, shifters are forced to lead very lonely lives.
Hunters: Strange creatures, hunters are nature’s enigmas. Their true forms often have a shimmery quality with colors not normally seen on a body. They come in so many shapes and colors and sizes that none look alike. Not a single one. Furthermore, they’re able to shift parts of their bodies into objects related to their affinities. Some hunters have skin that feels soft and doughy, but others feel as hard as stone!
Hunter Advantage: In their true form, a hunter is never without the tools of their trade. Hair, fingernails, saliva, and body parts can be turned into anything related to their affinity. These things will dissolve if used by anyone else. Common affinities include philosophic, battle, bardic, and craftsmanship.
Sprites: Tricky little things, they are. In their true forms, their bodies are pure elemental. They seem graceful and more unreal than any other species. Most sprites are mischievous by nature, making hem great thieves and spies for those who care to integrate into society. Those who don’t, mostly stay hidden until they get bored. Sprites do have a basic code of honor, however, and their worst pranks are reserved for those who anger them.
Sprite Advantage: It is nearly impossible to injure a sprite when they're in their true form. It would be like trying to hurt water. The offender can only hurt the sprite using the affinity's natural weakness. Common affinities include sky, fire, water, and earth.
Celestials: It is said that these creatures are messengers from the gods, either sent down on a mission they no longer remember or fallen in disgrace and exiled. Some believe these tales while others say it is arrogant nonsense, their way of saying they are better than everyone else. Celestials say they owe their survival on Krona to the shifter alpha and have therefore pledged their allegiance to the shifter rulers.
Celestial advantage: Celestials, in their true form, may choose to grow wings. The wings are fairly weak (unless the celestial has the sky or avian affinity) and cannot carry the celestial longer than an hour and may not support a load over fifty pounds. The color of the wings always reflects the purity of the celestials soul. Common affinities include life, light, death, and dark.
Werebeasts: These are the leaders of the shifters. They are the most common and the most respected. The connection they have with their animals runs very deep, deeper than any other being with an animal affinity. Yes, all werebeasts have animal affinities. It makes them what they are, after all. Beast people. They are forced to change shape during a full moon, but silver may be used to stop the change (while also sapping much of their strength).
Werebeast advantage: Although anyone with an animal-related affinity may speak with the animals their affinity rules over, only the werebeasts can truly command them. Werebeasts are the rulers of the animal kingdom. Only true loyalty between pet and owner can break the power of a werebeast over an animal.
Daemons[/u][/i]
All daemons carry a curse that prevents them from being out during a certain time of the day.
Golems: These strange creatures were constructed from natural resources from the Daemon Realm. Some are made of marble, others silver. All are filled with magic. And all are alive. Upon coming to life, the golem’s flesh may take on a more human feel but it will never be completely “right.” Golems were created with a purpose in mind. This purpose burns in all of them, even their descendents.
Golem Advantage: Golems do not have nerves and are therefore unable to feel pain. They are still injured normally, but they don't suffer the consequences of anguish. Their blood is a shimmery liquid (green, blue, red, or purple). Common affinities include philosophic, battle, bardic, and craftsmanship.
Elementals: These creatures are born wild and feral. Most of them have chaotic natures. Insanity comes fairly easy to their odd minds. But are they really insane? Or do they simply see the world differently than the rest? This is something of a controversy, even among their own kind. Elementals have sharp claws and teeth with crazed, odd colored eyes. Even the sane, sweet ones look loopy.
Elemental Advantage: Recharge. Elementals are the vampires of nature. They can take energy directly from the element they control. Common affinities include sky, fire, water, and earth.
Vampires: Creatures of that night, it is commonly believe that they are the dead resurrected. This is not true. It is not a bad guess, however, since vampire venom may corrupt a mortal’s DNA, turning that mortal into one of them. Most vampires feed off of blood. Some, however, have adapted to feed off of energy, souls, or even sex (such creatures are called succubi if female and incubi if male).
