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Sex Magick - open to all

Started by Whowhatwhere, June 25, 2014, 09:22:48 AM

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Whowhatwhere


SEX MAGICK

Throughout history, rare individuals have received a gift of creative power, instinctively pulled from their very souls. It is powered by one of the most basic needs - sex, and the fulfillment it gives a person. This power makes humanity afraid. From the destruction of the Illuminati, to the witch burnings of the Inquisition, many authorities of the world have engaged their own private wars in order to maintain control. Sex magick practitioners know, from the very beginning, that the public cannot know of this knowledge. They practice in secret. Those that find similar practitioners are the lucky ones indeed. Those that find traps set by watchful eyes are not so lucky. Governments, scientists, moral agencies, even other magical sects - all would like to get their hands on sex magick practitioners for their own ends.

In Washington DC, this very day, those who practice Sex Magick are beset upon all sides. Some struggle from day to day to keep themselves hidden. Some find solace in one another. Some have succeeded so well as to grow debaucherous in their well-protected harems, orgies, and covens. Every day, it could all come crashing down, for who can keep secrets in this city?


Sex Magick will be a Group Roleplay, open to anyone of any orientation, and will continue to be open to new players after game start. It is a soft roleplay, with a very light system for magic, explained below; no dice rolls are needed. It will be in the Extreme section, just in case. In spite of the nature of the setting, the game can be plot-heavy, though avoiding the plot for the sake of sticking to smut is possible. The pace of the game plot will be like a game of cat and mouse - slow and detailed at first, but speeding up if events exacerbate the situation. The desired posting rate for players will be average - not too fast, not too slow. I will do my best to engage all players to make sure their characters are engaging in the story and the world, though the more help I have (for example, engaging with each other, heheh) helps immensely. I love self-starters!

Players can play three types of characters: a magician, a normal person, or a person who is a source of magickal, sexual energy called malachs (or angels). Whatever you choose to play, it will be within the underground society created by magicians, trying to create a social scene for themselves, far from prying eyes. Players who wish to make multiple characters might try making a character of each type, in order to populate the world with diversity.

The game will be plot driven. The characters can sandbox if the appropriate precautions are taken, but the threat of discovery or harm is ever present. The game will allow, and even encourage, taking a larger and larger measure of power and influence in the world as you grow more power and wise. NPCs, at least in allied organizations, are meant to be overshadowed, retired, or maybe even killed off. You can control NPCs directly under your jurisdiction - servants or unimportant family, for example. Death and PvP is possible, but as you will see from the magic system rules, it is harder to kill a magician than it is a normal human. You'll find that the magic system is very biased toward the defensive side, and will do very little to get in the way of the Oath of the Drake.

As the GM, I will drive plot and refrain from playing major PCs, though for the sake of completion, the heads of these organizations will be spelled out and will make appearances. I've run tabletop and live action games for years, so I've got some experience under my belt. You can hit me up on here or with a PM for character approval, spell approval, odd ideas, questions, or just about anything.

The game info thread can be found here. In it, you can find the rules, a spell list, and more.

The OOC thread can be found here. There you can find news, discussion about the game, and general off topic chat.

Send completed characters to me by PM for approval, though drafts can be posted here. Questions can be PMed to me, posted here, or posted on the OOC thread.
The O's and the A's --- AFK every weekend

RubySlippers

Okay, question since this looks wickedly fun.

Can you play a Malach?

Can they form their own organizations?

I'm thinking of one with ties to no magical organization directly but seeing the role to protect members and finding ones to bring under the organizations protection while abusing their popularity to garner power. Bad magicians might find the government tipped off and good ones to them get one showing up for an orgy blessing it. 

Whowhatwhere

Quote from: RubySlippers on June 25, 2014, 12:07:20 PM
Okay, question since this looks wickedly fun.

Can you play a Malach?

Can they form their own organizations?

I'm thinking of one with ties to no magical organization directly but seeing the role to protect members and finding ones to bring under the organizations protection while abusing their popularity to garner power. Bad magicians might find the government tipped off and good ones to them get one showing up for an orgy blessing it.

Yes and yes. Much like higher level tabletop RPGs, I look to have players take a larger role in the world. Your idea for this organizations sounds cool. The funnest thing about making a world is emergent gameplay - take a basic premise (magic! living magic batteries!) and seeing what naturally comes of it, without dictating terms.

This doesn't mean that I'm hands-off though - there are existing organizations and antagonists to keep anyone busy who wants danger in their RP.
The O's and the A's --- AFK every weekend

RubySlippers

Well no one said Angels had to be good, some might like De Sade and sexual perversions helping rape and blessing the rapists, if the mood strikes them. The organization will largely be neutral among magical societies likely trading the presence of a member for favors even among the Rape Magicians, of course raping a member may cause issues powered up rivals sent to deal with the rapist and recover the member for example. Likely if they organize an orgy it will have a purpose.

It will likely be on par in reach and power of the Citrine Order being far older but having to use other means to gain advantages.

Not sure of a name yet.

Whowhatwhere

Sounds like a good idea, but I'll say that not having magic makes you very vulnerable to magicians. I would expect the organization to have magic bodyguards at the least, and even magicians in the ranks, possibly.
The O's and the A's --- AFK every weekend

TheMamluk

I am playing one or two characters (maybe brothers) but need some time to get character sheets up. I am thinking a highly charismatic member of the coven and an angel that is somewhat touched (crazy).

