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| Tweet Topic Started: Jun 15 2010, 09:31 PM (348 Views) | |
| Post #1 Jun 15 2010, 09:31 PM | Kullervo |
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The Three Families: In the city of Fuyuki, there are three established Magi clans, or families, who are recognized by the Mages Association as having control over the area. These three are: Tohsaka: The Tohsaka magic focuses on transformation of energy, allowing them to store magical energy into mundane objects and retrieve it later. This energy can also be released from the object as an attack, if enough has been stored. They are the ones who own Fuyuki, and by the deal with the Makiri and Einzbern, are the ones who provided the Battleground. Makiri(Also known as Matou): The Makiri magic focuses on absorption, and taking from others to improve yourself. Most people would consider this an "evil" magic. They were the ones who had devised the Command Seals for the Servants. Einzbern: The Einzbern magic focuses on creation, turning prana(mana) into physical objects. Finally, they were the ones to provide the vessel for the Grail. Are not considered to be fighters. The Three Families are known to hire magi to fight for them in the Grail Wars, as well as participating in them themselves, depending on the current state of events. The Mage's Association: This is a organization that controls and trains magic users world-wide. They aren't the only magical organization, but they are probably the most powerful (Excluding the church, but they aren't magical per se). The Mage's Association is similar to a government for magi, with several strict rules regarding magic use and revealing the existence of magic to mundanes(normal people). However, there is no rule against harming mundanes in the pursuit of magic, so long as the action of harming does not reveal the presence of magic to other mundanes. Branches include: Sea of Estray in Europe, Clock Tower in London, and Atlas in Egypt. Magic Circuits: Magic Circuits are a pseudo-nervous system that spreads itself through the human body and what qualifies a person to be a magus. These are the things that allow humans to channel prana and cast spells. They are unnatural to the human body, and their activity causes pain and numbness(though the extent of which decreases with training). Magic Circuits are “opened” when prana is run through them for the first time. From that point on, the user can activate them at will through the use of a mental trigger. The image that is related to that trigger will differ from one magus to another: Emiya Shirou’s image involves firing the hammer of a gun, while Tohsaka Rin’s is that of a knife stabbing her heart. The more you have, the more prana you can channel and the better and bigger spells you can cast. The number of Magic Circuits you have is determined at birth, and though it is possible to increase the number through artificial means it is extremely dangerous and thus rarely used. The average magus has 25 circuits. Mundanes possess these too, but they remain closed all their life. Magic Crest: The magic crest is a culmination of magical energy passed down through a magi family. It has the recorded spells of the family, as well as a reservoir of Magic Circuits outside the person's normal Magic Circuits. Crest's from a well-established family such as one of the Three Magi Families in Fuyuki city might have as many as 60 extra Circuits, increasing their energy usage by a lot. Conversely, crests from a lesser family would be most likely to have far less. Using a spell from a Crest allows it to be cast as a One-line, instead of using the whole incantation, no matter what the spell is. Of course, this comes with the added price of the spell costing far more in prana. The Sacred Church: The Church is a world-wide religious organization based loosely on the real life Roman Catholic Church. They co-exist peacefully with the Mages Association at the present time, but this was not always the case. They are sometimes asked to be moderators in magi disputes, such as the Grail Wars. They are relentless in their extermination of demons and vampires. While most member's can't use magic per se, they are able to use holy scripture and belief to cause effects similar to magic on occasion. It should be noted that the Sacred Church and the Holy Church are different; the Holy Church is a purely religious body, while the Sacred Church has the Assembly of the Eighth Sacrament which trains Executors, the Burial Agency, the Chivalric Order, and the Citeaux Abbey. Magic Resistance: A power inherent of anyone with Magic Circuits, the capacity to resist spells which aim to control the target by the spiritual medium (those among the lines of sleep, paralysis and coercion). By circulating prana inside his Circuits, one can reject outside prana that tries to invade his self. Therefore, it is possible to disrupt a spell before it can complete itself. A very efficient form of defense, it makes difficult to affect even lesser magi. Also, those who are not magi but still possess Magic Circuits may unconsciously protect themselves like this. Because of it, most magi use spells capable of physical interference rather than just spiritual ones. However, what is being rejected is the prana, not the spell itself. A spell that has already been completed and is manifesting its effects cannot be cancelled like this. Caster, however, is an exception. She can disrupt even completed spells due to her absurd amount of prana and because the structure of modern Magecraft’s spells are far inferior to those of her time. What this means is that spells like fireball are almost impossible to resist for magi, while curses, mind control, and the like, are easily resisted, but if enough prana (a monstrous amount that would cause the target’s circuits to burn) is used, then this can be bypassed. The Time System: Time will be a important aspect of the game, as certain events will occur at certain times. Not only that, but Masters must take care that they only fight at specific times, so as not to alert the mundanes to the presence of the war. Also directly related to time is the News, which shall update every "day" at 11pm. While the