Vampire Advantage: The embrace. When a vampire bites another living creature, endorphins are produced that makes the experience wonderful for both parties. None will ever struggle when bit by a vampire. Common affinities include life, light, death, and dark.
Demons: These creatures are nearly as feral as their elemental cousins. They tend to listen very closely to their instincts, however, and tend to avoid the elemental insanity. Demons are very good at not thinking at all, quieting everything and reacting solely with their body. Diet may vary according to species type, but are usually connected with their affinity in some way.
Demon Advantage: The curse on demons is weaker than the others. Although being out and about during the time the curse takes effect will have some consequences, they may do so without facing death. If they are completely covered, it might be possible for them to escape the consequences altogether. Common affinities include avian, reptilian, aquatic, and mammalian.
Fae[/u][/i]
As strongly connected with the forest as they are, fae may actually die from overusing their powerful magic.
Muses: These creatures are wonderfully charismatic and charming. They inspire all who see them work. As tricky and mischievous as they are, it is still easy for them to make friends. Muses are talented individuals who may be more than a little arrogant (secretly, of course). They are beautifully sculpted and often short and graceful, closely related to elves. The muses are in charge of most of the festivals.
Muse Advantage: Manipulation. Even without using magical energy, everyone will instinctively like the muses. Even if their logical minds tell them not to, it will be hard for anyone to resist their natural charm and charisma unless they are muses themselves. Common affinities include philosophic, battle, bardic, and craftsmanship.
Fairies: These small, thin creatures have more power than any other species in Illinor. They rule over the High Council. They are gentle until angered. Most fairies have nasty tempers. Fairies are also the guardians of Faerieland, a land hidden by magic and illusion. Their ears stick out in sharp points. Actually, most of their body tends to be rather pointy. Like most fae, they still look very graceful.
Fairy Advantage: All fairies have wings that they can choose to hide. Without the sky (or avian) affinity, the wings will not do much, however. They may carry the fairy short distances but may not support loads larger than fifty pounds. Common affinities include sky, fire, water, and earth.
Elves: These creatures range in height from very small to very tall. Skin color could be anywhere between snow white and raven black. All elves have willowy bodies and leaf shaped (slightly pointed) ears. Elves are respected by all of the forest dwellers due to the wisdom and knowledge they hold. Elves are the most temperate of the fae. They rarely lose their temper.
Elf Advantage: Elves are masters of rituals. They are keepers of spells and incantations and hold more occult knowledge than any other species. If there is a spell in existence, then the elves know it. Common affinities include life, light, death, and dark.
Changelings: These are the rarest of the fae. Most of them started out as mortal, but it is not unheard of for a changeling to be made from an animal or plant. This change happens in Faerieland once the mortal (or animal or plant) partakes of Faerieland’s food or drink. It is possible to escape this fate, but extremely rare. Most don’t realize it’s happening while others simply can’t find their way back before it’s too late.
Changeling Advantage: Changelings were not always fae. Because of this, their magic signature will show them as whatever species they were before they changed and they may use a glamour that shows them as such. This advantage may be activated or deactivated at will. Common affinities include avian, reptilian, aquatic, and mammalian.
NOTE: SEE THE POST BELOW FOR ADDITIONS TO THE SECTION
Affinity
Every character begins with one affinity. Only after mastering that affinity can a character begin learning a secondary affinity. Secondary affinities are given out by Fate. There is no other way to get them. Characters may only learn the base ability of their original affinity. Note that you do not have to use the roles listed under the affinity.
