Seven Devils: Open Applications (LGBTQ & cis/hetero friendly - Extreme Board)

Started by Intimate Ink, April 26, 2018, 08:15:09 PM

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Intimate Ink





Thank you everyone for your interest in Seven Devils!  Consequently, applications for student Caster positions are now open!

Please feel free to post or message any questions.  For newcomers, please note we are a brand new game and roleplay is not yet open.  This will change once the character sheet approvals start rolling in, obviously.  Specific dates will be provided as soon as possible, based upon when there are an adequate number of approved characters ready for play.



Reserved Face-Claims - Please simply add a message to the thread in order to request a face-claim reservation.
Amy Thunderbolt ~ CurvyKitten
Anastasia Shcheglova ~ Amarlo
Anllela Sagra ~ Kokaine
Ben Cohen ~ lux89
Cleo Wattenstrom ~ Crash
Cyril Giustiniani ~ Intimate Ink
Evan Peters ~ Intimate Ink
Florian Bourdila ~ Symphonic
Gal Gadot ~ Kokaine
Golshifteh Farahani ~ Heartsink
Jamie Bell ~ RegretNot
Jessica Lange ~ Xurtan
Jessica Parker Kennedy ~ CurvyKitten
Joseph Gordon-Levitt ~ Heartsink
Kat Dennings ~ Rebelle
Kellan Lutz ~ Orange Marmalade
Ken Bek ~ ererruz
Ksenia Solo ~ Rebelle
Logan Lerman - ~ Symphonic
Matthias Panitz ~ ererruz
Maxwell Zagorski ~ lux89
Michael T. Weiss - Von Doom
Ragini Nag Rao ~ Strenia
Robert Carlyle - Von Doom
Sam Harwood ~ Xurtan
Stephen James ~ supermouse
Taye Diggs ~ Heartsink
Tilda Swinton ~ Strenia
Tom Hiddleston ~ Xurtan
Won Jong Jin ~ supermouse

A few people I need to thank for helping make this possible.  You all are amazing: Amarlo, Blissy, November Bleeds, Orange Marmalade, Wispyr, Xurtan

Intimate Ink

#1

Seven Devils primarily takes place on a fictional campus, Arach University, in Westchester County, New York.   Arach University is a semi-public institution of higher education with both a wide variety of undergraduate and graduate programs available.  It typically ranks around the fifteenth position in the US News and World Report, with academic reputations comparable to Vanderbilt, Emory, and Cornell University.  It is often the first fall-back choice of students hoping for acceptance in a top-ten Ivy League, while the hopeful first-choice of many others.  Among the roughly 20,000 students that compose the University there is a large amount of diversity in race, background, sexuality, and religious belief.  While these students can be divided among many ways, the story of Seven Devil's focuses on the most supernatural and profound of these ways: Penn Hall Interdisciplinary Leadership Community.

While on paper Penn Hall is mirrors other on-campus living communities, with an advertised focus of providing housing and uniting future leaders whether they be academic, business, or sport's based, in practice the invitation-only living co-operative is far different.  It is one of only seven centers in the world that are designed to secretly house and train Casters, a form of living and breathing magicians that live in secret among contemporary society.  Here students are recruited not for their academic records, but instead their previously expressed potential and ability to be a Caster.  Inside the doors, the traditional schoolbooks and paper used in Arach University classes are tossed aside for more magical texts, reagents, and ritual. 

Penn Hall Interdisciplinary Leadership Community : Being a Matriculated Caster

Needless to say, notable differences exist between the life of a standard Arach University Student, and those Casters who study and live among them.  Within the deceptively expansive, and occasionally other-worldly walls of Penn Hall, classes are provided with the intent to see that the Caster legacy continues.  Activities include the advancement of Paths and Rites, safe practices on how to preserve Marks, Caster history and politics, knowledge of other supernatural and otherworldly entities, and many other subjects that go in and out of fashion with time and leadership.  Some may argue that the crux and point of the education lies less within the classes within the Hall, and instead what goes on outside the building.  Students are required to additionally participate in more mundane classes, such as Creative Writing and Mathematics, with the larger and unknowing Arach University.  While one could say it is simply an opportunity to mix with non-Casters, intermingle, while learning to hide the craft... well, in truth, the human students within Arach University are often treated more like unwitting lab specimens.  Casters are encouraged, sometimes even directly asked, to practice their Paths and Rites on the humans; they are tasked to learn how to best appease the demands of their Mark by manipulating, tempting, and corrupting the human students around them.