Foxfyr

I am interested in this game, would likely want to play a shapeshifter type of magician.  Somebody who can transform into werewolves or other were-animals is on the table since it was mentioned in passing in the first post, right?

Whowhatwhere

Quote from: TheMamluk on June 25, 2014, 03:51:02 PM
I am playing one or two characters (maybe brothers) but need some time to get character sheets up. I am thinking a highly charismatic member of the coven and an angel that is somewhat touched (crazy).

I look forward to seeing your characters!
The O's and the A's --- AFK every weekend

RubySlippers

Quote from: Whowhatwhere on June 25, 2014, 02:07:41 PM
Sounds like a good idea, but I'll say that not having magic makes you very vulnerable to magicians. I would expect the organization to have magic bodyguards at the least, and even magicians in the ranks, possibly.

I was planning on it, maybe not many but the ones that have would be juiced up and likely armed with mystical tools no lesser wizards could craft. And mundane tools are still effective a gun won't tip off magical hunters and espionage technology can be handy. And no issues dealing with the government.

Whowhatwhere

Quote from: RubySlippers on June 25, 2014, 07:50:33 PM
I was planning on it, maybe not many but the ones that have would be juiced up and likely armed with mystical tools no lesser wizards could craft. And mundane tools are still effective a gun won't tip off magical hunters and espionage technology can be handy. And no issues dealing with the government.

Currently, I want magick effects to be temporary in nature. Note the spell section - everything lasts 10 minutes unless you put more points into it. Magickal items would break that system. The point of the game is show the impermanence of things - sex, emotions, power, and in the end, the magick itself.

I agree with mundane tools though. There's nothing against magicians or Malachs carrying a piece, or hacking, or knowing kung fu!
The O's and the A's --- AFK every weekend

Waterfall


~~O/O's~~A/A's~~
Sleep, sleep tonight, and may your dreams be realized

Whowhatwhere

#11
Quote from: Loki Aesir on June 25, 2014, 03:53:04 PM
I am interested in this game, would likely want to play a shapeshifter type of magician.  Somebody who can transform into werewolves or other were-animals is on the table since it was mentioned in passing in the first post, right?

Oh, I didn't see your post before, sorry!

There are two ideas I had for shapeshifters - shifting shape as spells, with the standard duration applying. Another idea I had, in the long term, was the permanent changing of magicians into different forms. This would be very advanced in the story, and probably an accident or disadvantageous in some way. Mythical beings - werewolves, unicorns, harpies - all probably came from SM gone awry. But I haven't worked that out yet.

As I mentioned in another post, permanence isn't easy in the game. The temporariness of spells mirrors the temporariness of emotions, etc. things the magic makes permanent are things you don't want to be made permanent!

Is the spell method of changing shape okay for now? Can you think of some good spell effects to enact this?
The O's and the A's --- AFK every weekend

Foxfyr

Quote from: Whowhatwhere on June 25, 2014, 10:31:30 PM
Is the spell method of changing shape okay for now? Can you think of some good spell effects to enact this?

That's what I was planning on anyways.  I was thinking of shape changing magic that worked as a sort of spectrum between human and wereform, the more human side having lesser physical advantages for the sake of being a subtle form of magic (slight boosts to strength, agility, etc.) while the were side has significant physical advantages at the cost of the change being blatantly magical.  I was thinking the shape shifting could be of any animal, so my character could take on the flexibility of a snake, the grace of a feline, or the strength of an ox for example.  Something that has versatility but still has restrictions that keeps it from being overpowered since it will still be limited by the duration requirements.

Elzith

Oh! This looks like loads of fun. Will try and stick a character together later on tonight.

RubySlippers

Quote from: Whowhatwhere on June 25, 2014, 09:00:35 PM
Currently, I want magick effects to be temporary in nature. Note the spell section - everything lasts 10 minutes unless you put more points into it. Magickal items would break that system. The point of the game is show the impermanence of things - sex, emotions, power, and in the end, the magick itself.

I agree with mundane tools though. There's nothing against magicians or Malachs carrying a piece, or hacking, or knowing kung fu!

That is why I plan a security arm with mages (always powered up) and assets more mundane to surround it, magic runs out but kung fu ninja commandos don't.  :D

Plus if a member is harmed going to a rival to power them for a mage strike in return for the orders favors might pose a major threat, enough to temper likelihood of such an attack.

Foxfyr

Name: Vincent Kincaid
Age: 26
Sex & Orientation: Male, Straight (possible bi-curiosity)
General Description:
Spoiler: Click to Show/Hide

Items normally carried on you: Wallet, keys, and phone.
Notable Items you can run home to get: SIG Sauer P229 (occasionally carried) and various athletic/training equipment.
Career/Finances: Bartender & aspiring MMA champion/low-moderate income.  Rents a modest apartment in a relatively safe part of the city.
Motivations: Entertainment and triumph
Relations: None yet; new to the area.
Group Affiliations: None, but looking.
Power Level: 1.0
Spells Known:
Wereform – Allows Vincent to gain physical characteristics of any one animal at a time.  The degree of the change also reflects the significance of the attributes; a relatively minor increase to agility and strength will have very little (if any) alteration in appearance while substantial changes in abilities or characteristics will require significant change in appearances.  To gain the maximum benefit of the animal characteristics, he will need to transform into a full were-animal.  Animal instincts are also acquired by the transformation, becoming more considerable the closer he is to his full wereform.  This tends to make it more difficult for him to resist temptations and reflex responses of the respective animal, but doesn’t go so far as to make him lose his rational thought or turn him into a mindless feral animal.