Philosophic[/u][/i]
Governs: Truth, Perception, Instinct, Knowledge
Base: Eidetic Memory: The character will never forget a single detail EVER
Roles: Scholar, Tutor, Spy, Scribe
Battle[/u][/i]
Governs: Strength, Dexterity, Stamina, Weaponry
Base: Weapon Finesse: The character has a natural talent with handling any weapon
Roles: Warrior, Rogue, Assassin, Huntsman
Bardic[/u][/i]
Governs: Charisma, Manipulation, Appearance, Performance
Base: Natural Talent: The character is naturally talented at all performance arts
Roles: Thespian, Storyteller, Traveler, Musician
Craftsmanship[/u][/i]
Governs: Cloth, Wood, Metal, Food
Base: Artist’s Touch: The character is naturally talented at all crafts
Roles: Seamstress, Carpenter, Blacksmith, Cook
Sky[/u][/i]
Governs: Wind, Electricity, Temperature, Weather
Base: Prediction: The character may always predict the weather
Roles: Traveler, Merchant, Farmer, Urchin
Fire[/u][/i]
Governs: Fire, Light, Heat, Smoke
Base: Fire Flesh: The character is immune to burns
Roles: Priest/ess, Rogue, Hermit, Urchin
Water[/u][/i]
Governs: Water, Reflections, Ice, Mist
Base: Cold Blooded: The character is immune to cold
Roles: Priest/ess, Spy, Villain, Healer
Earth[/u][/i]
Governs: Earth, Flora, Wood, Metal
Base: Natural Immunity: The character is immune to poison
Roles: Farmer, Florist, Healer, Blacksmith
Life[/u][/i]
Governs: Flesh, Bone, Blood, Transmogrification
Base: Natural Vitality: The character is immune to feeling the effects of exhaustion
Roles: Healer, Governess, Villain, Alchemist
Light[/u][/i]
Governs: Light, Purification, Truth, Illusion
Base: Instinct: The character may instinctively tell friend from foe
Roles: Urchin, Priest/ess, Healer, Rogue
Death[/u][/i]
Governs: Decay, Spirit, Projection, Possession
Base: Spirit Friend: The character is immune to direct mind control
Roles: Villain, Spy, Assassin, Florist
Dark[/u][/i]
Governs: Shadow, Sleep, Fear, Dreams
Base: Night Vision: The character may see in even the darkest dark
Roles: Villain, Spy, Rogue, Assassin
Avian[/u][/i]
Governs: Flight, Sight, Song, Speed
Base: Lullaby: The character may sing a calming lullaby
Role: Warrior, Huntsman, Governess, Rogue
Reptilian[/u][/i]
Governs: Flesh, Poison, Speed, Touch
Base: Reflex: The character has reflexes twice as fast as average
Role: Spy, Assassin, Warrior, Rogue
Aquatic[/u][/i]
Governs: Sound, Electricity, Smell, Speed
Base: Mermaid’s Breath: The character may breathe underwater
Role: Fisherman, Huntsman, Assassin, Hermit
Mammalian[/u][/i]
Governs: Sound, Smell, Sight, Dexterity
Base: Catlike Balance: The character may easily walk a tightrope without flailing
Role: Warrior, Huntsman, Spy, Assassin
Abilities
Characters will begin play with the base ability given by their affinity. They may also carry one magical artifact with them that gives them one of the abilities listed below. The higher level this ability is, the harder the artifact is to use. This ability may be from any magical affinity. When the character reaches fifty posts, the character will learn a level 1 ability dictated by their affinity. Every fifty posts after that, the character will gain a level and one new ability. Once the character reaches level 8 they are considered to be a master of that affinity and are able to access all affinity related abilities (including the ones they did not learn). To add to the ability list, pm Cat with the following information:
Ability Name:
Description:
Affinity and Level:
Explanation of how it fits that affinity, why you chose that level, and any other pertinent information:
Philosophic[/u][/i]
Level 1: Magic Scenery: The character may sense when magic is being used and may even sense the affinity; this ability does not allow them to know who is using it or how strong it is
Level 2: Detection: Allows the character to sense the intentions of the others; does not say who or why
Level 3: Magic Sense: Allows the user to detect magical objects, including the affinity associated with that object
Level 4: Truth Serum: User is able to curse ones tongue to tell truth
Level 5: Touch Sense: User may see each side of ones character in different situations to understand them; this ability is usually activated through touch
Level 6: Weakness: Character has the option of seeing another character's vital points
Level 7: Fortune Telling: The character can sense what will happen if he/she does a certain thing or doesn’t; Much like seeing into the future.