While some may say this is a cold, and certainly unethical practice, the counter-argument is clear:  If Casters do not appease the demands of their Mark, their power is lost.  Survival means learning to manipulate, take power from, yet also ultimately hide from human knowledge and sight.  To those accustomed to, and approving of the practices, this is less a matter of wrong or right, and more a matter of birthright, purpose, and who lies atop the proverbial food-chain.

For their part, despite their many criticisms, the internal machinations of Penn Hall do well in cleaning up the messes of students.  The greatest offenses lie not with getting carried away with the manipulation of human lives, but instead failing to inform the faculty when a situation advances beyond the students' control.  The majority (at least of those in power) within Caster society are stringent in their belief that knowledge of Casters must not proliferate among the mundane.   Above all, a student is accountable to keep Caster society a secret, and timely report when a situation occurs that might bring undue attention to Penn Hall, its' faculty, students, or the Caster society at large.

Of Politics and Power

A Broken Illuminati

At the head of each of the Caster Schools, or Nodes, is a Chancellor.  Together these seven Chancellors form the Logos Council, the ultimate form of governance for Casters.  However, like most powerful organizations with largely obfuscated agendas, the influence of the Logos Council exceeds far beyond the politics of Casters.  If reputation are to be believed, one would be hard-pressed to identity a world power or situation that the Logos Council is not exerting some presence in, even if it simply a watchful and observant eye.

Leadership is far from stable in a group whose members often quite literally thrive, even demand, deceit and power grabs, however.  Despite its attempts to portray itself as a noble and ancient hand of law, the reputation for unstable and shifting leadership of the Logos Council can not be ignored.  Despite the ‘hallowed halls’ surrounding, the politics of the Council often has a faint 'Banana Republic' feel with coups, betrayals, and rapidly shifting agendas.  The most jaded of Casters claim that a Chancellor is a position that you are expected to assume when you are the most powerful in the room, only to be undone when another one more powerful than you enters.

In more recent times the Logos Council has enforced some comparatively greater sense of stability on itself by presenting themselves as a united front against those who threaten the life or challenge the authority of any member.  What happens in the shadows, of course, is far difficult to legislate, let alone control.

Equal Representation: A Lesson in Lip Service

Though the seven seats on the Logos Council's originally stated intention was to equally represent the Marks of each of the Seven Devils, that has not always been the case.  The machinations of Democracy are largely lost, even sneered at, among the upper echelons of Caster legislative power.  Council ranks are filled from within, and while popular input is taken into consideration, the Council rarely hesitates to announce a contrary judgment.  If the selected representative's Mark fails to align with the open seat on the council, than the Council may declare them an interim member until a suitable  leader has been found... a political state that has been known to stretch well into a decade.  To complicate matters, of course, is that it is far from unheard of for a Caster to obfuscate their own mark of origins.  To know a Caster's mark is to know their undoing, after all, and when half the room is vying for your power that is not information to be shared lightly.  There has been a neat handful of cases over the years of a Council member whose claimed Mark was successfully contested and revealed false.  Given that only a fool would believe that each and every one of these instances has been identified and subsequently made public, only the naive would believe that the Logos Council is typically a representative sample of Caster diversity.

Intimate Ink

General Information / Frequently Asked Questions

Who is eligible to play Seven Devils?