Whowhatwhere

#16
Okay, let's tackle this wereform spell. WARNING! MATH AND BRAINSTORMING AHEAD!

First part: I would say that the spell allows you to change into any animal that a) you have familiarity with, or b) within line of sight. Dog? No problem. Kinkajou? Only if you're at the kinkajou cage at the zoo, or are an ornithologist who has studied kinkajous in the wild. This mirrors the rule I want to set up for many of these spells - line-of-sight-or-familiarity. This means that the more your character is familiar with animals, the better the spell will be. Tracking a person with a tracking spell would work the same way, if ever someone takes that spell - you could track a co-worker from anywhere, or a stranger within line of sight.

Second part: Any change in size or strength is relative to the amount of Energy spent. Remember the rule - for each additional "person", add a point to the spell. So to change into a gorilla with the strength of 3 men,  the spell would cost 3 Energy - one for the change, 2 for the additional two men's worth of strength. I'd say that a better sense of smell, or a faster running speed, would add points as well. The maximum, though, would the maximum attributes of the animal in question (so as not to duplicate a speed or strength spell by loophole). Changing size would be extra points too. Size of a cat, 1 extra point. Size of an ant, 2 extra points. Size of a horse, 1 extra point, etc.

Third Part - the part about small but ever increasing changes (I'm guessing you want to emulate the five forms of the werewolf in White Wolf?) ...depending on what you gain, that can be fine. The system shouldn't be any more or less fair than a spell that changes the form of a magician to an animal outright. This other spell can be called "Animal Change" and have the same effect, except the caster turned into the animal right away. I'm trying to think whether these spells are balanced with each other or not. Any thoughts?

Fourth part - Animal instinct? Maybe. I would probably want an additional point to change your mind into something more feral - that can be an option of the spell. Less susceptible to reason, more susceptible to primal fears. NOTE TO SELF: make "Train Mind" spell.

So an animal or were spell is a combination of several spells - Shape changing, Attribute (strength, speed, etc) changes, sensory changes, mind changes. The balance of this spell is that each of these attributes can only be manipulated within the natural span of the animal you change into, where a magical strength spell has no limit but the amount of Energy you put into it.  Is there another inequality that stems from putting all of these spell effects together that anyone can think of?

If this system works for you, I will add this spell as is to the official spell list. Maybe have an entry for Wereform and another one for Animal Change.

This means that you'd probably want to have a few more power levels to start, unless you want to go through the process of discovering your magic abilities from the beginning.

The character draft looks great so far! The modified character sheet is on the info thread. I linked it in the first post of this thread. Yeah, I've been modifying things as I go, sorry!
The O's and the A's --- AFK every weekend

Top Cat

Sounds interesting, I'll keep an eye on this. A little loaded at the moment, but it'll smooth out soon, I expect. =^_^=
O/O / Story Seeds
Current posting speed: Slow to moderate. Most threads should get a response within 24 hours, with occasional dips as RL makes demands.
If I am more than a week behind on a story post, please feel free to PM me about it.
I am present in Elliquiy's Discord channel. If you want to chat about a story idea, feel free to DM me there.

MiraMirror

On's and Offs -  Please read before asking for a story <3

Lockepick

Playing around with a potent Malach that wheels and deals for his 'services' -- both financially and by getting spells cast in his favor -- or a Mage that focuses on divination/enhancements/blessings. 

Thinking more the former, unless I see a mass influx of other Malachs.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Top Cat

A question: Would I be able to make a Mage that specializes in luck-twisting - making a Craps throw come up 7 when he chose, for example? Or is that too clearly subtle to be fair?
O/O / Story Seeds
Current posting speed: Slow to moderate. Most threads should get a response within 24 hours, with occasional dips as RL makes demands.
If I am more than a week behind on a story post, please feel free to PM me about it.
I am present in Elliquiy's Discord channel. If you want to chat about a story idea, feel free to DM me there.

Whowhatwhere

Quote from: Top Cat on June 26, 2014, 02:29:13 PM
A question: Would I be able to make a Mage that specializes in luck-twisting - making a Craps throw come up 7 when he chose, for example? Or is that too clearly subtle to be fair?

That's a good question, and a tough one to answer. You would think that luck would be one of those things that magic should cover, when it comes to what it can affect. So we'd have to bang out a way to have a luck spell work.

First, the standard duration should apply. Ten minutes max, an additional point every 10 minutes added. That's the easy part.
Second, following the "one thing" rule, I would say that one lucky thing would occur, something obvious to the caster, and then the spell would be expended. Ten minutes of nonstop lucky things might be too much. This might also set up the drawback of saying that you cast the spell for a longer duration, have the lucky thing happen, then the rest of the duration is wasted.
Third, the lucky thing should be up to the GM.
Fourth, giving someone else luck may work in this spell also, given the usual 1-point-per-person rule: add an extra Energy to the casting cost to put it on someone else. Add more points for more targets.

That sounds pretty fair to me. As always, if someone comes up with an objection or loophole, I'd be glad to hear it. I might put this up in the spell list soon, after a few feedbacks.
The O's and the A's --- AFK every weekend

Lockepick

@GM: Do you have a separate application you'd like Malachs to follow? On that note: Do Malachs have power levels (how much the mage 'earns' I suppose)? And do Malachs belong to a group?