Battle[/u][/i]
Level 1: Battle Sense: Doubles the user's fighting skill and allows them to sense the opponent's style and make the battle highly predictable
Level 2: Bull's Strength: Double's the user's strength
Bardic[/u][/i]
Level 1: Natural Charisma: The user is naturally charismatic in all social situations. They are good at public speaking and at swaying people to listen to their opinions. People are naturally drawn to and like them. This ability is channeled naturally and with no conscious effort on the part of the user whenever they are in company.
Level 2: Natural Beauty: The user is noticeably attractive to others, particularly the opposite gender or those inclined to bat for the other team. However even those not physically attracted to the user will notice an unusual beauty and attractiveness. This is channeled naturally at all times when the user is around others with no conscious effort or command.
Level 3: Sweet Scent: The user is able to emit a scent that is a concentrated version of their natural perfume. It is unique to each individual user but whatever it is, tends to be extremely pleasurable to anyone smelling it. The effect will be stronger on those physically attracted to the user also. Further enhances any control the user is already wielding over the victim and also their natural attractiveness and charisma to others.
Level 4: Talent Manipulation: The user may channel a powerful bardic influence through their chosen performance art, be that singing, music, dancing, acting or story-telling. Watchers will be enchanted and hypnotized by the performer and quickly come under their influence. Lasts as long as the user continues the performance and their magical energy allows.
Level 5: Changing Perception: The user can change their appearance at will within the confines of remaining humanoid and recognizably their own species. This change can be as subtle as a tweak in hair colour or as obvious as a change in gender. They may remain changed as long as their magical energy allows.
Level 6: Charming Hypnosis: The user is able to channel a powerful hypnosis through their eyes, voice and touch. While doing so their eyes darken to black and the victim looking into them will see something that fully occupies their attention (stars, another world etc - differs between individuals). Their commands may only be refused by one with a higher post count or an ability that can counteract hypnosis and the effect is stronger if the user touches the victim. Effectiveness of the hypnosis also varies between individuals and many factors influence it. It is stronger when used on the opposite gender, on younger minds and on non-magical minds.
Level 7: Mesmerism: The user is able to cause an individual to become completely mesmerized by them. The feeling the victim receives is something like love and obsession. This causes the user to completely occupy their thoughts; they will want to be close to the user and feel a need to comply with the users wishes. Lasts as long as magical energy allows, may be broken by shock or injury of the victim. Even so, residual feelings of obsession and need for the user may linger for weeks, months or years. Unlike Charming Hypnosis once the victim is under they do not need to remain within seeing or hearing range of the user and it affects their feelings about the user.
Level 8: Command Manipulation: The user is able to hypnotize, influence and manipulate groups of people. Works much like charming hypnosis only on a much larger scale. It requires a lot of energy to maintain over time so the user must regularly replenish if using it to command armies or the like. Enables control over a room of people but usually only for a short time unless a constant source of magical energy is available.
Craftsmanship[/u][/i]
Level 1: Element Armor: Allows the user to create a cloth impervious to the four elements; the cloth will weaken with time and extreme usage
Sky[/u][/i]
Fire[/u][/i]
Level 1: Puppet: It allows the user to will any flame, heat, smoke or light item that already exists to do their bidding. They can not add more substance to it from pure magic alone, but combine other existing elements (flames, heat, light & smoke) in the area.
Level 3: Summon: Let's the user summon a being (animal or person) made of pure flame, smoke, heat, or light and let's them control in anyway the user wishes. They are pure magic, and last as long as the user wishes them too. A level 3 user may only summon one being, but with each level they gain they may summon an additional one. A level 8 user may summon 11 creatures.