news probably won't contain any specific information on the war, as it is run by mundanes, it might inadvertently reveal clues to the location of other Masters, or clues about certain suspicious events. Every post you make, Master or GM Villain, must have a timestamp, in the format of <Location> <Time>. Please make locations specific, such as ‘Old house in the Jougi Ave’ not just ‘Jougi Ave’. Finally, if you are not certain how long it takes to get from one location to another, ask any GM currently online, and they will tell you. The Homebase System: Every master has a specific area that is their "Homebase," which is where they live/work, and so on. A master's Homebase is a sanctuary, usually with at least some small amount of defenses, magical and mundane. They are also private. Each Homebase shall be a subforum in the specific section of town that it is located, and it shall be password protected so that only the Master it belongs to and the GM's shall be able to enter. The purpose of a Homebase is for the Master and Servants to be able to plan in private, and so that private information the Servant may reveal, such as it's nature and name, will not be automatically revealed to all the other players. If, at some period, two masters wish to ally themselves, or just talk in the privacy of one of their Homebases, then they will give their password to the other person, and as soon as they leave, it will be changed. This of course is all to help with immersion and suspension of belief, as well as being an integral part of The Holy Grail wars. Finally: please note that sometimes events which do not actually happen in homebases are posted there, such as secret things you do in public, like setting up traps. Concerning Conversations: While the posting system is fine for normal, out and about conversations, for more detailed and in-depth ones, another approach might be the best course of action. In a more relaxed environment, such as within a Homebase or something, it would be better if people could collaborate and collect their conversation into a single post, either over PM or some kind of messaging system. Not only would this make it easier on the GMs, but it would help keep things moving and not cause the RP to stagnate. When writing one of these collaborations, please type at the top of the post exactly how long, in 15-30 minute increments, this conversation has lasted, so the GM's know how to enfold it into the current time. Mystic Codes: A Mystic Code is a support weapon that an adult magus carries as a magical artifact. There are two general types of Mystic Codes. The first kind functions as an amplifier. They are an orthodox Mystic Code for support, that can be used for prana amplification or storage, prepared to strengthen a spell. Tohsaka Rin's jewelry is of that kind. The other type is a Mystic Code that have a predetermined usage. They are activated with the magi's prana and can perform a given mystery as long as it is supplied with energy. It becomes a spell in itself; many of the Noble Phantasms of Servants are usually of this type. Their usage is unique, so they aren't really generic, but this also means they can be tremendously efficient in what they do. A regular Mystic Code wouldn't be much of a weapon against Dark Sakura, but the jeweled blade Zelretch, which is the latter type, is kind of a foul play as it can start up the Second Sorcery. Basically, Mystic Codes of the second type are weapons, while the first type are more of a mundane, power-boosting type. Mystic codes can be extremely varied and unique, so feel free to do whatever you feel like with them. Just remember that Mystic Codes of the second type can only do one specific type of thing. But even this can be bent, for instance, if you had a Mystic Code that could manipulate water, you could still do many different types of useful things with that. The Mystic Code of El Melloi which was a ball of quicksilver comes to mind here. Origin: To explain it briefly this is the beginning point from which an individual soul stems, and the pillar which supports the existence of that individual. The way they are written is an action which describes the way/path one's life takes from birth. They may be double (Severing & Binding) or singular (Stillness),with the double ones being rare; they do not change once they are 'set'. Its is also generally believed that even someone with no talent for thaumaturgy, lack of circuits, or affinity may cast spells by using their Origin. Please note: An Origin is not your elemental alignment, it is instead driven by direction, such as performing a task (verbs not just nouns). Some examples which had been used include: Taboo, Stillness, Consumption, Void/Nothingness, Worthlessness, Normality. If you are not certain your Origin makes sense, check with a GM, but usually it is simply describing your character's way of life/morals in one word that can bu used as a verb or action. Origins also have other uses: prana costs of spells and prana-costing actions are discounted if they are related to the Origin. The Origin may also be used as a weapon in certain situations provided you figure out a way to 'force' its concept on others. As an example, Emiya Kiritsugu removed 2 of his ribs, ground them into dust, imbued that into bullets of his Mystic Code and forced the effect of his Origin on his target. Because his is a paradoxal Origin, the Magic Circuits of the target burn out, and any magus hit by that bullet loses any ability to perform thaumaturgy or channel prana. Naturally, each Origin effect is unique. Note that casting through the Origin is usually weak and random, unless your character specializes in this. This is mostly a flavor field on the character sheet unless, again, you choose to make it a focus. Reality Marble: A Reality Marble is the common sense of the spirit world that the demons possess, but now, it is possible to achieve one as an innate bounded field. As a sub-category of Marble Phantasm, it is possible to reshape reality into the vision of the bearer through a bounded field. It is a magecraft that comes close to being real magic, and is a category that was banned by the Association of Magecraft. Unlike Marble Phantasm, it isn't possible to make