Is there any benefit to gaining a 'boost' from a Malach or another mage? Is 'feeding' from a Malach superior to feeding on another Mage? Or is it the same thing?

What is the benefit of the organizations, anyway? I don't mean mechanically, I mean is there any reason one would join outside of a sense of camaraderie?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Whowhatwhere

Quote from: lockepick on June 26, 2014, 03:45:35 PM
@GM: Do you have a separate application you'd like Malachs to follow? On that note: Do Malachs have power levels (how much the mage 'earns' I suppose)? And do Malachs belong to a group?

Is there any benefit to gaining a 'boost' from a Malach or another mage? Is 'feeding' from a Malach superior to feeding on another Mage? Or is it the same thing?

What is the benefit of the organizations, anyway? I don't mean mechanically, I mean is there any reason one would join outside of a sense of camaraderie?


Good questions, all.

- Malachs do not have separate applications. Like normal humans, they only exclude the power level and spells section of the character sheet.
- Malachs to not have power levels and do not need to earn xp, much like humans. They are not meant to be on par with magicians, they are a person with seething Energy that magicians covet, but are actually quite exploitable. This sense of increased danger, of being of value with nothing to defend yourself with but bargaining, is on purpose.
- I don't have a group for Malachs, currently. Malachs are rarer than magicians. If there is a PC-created group for Malachs, I wouldn't mind. But announcing themselves as such makes them targets.
- I will clarify replenishment rules in the Info thread. Sexual relations with a magician or a Malach fills your Energy up. Malachs can bestow this fulfillment with a true, positive-emotion outpouring as well - love, respect, joy, pride. Like it states, this "blessing" does not have to be sexual, but it is an outward display of emotion. I am thinking of having this blessing be one of true emotion - you have to truly love/respect/be proud of the person in question. This does not preclude manipulation (on either side), but there has to be some emotion, even if it's not the emotion the magician wants. Perhaps a Malach will laugh with joy over how funny-looking a magician is, who was trying to seduce the Malach instead. Perhaps a magician will cast Attraction on his or herself to seduce the Malach. These are all possible scenarios.
- One would join a group for protection and resources, mostly. The Citrine Order's club (Le Pivert Souleve) is the only exception to this rule - their club, though it is a gathering place for magicians and their debauchery, takes great effort to ensure safety for everyone involved. I'm thinking of having the club enacting admissions charges - good old fashioned cash, probably.

Thanks for the interest and the questions. It helps me shape the world and the politics of this thing.
The O's and the A's --- AFK every weekend

StormRanger779

This seems interesting, one question though. With it all shunned by normal society wouldn't it be possible for a Mage Hunter to exist? For example, another mage using a different type of magick, or a normal human specifically trained to kill Mages?

Whowhatwhere

Quote from: StormRanger779 on June 26, 2014, 04:27:14 PM
This seems interesting, one question though. With it all shunned by normal society wouldn't it be possible for a Mage Hunter to exist? For example, another mage using a different type of magick, or a normal human specifically trained to kill Mages?

I'm not sure what you mean by shunned by normal society - the general public does not know magic exists, and everyone involved (including the antagonist groups) want to keep it that way. But yes, there could be mage hunters. They could be specially employed by an antagonist group, a mercenary, or a lone wolf. I'm not going to advise against playing one, but boy, would it be a thankless position.
The O's and the A's --- AFK every weekend

StormRanger779

Well, you mentioned the Destruction of the Illuminati as well as the burnings, so I guess I assumed someone on normal society would know about it. Guess that would be an antagonist group. Plus in a real world aspect Magick is shunned as being taboo, again I'm assuming the same thing applies here. Anyway, I think playing a Mage would be better then a mage hunter though, seems more fun that way.

Whowhatwhere

Quote from: StormRanger779 on June 26, 2014, 04:51:37 PM
Well, you mentioned the Destruction of the Illuminati as well as the burnings, so I guess I assumed someone on normal society would know about it. Guess that would be an antagonist group. Plus in a real world aspect Magick is shunned as being taboo, again I'm assuming the same thing applies here. Anyway, I think playing a Mage would be better then a mage hunter though, seems more fun that way.

Ah, I see. None of this is common knowledge. I'll have to clarify that in the opening blurb. Thanks for your input.
The O's and the A's --- AFK every weekend

StormRanger779

Not a problem, Magick and supernatural powers have always been an interest of mine, so I'll draft of a character and send it to you. May end up making two, haven't decided yet.

StormRanger779

Name and Type: Allister McCallin The Illusionist

Age: 26

Sex & Orientation: Male, bisexual, but prefers women.

General Description: He is almost always seen in a black suit and tie with a black fedora. He is polite, well behaved, and almost never straight
forward about what he wants or intends to do. He is also weary of other mages and doesn't trust easily, due to the fact he was literally stabbed in the back by a follow mage in short he has a scar on his left shoulder blade.

Character Model:
Spoiler: Click to Show/Hide

Items normally carried on you: Cell phone, pack of cigarettes, and a lighter.

Notable Items you can run home to get:

Career/Finances: Stage magician, medium income, does own an apartment in a run down part of the city.

Motivations: To survive and keep hidden from just about everyone.

Relations:None, he tends to hide from other mages.

Group Affiliations: None at the moment

Power Level: 3.7

Spells Known: Protective Physical Shield, Anti-magick, Paralyze.