Water[/u][/i]
Level 1: Ice Coating: The ability to summon a coat of ice over any solid surface
Level 2: Water Communication: Allows the user to communicate with others who have this ability using water; may work between worlds
Level 4: Sea's Breath: The ability to create a thick and heavy fog, making them feel weighted down, hard to draw breath, and unable to see besides 3 feet in front of them, and only be able to make out basic shapes
Level 5: Hydrokinesis: Allows the user to kinetically manipulate water
Earth[/u][/i]
Level 1: Healing Touch: The ability to assist a plant in its growth cycle; only works on already growing plants
-OR-
Level 1: Bear Fruit: The ability to make any fruit-bearing tree bear fruit edible for consumption regardless of season
-OR-
Level 1: Blossom: The ability to make all flora blossom
Level 2: Circle of the Sun: Allows the character to grow any plant in any sort of environment; this ability does not speed up the plant's natural growth cycle
Life[/u][/i]
Level 1: Fast Healer: The character may pinch wounds closed
Level 2: Witch Doctor: The user may mend broken bones
-OR-
Level 2: Scan: The user may scan a target for any poisons, wounds, illnesses, or other health problems
Level 3: Pure Blood: The character may rid the body of any poisons and most sicknesses
Light[/u][/i]
Level 1: Cast Light: The user may cast a small light to see by
Level 2: Light Flash: The user may cast a bright, possibly blinding light
Level 3: Purify: The user may remove toxins from liquid
Level 4: Truth-Seeing: The user is able to recognize any lie
Level 5: Mirror Image: The caster may make up to three illusion versions of themselves that directly mirror what the caster is doing
Level 6: Cleanse: Allows the user to cleanse a body of toxins and infections that are not immune to magic
Level 7: Grand Illusion: The user may cast a powerful illusion that effects all five senses and may include a very wide area (the wider the area, the harder it is to hold the illusion); only a character with a higher post count and an ability that may aid against illusions may see through this illusion
Level 8: Purge: A powerful spell that causes an intense amount of pain on those with dark affinities, it is also used to perform exorcisms
Death[/u][/i]
Level 1: Projection: The user may project their thoughts into images across space and time in order to communicate with others out of hearing range
Level 2: Death Sense: The user can sense the amount of time a person has left to live so long as the cause of death is health related or a planned murder
Level 3: Touch of Decay: Elicited through touch, the user may cause natural material to decay; wood will rot, metal will rust, plants will wither, and humans will age; this happens at a rate of one year per minute in living things and ten years per minute in non-living things
Level 4: Spirit Link: The user is able to summon and speak to the spirits of deceased people, and also speak to spirits of people that happen to be around
Level 5: Astral Projection: The user is able to project their consciousness through time and space at will, to almost any distance and destination. While doing this their body is essentially abandoned so it is important to leave it somewhere safe. This may also happen without conscious control when a Death Affinity user is asleep.
Level 6: Possession: The user is able to possess living and non-living things; this ability may be fought off by a character with a higher post count than the caster; weak characters may be driven insande
Level 7: Reanimation: The user is able to reanimate dead bodies; the drain on magical energy depends on the number they are reanimating and how long for
Level 8: Touch of Death: The user's touch, sapping most of their magical energy in the process, places a victim into an immediate coma. Without treatment to reverse a depression of breathing and heart rate, death will occur in less than an hour.
Dark[/u][/i]
Level 1: Hypnosis: The character my hypnotize another character to do one thing; this ability will not work on the same person twice
-OR-
Level 1: Sleep: With thirty seconds of being touched, the user's target will fall into a deep sleep and will not awake unless physically disturbed or after a half hour has passed
Level 2: Dream Reader: Allows the user to see the dreams of others as they are having them, a level 8 user can drain the energy out of dreams
-OR-
Level 2: Cape: The user may go invisible; this ability may only effect the user
-OR-
Level 2: Eyes of Fear: The user may bring to mind a target's greatest fear, causing the target to feel what he/she would feel if faced with it; the ability is effective most strongly through touch but may also be delivered through eye contact and occasionally through thought alone; characters with a higher post count may fight the effects but it is harder for those weak against dark magic
Level 3: Black Breath: The user emits a smog-like gas when they breathe out that knocks the victim unconscious for an hour or two; the smog has a powerful, long lasting odor; when used on characters with a strength or weakness to dark magic, the victim may run a small risk of death
Level 4: Mind Reader: Allows the user to read the thoughts of others and, with proper practice and care, influence the thoughts of others too. Stronger if touching the victim.