Seven Devils is open to all approved (18+ years of age) members of Elliquiy.  This means Lords, Ladies, Legates, Lieges, and any other title that you may think of.  As such, applicants are expected to understand and be tolerant of differences in personality and sexuality.  While explicit adult scenes will have a separate dedicated  thread, given the themes of Seven Devils, writers very likely will be interacting with characters that see the world, and have attraction dynamics, quite different then their own.   Applicants are expected to be prepared to encounter these differences, and exhibit tolerance and maturity in accordance to Ellliquiy site rules.

What does this mean for character gender and sexuality?

Seven Devils is intended to have a player-base of diverse gender and sexual identities.  Players are welcome to play characters that align well with their own gender and sexual identity, or play those that are quite different.  Please do keep in mind that while sexual themes are a part of the game, it is not intended as a smut engine.  Consequently, players should give thought to characters they write and not rely on tropes and stereotypes.  This is a game intended for characters, not caricatures. 

This is Elliquiy.  Smut happens.  To what degree do you see it happening in Seven Devils?

No one will be expected to write, or even read, any smut scenes within the game.  However, realistically, this is far from a sex-less world given both the college campus setting and the fact that several Marks and Paths deal with sex and sexuality.  Consequently, players should realize that sexual activity is assuredly happening in the world, whether it is peripherally mentioned, a part of fade-to-black scenes, or written out in side threads dedicated to sexual activity.  It is highly unlikely an active player will not at least sometimes encounter scenes where some sort of sex or sexuality is mentioned; much like one is unlikely to not encounter mentions and instances of it in the 'real world'.  Provided that each player accepts the sexual realities that do exist in the game, they should be able to write as little or as much of the smut angle as desired.  This is intended to be a game of many stories told by players and game-masters; some will involve sexual activity and some will not. 

What are the writing and/or time commitment expectations?

Seven Devils is intended to be a writer-focused game.  Posts made in GM-run story event threads are expected to generally hit a minimum of 200 words, however this will not be actively monitored unless an issue arises.  Posting size and frequency for scenes and threads run by players are at the discretion of those involved.  While all players are expected to take an active part in creating and running stories within the world, at times the GMs will step in to run a thread that hosts an event or advances a plot (a story-thread).  If a GM run thread is tagged as optional, players will be expected to post a minimum of once every six days.  If a GM-run thread is tagged as mandatory due to the  story-defining nature of the scene, players will be expected to post a minimum of once every eight days.

Players, obviously, may be excused from mandatory scenes and posting guidelines.  Life happens!  GMs, however, need to be made aware when this is the case so characters and their actions can be accounted for during major events.

Please be respectful of your fellow players, their characters, and the stories that they are telling.  No one like seeing interest in their scene atrophy because one person is continually being waited on.  Sometimes life gets busy or the muse just needs a break; this is inevitable.  By passing a round or communicating needs in a timely manner, you can keep the scene vibrant for those involved.

What board will Seven Devils be on?

Seven Devils will exist on the Small Groups > Extreme boards.  The universe within the game is not a sterile one, and the very nature of Casters dictate a level of flexible moralities... possibly outright deviance.  Applicants should be prepared to dwell in the often tumultuous, sexual, amoral, and violent world that Casters find themselves in.  While there are certainly themes allowed on the Extreme Board that there are no plans for the game to explore, the GMs also will not censor what players might do in private threads that are appropriately tagged and placed on the correct content board.

Do you allow multiple characters?

In order to facilitate a timely transition into the game and the establishment of connections, characters will initially be restricted to creating one Caster.  Shortly after the game opens, this restriction will be lifted, allowing characters to create additional characters.  Players with an approved Caster character may additionally create humans with no magic ability with the understanding that much of the GM-related content will exclude them at this time; human characters should be created as a side interest to be foibles, focus, victims, and questioners of the universe around them.  Put simply, they are the supporting roles.  This policy may change as interest in human characters evolves with the game.

At this time, players will also be limited to one faculty AND one upperclassman character.  This is, simply, to ensure that as many people get the opportunity to play these more advanced characters as possible.

There are times a player may also request to play an available NPC that does not count towards any limits.  These characters will not be exclusively their own, but instead be operated in consultation with a GM.  Restrictions on their motives, actions, and/or duration in play may be put in place.