any transformation you want: its only purpose is to do the one thing that defines the practitioner. On the other hand, that thing can be something unnatural. The Reality Marble allows the creation of a world that obeys a set pattern of rules. However, there are limitations in how it is a way to create a spiritual world. In principle, it is something that only belongs to demons and spirits, but it is possible for an individual with high magic abilities to realize one with time. The World will naturally try to crush such a bounded field if it isn't made by a spiritual entity. Also, in the end, only a limited number of people are capable of realizing a Reality Marble. Don't worry about Marble Phantasm's, they're a bit of obscure lore that won't show up. Let it be known here though, that you are not Shirou! Yes, it is possible for normal Magus to have a Reality Marble, you don't even have to be that strong of a magus (Example, Shirou, but again he was a strange exception). However, Reality Marbles are often extremely powerful, as in the world created by one the creator is at an absolute advantage. Bounded Fields: A Bounded Field is a topographic type of Magic that consists in knitting a network of prana and spreading it on base area, such as a piece of land or a building, to create a mystic boundary line that separates the inside from the outside. Once constructed, the established boundary line will delimit the range of the powers of the Bounded Field, but it is possible to engrave magic sigils across a the interior of the field to expand the area of effect and strengthen it. Removal of the sigil by a third party is possible as long as the technique used to engrave it isn’t too advanced. In this case, it is only possible to temporary hinder the Bounded Field by dissipating the prana used to activate it, but the creator of the Bounded Field can amend this by simply putting more prana back into it. As their original purpose was for the creation of safe havens, the effects that can be set within a Bounded Field are in their majority those whose aim is to protect the caster. Offensive variants do exist, but as they work through indirect magical interference their efficiency against those who can protect themselves magically is low. I feel this is mostly self-explanatory. Some examples to help you visualize what exactly they are: Rider's Blood-Fort Andromeda, and the warning system the Emiya Household has. Familiars: Familiars are special assistants used by the magi. Since it's natural for a magus to separate himself from society, the use of familiars capable of performing small, simple errands is considered orthodox. Although a different entity, familiars are seen as an extension of the magus as there is both a mental and physical connection between the two. Fundamentally different from creatures that are summoned and then bound by a contract. There are several ways to create a familiar. The most traditional is by simply transferring a part of the magus body that has a great concentration of Magic Circuits (eyes, hair, blood, etc.) into the body of a dead creature in order to give it a new life. The resulting familiar will gain Magic Circuits that the original never had before and will be able to use Magic just like the magus. However, prana cannot be produced independently and must be supplied by the magus through their spiritual connection. Thus, a familiar requires a master to maintain both his powers and life. On a side note, modern versions of this traditional type are usually very weak. The animation of originally dead matter such as stone also seems to be possible, as Tohsaka Tokiomi used jeweled owls as familiars. A more powerful variant of the traditional would involve adding the soul of a dead person into the corpse during the creation of the familiar. The familiar will then form its own personality, being capable of reasoning and acquiring experience apart from the magus while sharing the same knowledge. There is also a chance of the arising of abnormal powers. A good example of this would be Len, who not only has succubus-like aspects but is also capable of living for long periods of time without a master and forging contracts with individuals other than her creator. However, the presence of a personality also makes this type of familiar more independent from the magus. Important to note that this is by no means a form of resurrection, as the familiar is still a being completely different from the one whom the soul he received. Familiars like the ones mentioned above can be made out of pretty much any creature: cats, dogs, birds, etc. Humans can also be turned into familiars, but that is seen as a monstrous act and unpractical (due to prana burden) by most magi. Completely different types of familiars also exist. Examples of those include Cornelius Alba's slimes, magic constructs such as Aozaki Tohko's puppets, and spiritual beings such as human ghosts and nature spirits. Note that, strictly speaking, a Servant is not a familiar and rather falls more towards the side of summoned being. Servants are called familiars only due to some similarities (spiritual connection, dependence on prana) and for the sake of formalities. They need to be put on a class of their own however, as it would be impossible to summon Heroic Spirits without the help of the Great Grail and there is no need to use something as powerful as Command Spells to control regular familiars. Transfer of the master's consciousness into the body of regular familiars is possible and most magi do so to remote control them while they are in recon or exploring missions. Yet, the transfer is not complete and if the magus' body dies, his soul will die with it. It is impossible to perform transfer of consciousness with a familiar with its own soul and personality. In this case, the best that the magus can hope for is sharing of senses with familiar (like receiving a video-feed of everything that the familiar sees and hears). Note that you do not need to transfer your consciousness into your Servant to see what he sees, nor can a dematerialized Servant ‘see’ or ‘hear’ instead obtaining another sense. Edited by Kullervo, Jun 17 2010, 09:20 PM.
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