-OR-
Dark Matter: The character can manipulate shadows as though physical, either using the dark mass as a cloak of invisibility or using it as a physical weapon; the latter use may only work at night
Level 5: Shadow Shift: Allows the character to teleport from one shadow to another; the user may not teleport other people
Level 6: The Fog: A powerful spell that releases a seemingly normal fog that may put the inhabitants of an entire town into a three hour sleep; those with a weakness against darkness may run the risk of death and only those with a strength against darkness AND a higher post count will be unaffected
Level 7: Nightmare: The character may create realistic illusions of the target's greatest fear; a level 8 user can make the illusions completely real
Avian[/u][/i]
Level 1: Eagle Eye: Allows the user to take in sharp details up to a mile away
-OR-
Level 1: Short Burst: Allows the user to fly for a short distance or to 'jump' safely over short distances
Level 2: Light as a Feather: Doubles the user's speed and balance
Level 3: Talk to Birds: Allows the user to talk with (not control) a specific type of bird; unlike the level 4 version the character must be face to face with the bird
-OR-
Level 3: Hawk Talons: The character's finger and toenails may extend into wickedly long talons
Level 4: Crow Dance: Allows the user to talk with (not control) any crow within a half mile radius
-OR-
Level 4: Owl Screech: Allows the character to emit a loud screech that may drown out the senses of those who hear it; the screech will cause physical pain to those with sensitive hearing and may cause discomfort to those who don't; a character must be deaf to not be effected
Level 5: Breath of Air: The character may breath in thin air for up to nine days once this ability is activated; they are also able to thin the air around them in a ten foot radius, making it difficult to breath for anyone caught within; creatures without this ability will suffocate if left in this state for too long
Reptilian[/u][/i]
Level 1: Hard Leather: The skin takes on a cracked, scaled appearance and becomes leathery, tough, and difficult to puncture
Level 2: Touch of Paralysis: The user may emit a paralyzing poison from their very skin, effective through touch alone, effects last between twenty and thirty minutes
Level 3: First Strike: The character may move four times their normal speed
Level 4: Touch of Sleep: The user may emit a poison from their skin that causes sleep, effective through touch alone, effects last for about an hour
Level 6: Touch of Death: The user may emit a deadly poison from their skin that causes loss of muscle control immediately; if not treated, shock will set in within a few hours and the infected may die; this poison is effective through touch
Aquatic[/u][/i]
Level 1: Sonar: The user may use and hear sonar communication
Level 2: Electric Shock: The user’s body will crackle with jolts of electricity that cannot be controlled
Level 3: Blood Thirsty: The user’s smell quadruples in sensitivity and may pick up familiar smells up to one mile away
Level 8: Chrono Master: The character can reach a speed of time so fast that everything around them freezes; this effect may last as long as the character wishes and may also effect anyone holding the character's hand
Mammalian[/u][/i]
Level 1: Prey Sense: Doubles the user's hearing range and may give them a good idea of what caused the noises
Artifact
An artifact is a magical item your character carries that is unrelated to their magical affinity. The artifact contains one ability that the holder is able to access. The higher level this ability is, the harder it is to use. It may drain the character's life force, require blood to work...It's up to your creativity. These artifacts may be broken, stolen, lost, or upgraded during the course of the roleplay. It is also possible for Fate to step in and grant you a second one.