Regardless of caps, GMs reserve the right to close extra characters to a player based upon already-existing levels of inactivity and delays.  Simply put:  If you're already feeling overwhelmed, please don't take on more.

Is this a system game?  Are there dice?

The focus on Seven Devils is intended to be a shared writing experience.  Systems and dice are not intended to be a focus for this game.  However, there are those times that they can be a helpful tool when defining a character,s strengths, weaknesses, and abilities, as well as how they play out in a given situation.  Consequently, there will be several basic stats requested on the character sheet that help define what a character is good at (every character being great at everything makes for a bland universe.)  The GMs will also utilize dice at times to help preserve a sense of randomness, luck. and represent difficulty in a particularly arduous task.  Players will not be expected to learn or roll dice, however dice will occasionally be rolled in the background using Elliquiy's system.  Players are welcome to view roles, and review the results with the GM as they wish.  It will simply never be required; again, the stress and expectations on this game are to create and write.

Any rules not covered?

I like to think many of them are common sense after this point:

Be respectful.  Do not flame, attack, or otherwise target players negatively.  If you have a concern, I generally find the best policy is to first contact them privately and see if there is a misunderstanding.  IF that does not work, involving the GM privately is a next step.  In my experience on Elliquiy, airing dirty laundry in public forums only further damages relations. 

Do not control other characters or god-mod.  There is no power, no story-telling device, and no status that should ever allow you to write another person's character for them in any way without explicit permission.  You may post intent of actions (for instance, your character attempts to shove another down a flight of stairs,) but it is never within your sole power to determine the outcome of that intent.  Seven Devils will follow a simple hierarchy for contested actions:  Players are expected first to reach out to each other in order to determine the outcome of actions where one character might act against another one against their will.  If players are unable to come to a resolution than this information is to be passed onto the GMs who will  thendetermine the resulting outcome based upon stats and a dice roll.

Finally, in-character actions have in-character consequences.  It is the intention of the GM to provide a world for characters to explore and act within.  There are limits that must be maintained to protect the game-world and be fair to other players, however.  Do not write your character being a paragon of virtue and expect their powers to not wane in the form of an Undoing.  Do not play a freshman student walking into a council of advanced mages with fireballs blazing and expect them to leave the scene unharmed.  Every action has consequences, and part of the role as a GM is to intervene if a writer is blatantly denying this in their storytelling.

How do I apply?

Applications for students are now open; the template can be found below.  Faculty applications will open shortly, once the student body has filled out.

Intimate Ink

#3
The Seven Marks

Wrath - Path of Illusion - Sathanus

Casters born under the auspice of Sathanus face their undoing when leading a life of turning the other cheek when wronged.  Cowering in the face of might, advocating pacifism, and accepting their bullies is a sure way for these Casters to doom themselves to mortal lives.

Pride - Path of the Mind - Lucifer

Casters born under the auspice of Lucifer face their undoing when leading a life beholden to authority that they disagree with or otherwise do not believe in.  Following rules, authority, and the status quo for the sake of not rocking the boat, while being content with small changes, is a sure way for these Casters to doom themselves to mortal lives.

Lust - Path of Mimicry - Asmodeus

Casters born under the auspice of Asmodeus face their undoing when resisting their carnal urges, sexual or otherwise.  A life of piety, restraint, and overcoming the voice of the body with the will of the mind, is a sure way for these Casters to doom themselves to mortal lives.

Gluttony - Path of Temptation - Belphegor

Casters born under the auspice of Belphegor face their undoing when not encouraging others to indulge in vice, be that of the flesh, mind-altering substances, or riches.  A life advocating austerity, restricting the debauchery of others, and failure to embody temptation is a sure way for these Casters to doom themselves to mortal lives.

Envy - Path of Healing - Beezlebub

Casters born under the auspice of Beezlebub face their undoing when not striving for adulation, be that in the context of athleticism, sexual conquest, or simply leading the life others dream.  A life of being the unnoticed wall-flower, humility, and 'letting themselves go' is a sure way for these Casters to doom themselves to mortal lives.