This is just a draft though I'd post it here and see what you thought.

Lockepick

@GM: You say that a mage heals as much Energy Levels as the Power Level of the Mage he's screwing around with. How much do they heal from a Malach? To full? Is that how much a blessing refills as well?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Foxfyr

Quote from: Whowhatwhere on June 26, 2014, 09:23:59 AM
Okay, let's tackle this wereform spell. WARNING! MATH AND BRAINSTORMING AHEAD!

First part: I would say that the spell allows you to change into any animal that a) you have familiarity with, or b) within line of sight. Dog? No problem. Kinkajou? Only if you're at the kinkajou cage at the zoo, or are an ornithologist who has studied kinkajous in the wild. This mirrors the rule I want to set up for many of these spells - line-of-sight-or-familiarity. This means that the more your character is familiar with animals, the better the spell will be. Tracking a person with a tracking spell would work the same way, if ever someone takes that spell - you could track a co-worker from anywhere, or a stranger within line of sight.

That sounds fair.  As far as refining the definition of familiarity outside of somebody academically studying the animal(s), are we talking only the more common house pets (dog, snake, cat, etc) or will they also include some of the more common wild ones like wolves and deer?  When we refer to familiarity, is it something that could be researched independently with several visits to the zoo or are we talking formal education with a masters in a particular animal/species?  I certainly don't see him being able to be familiar with every animal, but I imagine once Vincent discovered his ability he would have tried to familiarize himself with a handful of the staple animals.

QuoteSecond part: Any change in size or strength is relative to the amount of Energy spent. Remember the rule - for each additional "person", add a point to the spell. So to change into a gorilla with the strength of 3 men,  the spell would cost 3 Energy - one for the change, 2 for the additional two men's worth of strength. I'd say that a better sense of smell, or a faster running speed, would add points as well. The maximum, though, would the maximum attributes of the animal in question (so as not to duplicate a speed or strength spell by loophole). Changing size would be extra points too. Size of a cat, 1 extra point. Size of an ant, 2 extra points. Size of a horse, 1 extra point, etc.

Third Part - the part about small but ever increasing changes (I'm guessing you want to emulate the five forms of the werewolf in White Wolf?) ...depending on what you gain, that can be fine. The system shouldn't be any more or less fair than a spell that changes the form of a magician to an animal outright. This other spell can be called "Animal Change" and have the same effect, except the caster turned into the animal right away. I'm trying to think whether these spells are balanced with each other or not. Any thoughts?

To a degree with the forms, though for the were-form ability I was only looking at the human, near human, and hybrid forms without the ability to turn into a true animal (which I agree could be a separate spell in of itself).  Would it be the same for were-form and strength as it would be for a full gorilla change or would it be halves (like 1/2 bestial form and 1.5x strength of a human)?  Or would the were-form be a by-product of the ability increase since I view it as being mainly aesthetic or perhaps needing to spend energy to suppress the transformation (since I imagine it is a negative thing as far as keeping the power secret)?  Perhaps utilizing both; for example Vincent could have 1.5x human strength and spend the other 1/2 to counteract the transformation aspect.  Alternatively, he could have 2x human strength but assume his were-form unless he were to spend an extra point to counteract the 1 point ability increase.  This could also lend itself to using multiple minor aspects, like keen sight and hearing for a combined 1 point or 1.5x strength with claws.  Of course, in this case 1/2 point in the minimum increment and a full point needs to be spent even if only one minor attribute is chosen.  I don't think it would make it that much more complex, but I understand if you find it a bit much.

QuoteFourth part - Animal instinct? Maybe. I would probably want an additional point to change your mind into something more feral - that can be an option of the spell. Less susceptible to reason, more susceptible to primal fears. NOTE TO SELF: make "Train Mind" spell.

I was thinking of that more of a flavor aspect rather than an actual ability, something akin to Vincent feeling more primal while using his ability so he acts a little more primal even though the ability does not actually alter his mind.  I think we can omit this for the sake of system simplicity.

MiraMirror

If I end up joining, I'd probably play a Malach...Must think of ideas. *Nodnod*
On's and Offs -  Please read before asking for a story <3

TheMamluk

I still have not had the time to flesh out character sheets but I am going to go with brothers. One is a magic user that focus on persuasion magic similar to hypnosis and the other is a smart but touched Malac that most people think is just crazy.

Whowhatwhere

Quote from: StormRanger779 on June 26, 2014, 06:08:22 PM
Name and Type: Allister McCallin The Illusionist

Age: 26

Sex & Orientation: Male, bisexual, but prefers women.

General Description: He is almost always seen in a black suit and tie with a black fedora. He is polite, well behaved, and almost never straight
forward about what he wants or intends to do. He is also weary of other mages and doesn't trust easily, due to the fact he was literally stabbed in the back by a follow mage in short he has a scar on his left shoulder blade.

Character Model:
Spoiler: Click to Show/Hide

Items normally carried on you: Cell phone, pack of cigarettes, and a lighter.

Notable Items you can run home to get:

Career/Finances: Stage magician, medium income, does own an apartment in a run down part of the city.

Motivations: To survive and keep hidden from just about everyone.

Relations:None, he tends to hide from other mages.

Group Affiliations: None at the moment

Power Level: 3.7

Spells Known: Protective Physical Shield, Anti-magick, Paralyze.

This is just a draft though I'd post it here and see what you thought.