Level 1 Artifacts: Easy to use, has minimal effects
Level 2 Artifacts: Easy to use, has minimal effects
Level 3 Artifacts: Moderate usage, may cause some negative effects
Level 4 Artifacts: Moderate usage, may cause some negative effects
Level 5 Artifacts: Difficult to use, may only be used once a day
Level 6 Artifacts: Difficult to use, may only be used once a day
Level 7 Artifacts: Skilled Usage, may only be used once
Level 8 Artifacts: Skilled Usage, may only be used once
If you decide not to use a magical artifact, this section on the character app may be used to describe an item of extreme importance to the character instead.
Role
A character’s role describes their status or occupation. Roles may change through the course of the story. I will provide examples, but feel free to make your own!
Scholar: The goal of the scholar is to learn. Some obsess over specific disciplines while others tend to covet any and all information. These characters are curious and often prefer books to adventure. That being said, there are quite a few who would go long distances for the sake of knowledge alone.
Tutor: While scholars learn, tutors teach. Among mortals, they are often hired among the prominent households. Among the forest dwellers, their services are often given out for free or for trade, but rarely is anyone denied. Most tutors are passionate about their calling, but some are nothing more than antsy scholars.
Spy: The spy is feared on both sides of the wall. Their job is to watch, listen, and report. Some are skilled trackers while others prefer to blend in with their surroundings. They tend to be sneaky and quick witted. Those who aren’t die quickly.
Scribe: The scribe is a master of the written word. They are also privy to very many secrets. For this reason, their silence is well respected and rewarded. One must hope that the writer they hire is as loyal as he or she claims.
Warrior: The warriors are your protectors. They are knights and guards, watchers and lone travelers. Their mission in life is to protect. Some follow their leaders blindly while others shape their own world.
Rogue: The rogue is, more often than not, a product of chance. They have nothing, so they steal something. These creatures are usually masters of trickery. Their morals may be questionable at best, but at least they know how to have a good time.
Assassin: The assassin is just as feared (perhaps more so) than the spy. These are the monsters that slip into your room at night, or the pretty dancers who slip poison into your cup. Assassins tend to be well paid and highly skilled. Some choose to hide in the shadows, while others prefer to hide right beneath your nose.
Huntsman: These creatures know the thrill of the fight and the bite of the forest. They tend to be brave, fierce, and strong. They kill for food and for skin and are quite accustomed to blood. It is rare, however, for them to shed human blood.
Thespian: These rarely exist on their own. More than likely, you will find them traveling around in a small troupe. Those who are alone aren’t usually successful. One man shows aren’t as popular as full plays.
Storyteller: Poor things. Storytellers earn their coin by…you guessed it! Telling stories. Most people think they are little more than beggars.
Traveler: For one reason or other, travelers are on a journey. They are destined to see the world, discover great things, learn new ways of life, and get blisters on their feet. Some travelers travel for the love of it while others were driven from their homes. Most of them are looking for a place to belong.
Musician: The musician is a passionate person. They play for their coin. Sometimes this works out great, other times nobody seems to care. All that really matters is that they play.
Seamstress: This character tends to be nurturing, though that does not always add up to nice. The seamstress is often poor with a surprising sense of strength and courage. Many of them are creative and have a habit of daydreaming. This habit has caused quite a few bad accidents.
Carpenter: The carpenter tends to be strong. Strong in build, strong in voice, strong in mind…Strong. Most carpenters show very little of what they’re thinking, but that does not mean they don’t have a big heart. Underneath their masculine demeanor is often hid a feminine sensitivity.
Blacksmith: The blacksmith is tough. Sometimes they are big, hairy, sweaty tough. Otherwise, they’re witty and hard. They’ve seen life and they know their place in it.
Cook: Cooks tend to be forgiving and accepting, though that doesn’t mean they don’t bite. Many of them are strict. Behind the wall, they exist mostly in inns, taverns, and rich households. In the forest, they exist wherever they want to exist.
Merchant: The merchant is known far and wide to be a greedy thing. Of course, ask them and they’ll say they’re only trying to make a living. A likely story. The truly honorable are few and far between.