Pretty cool. I notice many of you aren't putting anything in your relations line. Make sure to write out immediately family at least, unless every single one of you are orphans and hermits!
The O's and the A's --- AFK every weekend

Whowhatwhere

Quote from: lockepick on June 26, 2014, 06:12:30 PM
@GM: You say that a mage heals as much Energy Levels as the Power Level of the Mage he's screwing around with. How much do they heal from a Malach? To full? Is that how much a blessing refills as well?

It's the max amount that the caster can hold, whether you fool around with a magician or Malach. sorry if that's not clear, I'll update the info page.
The O's and the A's --- AFK every weekend

MiraMirror

Quote from: Whowhatwhere on June 26, 2014, 09:28:01 PM
Pretty cool. I notice many of you aren't putting anything in your relations line. Make sure to write out immediately family at least, unless every single one of you are orphans and hermits!
But being an orphan is coooooooooooool. ;_;
On's and Offs -  Please read before asking for a story <3

Vill

#37
Posting to make my interest known before this game reaches it's population limit. I'm interested in possibly playing a normal person to help round out the numbers and help secure a slot in the game.

Whowhatwhere

Quote from: Loki Aesir on June 26, 2014, 07:56:45 PM
That sounds fair.  As far as refining the definition of familiarity outside of somebody academically studying the animal(s), are we talking only the more common house pets (dog, snake, cat, etc) or will they also include some of the more common wild ones like wolves and deer?  When we refer to familiarity, is it something that could be researched independently with several visits to the zoo or are we talking formal education with a masters in a particular animal/species?  I certainly don't see him being able to be familiar with every animal, but I imagine once Vincent discovered his ability he would have tried to familiarize himself with a handful of the staple animals.

To a degree with the forms, though for the were-form ability I was only looking at the human, near human, and hybrid forms without the ability to turn into a true animal (which I agree could be a separate spell in of itself).  Would it be the same for were-form and strength as it would be for a full gorilla change or would it be halves (like 1/2 bestial form and 1.5x strength of a human)?  Or would the were-form be a by-product of the ability increase since I view it as being mainly aesthetic or perhaps needing to spend energy to suppress the transformation (since I imagine it is a negative thing as far as keeping the power secret)?  Perhaps utilizing both; for example Vincent could have 1.5x human strength and spend the other 1/2 to counteract the transformation aspect.  Alternatively, he could have 2x human strength but assume his were-form unless he were to spend an extra point to counteract the 1 point ability increase.  This could also lend itself to using multiple minor aspects, like keen sight and hearing for a combined 1 point or 1.5x strength with claws.  Of course, in this case 1/2 point in the minimum increment and a full point needs to be spent even if only one minor attribute is chosen.  I don't think it would make it that much more complex, but I understand if you find it a bit much.

I was thinking of that more of a flavor aspect rather than an actual ability, something akin to Vincent feeling more primal while using his ability so he acts a little more primal even though the ability does not actually alter his mind.  I think we can omit this for the sake of system simplicity.

Familiarity comes from what you know. A sheltered suburbanite? House pets. A hunter from Rural Tennessee? House pets and game animals. What I'm saying is: make it make sense. Maybe the magician started studying animals after getting the spell. "Studying" can be done independently. You don't need a degree.

I purposefully made the math very simple for this game, so it's not like I want to calculate what 1.5x human strength is. I want to keep the point-per-person system, but I haven't really spelled out the maximum attributes for a given animal yet. I want to keep the magic system fast and loose.

I'm still questioning whether I want to divide the wereform and animal form spells. They're almost the same thing but such complete manipulation of your form is very powerful, and I'm trying to pare spells down to their elemental, 1 point components.
The O's and the A's --- AFK every weekend

Whowhatwhere

Quote from: Vill on June 26, 2014, 09:36:20 PM
Posting to make my interest known before this game reaches it's population limit. I'm interested in possibly playing a normal person to help round out the numbers and help secure a slot in the game.

I currently don't plan for any population limits. You are free to play what you want! If everyone wants to be one type of character, I won't stop them. That blurb I put in the info page about playing different character types, eh, I may take that out. Just trying to please people!
The O's and the A's --- AFK every weekend

Vill

Quote from: Whowhatwhere on June 26, 2014, 10:02:14 PM
I currently don't plan for any population limits. You are free to play what you want! If everyone wants to be one type of character, I won't stop them. That blurb I put in the info page about playing different character types, eh, I may take that out. Just trying to please people!

Roger that, still definitely going for a normal person. I should have the sheet up soon. I'll probably have to PM you over plot ideas and questions about his role in the game. I'm looking forward to it.

MiraMirror

Apologies if this has been asked already, but are Malachs actually aware that they're Malachs?
On's and Offs -  Please read before asking for a story <3

Top Cat

Quote from: Whowhatwhere on June 26, 2014, 03:16:09 PM
That's a good question, and a tough one to answer. You would think that luck would be one of those things that magic should cover, when it comes to what it can affect. So we'd have to bang out a way to have a luck spell work.

First, the standard duration should apply. Ten minutes max, an additional point every 10 minutes added. That's the easy part.
Second, following the "one thing" rule, I would say that one lucky thing would occur, something obvious to the caster, and then the spell would be expended. Ten minutes of nonstop lucky things might be too much. This might also set up the drawback of saying that you cast the spell for a longer duration, have the lucky thing happen, then the rest of the duration is wasted.
Third, the lucky thing should be up to the GM.
Fourth, giving someone else luck may work in this spell also, given the usual 1-point-per-person rule: add an extra Energy to the casting cost to put it on someone else. Add more points for more targets.