Farmer: Most people don’t think much of the farmer. They’re quite, usually uneducated, and don’t pay much mind to other people. You don’t want to mess with them though. The farmer is surprisingly strong and fiercely loyal.
Urchin: These creatures are nothing more than common beggars who would not resort to thievery. Most people wouldn’t give them a second look. Even so, something but be said for their strength of character. They hang from death’s door but still refuse to walk the path of a rogue.
Priest/ess: The priest/ess is usually old and usually extremely respected within the community. They hold a lot of power and influence whether they want it or not. Most tend to be accepting and kind, but fanatics do exist. The priest/ess can be a wonderful friend or a dangerous enemy, but at least you know where you stand with them.
Hermit: The hermit is not a people person. They live on their own away from everyone and depend on their own skills to survive. Most people underestimate them. They see a dirty and poor person and forget about the lean muscles and skill that ripples beneath the surface.
Villain: The villain often holds a lot of power and influence. Some are idiots, but others are wildly cunning. They are merciless, cold, and rarely make friends. Their goals tend to be big and deadly.
Healer: Mostly, the healer heals because they feel compelled to do so. They are compassionate, even when it goes against their better judgment. This does not mean they’re friendly, but many of them are. Healers tend to be naïve when it comes to the real world.
Florist: The florist deals in beauty. Flowers, arrangements, interestingly shaped trees, anything you need for your garden or home can be found with the florist. They tend to love their work more than the people they sell to. Vanity is not uncommon among these creatures.
Governess: These creatures raise the children of those too busy to do it themselves. Among the mortals, only the rich can afford them and only commoners aspire to be one. Personalities range widely, mostly depending on the character’s past history. These character are rarely respected among the mortal community.
Alchemist: Obsessed with turning metal into gold, alchemists tend to be nutty and rarely successful. Many of them may only make true, science based transformations. They are smarter than they look and act. Beneath that cracked skull lurks a brilliant mind.
Fisherman: They smell funny and love water. There are those that fish in the streams, but there isn’t much special about those. Some daring folk brave the trek to the lake. The few, the privileged, and the proud win respect and renown for going all the way to the sea in long, tenuous, dangerous journeys.
Alignment
A character’s alignment can be a general statement about where they stand morally or a statement about a particular group that they are loyal to. I will offer examples, but feel free to use your own!
Good: describes a character motivated to do “the right thing,” whatever that thing may be
Neutral: describes a character who prefers not to pick says and will either offer help to both or neither at his/her own discretion
Chaotic: describes a character whose allegiances can change at the drop of a hat for various reasons
Evil: describes a character who walks all over moral values and enjoys the cries of screaming children…or something
Mortal: describes a character loyal to mortals
Fae: describes a character loyal to shifters…just kidding (I’m sure you’ve got this one figured out)
The Network: describes a character loyal to the Network, a shifter assassin/spy organization
Appearance
I like pretty descriptions with adjectives and nouns and all that jazz. Pictures are cool too, but refrain from using modern pictures. I like details like hair length, hair color, eye color, skin color, height, weight, body type...Anything that comes to mind. Scars? Tattoos? Freckles? "Blonde hair, blue eyes, slim and tall" doesn't give me much. We're looking for personality. What your character's style like?
Personality
Again, we're looking for personality. Obviously. What makes your character tick? What makes him/her happy? Sad? How does she react to strangers? No, you don't have to answer all the questions I'm asking. They're just here to give you ideas. The more detail, the better. What sort of things does your character enjoy? Is his/her personality stable? I don't want to know "he doesn't talk much". That tells me nothing. Paint me a picture!
History
Now I want to know why your character looks the way he/she looks and acts the way he/she acts. I know you've thought about this. I don't care if your character has amnesia, I want to know the story. Why does the character have amnesia? Tell me a story! I don't care how boring or exciting the past is as long as it exists. The past is what makes a character. I want to know that your character is well thought out and, above all, real.