That sounds pretty fair to me. As always, if someone comes up with an objection or loophole, I'd be glad to hear it. I might put this up in the spell list soon, after a few feedbacks.
Sounds reasonable. I'll check back once I've got the Harem Show flying smoothly. =^_^=
O/O / Story Seeds
Current posting speed: Slow to moderate. Most threads should get a response within 24 hours, with occasional dips as RL makes demands.
If I am more than a week behind on a story post, please feel free to PM me about it.
I am present in Elliquiy's Discord channel. If you want to chat about a story idea, feel free to DM me there.

StormRanger779

Quote from: Whowhatwhere on June 26, 2014, 09:28:01 PM
Pretty cool. I notice many of you aren't putting anything in your relations line. Make sure to write out immediately family at least, unless every single one of you are orphans and hermits!

Well, I could come up with parents and maybe a sibling or two.

Whowhatwhere

Quote from: ThatOneShrroth on June 26, 2014, 10:32:54 PM
Apologies if this has been asked already, but are Malachs actually aware that they're Malachs?

Good question! Not necessarily. Their Blessing can be accidental or instinctive. All they know is that magicians want and need them. Their emotions run deep, but not every emotional human is a Malach.
The O's and the A's --- AFK every weekend

Whowhatwhere

I forgot to put Character History in the Character Sheet creation section. D'oh! Vill and StormRanger779, could you add that to your character sheet submissions and resend? I'm so sorry about that. Everyone else, you might want to check the info page. I've updated the copyable code.
The O's and the A's --- AFK every weekend

Elzith

Quote from: Whowhatwhere on June 26, 2014, 04:24:56 PM


- I will clarify replenishment rules in the Info thread. Sexual relations with a magician or a Malach fills your Energy up. Malachs can bestow this fulfillment with a true, positive-emotion outpouring as well - love, respect, joy, pride. Like it states, this "blessing" does not have to be sexual, but it is an outward display of emotion.



Just an idea, but perhaps have negative emotions also have some form of effect? Perhaps work in small doses, but anything much taints/twists the magic a little. (I have not fleshed it out at all, seeing as I'm not sure if you're wanting ideas or not..plus sleepy ;) )

Vill

Quote from: Whowhatwhere on June 27, 2014, 09:04:27 AM
I forgot to put Character History in the Character Sheet creation section. D'oh! Vill and StormRanger779, could you add that to your character sheet submissions and resend? I'm so sorry about that. Everyone else, you might want to check the info page. I've updated the copyable code.

Resend or edit? Your call, captain.

Whowhatwhere

Quote from: Elzith on June 27, 2014, 11:22:30 AM
Just an idea, but perhaps have negative emotions also have some form of effect? Perhaps work in small doses, but anything much taints/twists the magic a little. (I have not fleshed it out at all, seeing as I'm not sure if you're wanting ideas or not..plus sleepy ;) )


I'm not sure I'd allow that, for purely game enjoyment reasons. Sure, it makes sense to have some sort of anti-Malach, a demon for every angel. However, seeing as how sexual Energy is hard won, and spells will probably fly fast and furious around here, Energy will come at a premium. Having those who would steal or corrupt Energy (or having spells that do such a thing) would make the magic part of the game even harder to play. I might could see a very expensive spell in the future (target loses one point for every point you spend), but I can't see there being too much more than this.

Also, Malachs are not meant to be conscious magic-using beings on par with magicians. Magicians are the apex, for the most part.

On the other hand, there is a luck spell on the books now, and the opposite ("Bad Luck"?) could be taken. The bad luck, cast on a person, could twist their spell, but it could also do mundane things. That's about as close as I could get to it.
The O's and the A's --- AFK every weekend

Whowhatwhere

The O's and the A's --- AFK every weekend

Vill

You got it, I'm going take down the one I posted here and send you one with a history.

Also: is anyone else interested in playing a character that is a part of the "American Government" faction and a Special Agent of the FBI? Looking, ideally, for a female to join my character. Not exactly for romantic purposes, not initially, at least -- if it happens, it happens -- but for other reasons. Mainly for balance and to slightly recreate another relationship from a favorite series of mine. I have her on my character sheet under "Relations" as Dana Anderson, that in itself is a hint at her origin.

I also don't see why she couldn't be a magician or a Malach, if need be. She wouldn't necessarily have to be a normal human like Jack. At least, that's my understanding. Please correct me if I'm wrong, GM.

Other than that, I'm open for being antagonistic or a pair of protagonists with our FBI partners: we could even go rogue.

Oh yeah, and Arrgghhh!!


Whowhatwhere

The government wants to fricking dissect magicians. Would probably do the same for Malachs. No special classes working for the govt, sorry.
The O's and the A's --- AFK every weekend

Vill

Quote from: Whowhatwhere
The American government must know enough to know these groups are dangerous, because they are watching, and occasionally "sanctioning", almost every sizeable magick group in the area, and possibly the world.

I see now, I misread this line with sanctioning meaning permissible, instead of the negative counterpart.

Thank you for the clarification.

Vill

Also: Lockepick, I really like how you announced your ownership of a car and penthouse through including their keys on your list of possessions.

I'll be pirating that approach, thank ya kindly.

Whowhatwhere

Quote from: Vill on June 27, 2014, 08:44:43 PM
I see now, I misread this line with sanctioning meaning permissible, instead of the negative counterpart.

Thank you for the clarification.

I'll clarify that line, I see how it might confuse
The O's and the A's --- AFK every weekend

Vill

Quote from: Whowhatwhere on June 27, 2014, 09:25:35 PM
I'll clarify that line, I see how it might confuse

Aye, the rum certainly wasn't doing me any favors either!

Vill

Another question, boss.

Can Malachs be born to non-Malach or magician couples? Can two normal human beings produce a Malach?

Lockepick

@Vill: Thank you! I thought putting 'apartment/car' under my possessions 'on my person' was odd.

BTW: Your Partner's name of Dana Anderson, is this a combination of Dana Scully and the actress who played her, Gillian Anderson?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Vill

Quote from: lockepick on June 27, 2014, 10:21:57 PM
BTW: Your Partner's name of Dana Anderson, is this a combination of Dana Scully and the actress who played her, Gillian Anderson?

Aye, I see you've got good taste in television as well, matey!

Whowhatwhere

Quote from: Vill on June 27, 2014, 10:16:28 PM
Another question, boss.

Can Malachs be born to non-Malach or magician couples? Can two normal human beings produce a Malach?

Anyone can create anyone.
The O's and the A's --- AFK every weekend

Vill


VonDoom

This looks interesting! I'll send a PM with ideas shortly.
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

Whowhatwhere

The first IC game thread is up! Right here. I would like more players though! Come on in. Many themes can be played in this setting - relationships, BDSM, high adventure, suspense, any angle you can think of. The world is taking shape, and you can carve out your spot in it; there's still time to be an early bird! PM me your characters as soon as you can and jump in on the action!
The O's and the A's --- AFK every weekend

Lockepick

#63
BTW: You can limit the size of a picture with code, and that will allow people to still see the full size by clicking on it.

Instead of doing 'IMG', you can do 'img height=300' for example. Replace quotes with brackets, of course.

@GM: Also, I'm confused -- the write up for the club says it's membership only? Or can anybody show up, assuming they have some way of getting past the bouncers?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Whowhatwhere

Quote from: lockepick on July 02, 2014, 10:43:26 AM
@GM: Also, I'm confused -- the write up for the club says it's membership only? Or can anybody show up, assuming they have some way of getting past the bouncers?

Good question; I'll need to clarify on the main write-up. Being a magician is your ticket into LPS because being a magician means you're going to be hunted if you are ever found out. The owner has a sense of duty to his fellow magicians. However, there are some that don't get a free pass in - most rape magicians, for example. However, even rape magicians are smart enough to know not to call the government down on the club; they are the greater enemy.

So, as a new or previously unknown magician, you would be seen as a magick user the moment you stepped in the side door. Questioned, probably, but usually not turned away. Malachs are slightly less invited, mortals even less so. Most normal humans have to have a connection on the inside. They could be bodyguards, allies, or whores.
The O's and the A's --- AFK every weekend

Vill

Outstanding first round of posts.

Do we be havin' an OOC thread?

VonDoom

Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

Vill

Outstanding, sailor. We do be havin' a competent crew!

Phaia

#68
Its late for me but I have an idea for a character, though I have a bunch of questions as well!

For now color me interested and I offer a teaser as well!!  :P ;)

Phaia

Spoiler: Click to Show/Hide

Whowhatwhere

Quote from: Phaia on July 03, 2014, 11:21:33 PM
Its late for me but I have an idea for a character, though I have a bunch of questions as well!

Happy to have you! You can ask here or PM me, either way.

That reminds me, if anyone is beginning to see a pattern of repeated questions, I will add it to the FAQ
The O's and the A's --- AFK every weekend

VonDoom

Indeed, welcome! Looking forward to more characters!
Now this is the Law of the Jungle-
as old and as true as the sky;
And the Wolf that shall keep it may  prosper,
but the Wolf that shall break it must die.

-Rudyard Kipling, "The Law of the Jungle"
O&O

Red Stella

Working on a character, and I have a couple of questions.

At what point does a child become identifiable as a magick user, Malach, or normal?  Assuming at least one parent is aware of that side of things, when can they tell?

A Malach can apparently not know what they are, but are they recognizable to magicians?

---
Red Stella

Whowhatwhere

Quote from: Red Stella on July 12, 2014, 03:31:32 PM
Working on a character, and I have a couple of questions.

At what point does a child become identifiable as a magick user, Malach, or normal?  Assuming at least one parent is aware of that side of things, when can they tell?

A Malach can apparently not know what they are, but are they recognizable to magicians?

---
Red Stella

Note: Elliquiy wants to avoid any representation of child sex, and rightly so. That being said, a person wouldn't have any sexual Energy until they actually had sex. A Malach's blessing stems from that same sexual Energy, even if their blessing is nonsexual in its presentation. So I'd guess the potential mage or Malach would have to have at least lost their virginity, if not more. I'm not going to say that every character has to lose their virginity at 16 or older, but the less is said about the first stirrings of magical ability, the better, unless the character did lose their virginity at 16 or older. That being said, one could discover their powers as early as their first time having sex.

The process usually involves a will to power - you want something to come true so bad, you pretend to affect it with your mind, but unlike most people, what you thought about actually happened.
The O's and the A's --- AFK every weekend