Sloth - Path of Destruction- Abaddon

Casters born under the auspice of Abaddon face their undoing when honoring duty and responsibility over self-gratification and advancement.  A life of choosing honor over self-beneficence, and obeying vows as opposed to satisfying one's own urges is a sure way for these Casters to doom themselves to mortal lives.

Greed - Path of Animalism - Mammon

Casters born under the auspice of Mammon face their undoing when not honoring the urge to have more -- more money, more lovers, more power.  A life following the tenants of temperance, embodying moderation, and settling with what they have is a sure way for these Casters to doom themselves to mortal lives.

Birth 'Rites'

From an early age, Casters often report strange occurrences and sensations of feeling somehow different from their peers: they may have persistent and unsettling dreams, or hear whispered voices that persist day and night.  Other times this take more dramatic forms, which  unfortunately some families mistake for illness, even possession -- children report waking up and 'missing time', seeing visions, or simply have persistent imaginary friends even long after their peers have moved past such things. 

For some, nothing ever comes from these phenomenon.  It is believed that those with a personality pre-disposed towards the auspice of the devil whom they were born into have the most likely chance of manifesting magical powers.  Unsurprisingly, the birth of true powers often comes with an increasing predilection for behaviors associated with the person's devil.  A caster born under the auspice of Asmodeus (lust) may first manifest their powers while engaged in a string of promiscuity, whereas a caster under the auspice of Lucifer (Pride) may find their powers when running away from home in defiance of their parent's values and belief system.

Rarely is there a Caster who does not first manifest their powers during adolescence.  This is often attributed to the fact that it is in adolescence that potential Casters are most likely to step away from the system of morality and beliefs that they know.  Once Caster's manifest their magic, those allies with the power to sense the acts will seek them out and often provide initial instruction. 

The Undoing

While it has never been proven, it is believed that every Caster has at least a trace of blood from the followers of one or more of the seven devils within them.  Just as they are often lead to magical ability through their actions, the actions of Casters have also been shown to be instrumental in severing their ties to magical ability.  The nature of these actions are intrinsically tied to the specific devil that the Caster is aligned with.

The Undoing is most often a gradual process.  As the Caster strays from the values and actions that once brought them magic, they begin to notice their ability to cast spells become more unreliable: a spell may fizzle, a feat that they once were able to do with ease now takes a great deal more endurance.  A Caster who wishes to remain one takes this as a serious warning sign, as the further they stray, the worst the symptoms will be.  Eventually they will lose connection to their magic entirely; at that stage there are precious few stories of those who are able to recover their magic.  While there are some (largely unconfirmed) stories of casters that lost their ability with one great act that tremendously violated the tenants of their path, rarely are Casters not given warning signs.

Please note that this is intended to be a relaxed, system-lite game.  While players are expected to adhere to the themes and ideas within the game, the staff has no intention of micro-policing scenes to monitor adherence.  Undoing is intended to be both a hook and color, in addition to a helpful reminder that few players in 'Seven Devils' act truly chaste and heroic in all areas; most player and non-player-characters will dabble very heavily in grey areas.

The Seven Paths

While there are a number of minor magical feats available to learn, it is widely believed that the largest scope of power for a Caster comes from The Seven Paths.  While every Caster is able to learn any of the Seven Paths, there is one that they are destined to know first and best.  In system terms, your character must never have a higher dot rating in another path than the one associated with their Mark.  Similarly, in contests of magic, they should be considered particularly strong in that path when compared to others under different Marks.

Casters: Servants to Demons?

While certainly critics have accused Casters as being simple servants, or even fodder, for demons over the centuries, there is plenty of opportunity to question this claim.  First and foremost, while there is some apocryphal accounts of a time when the seven devils interacted directly with Casters, no verifiable formal record of this exists.  Certainly no contemporary group of Casters have had interaction with any of the seven devils, unless one is to believe the unfounded claims of what is oft-labeled lunatic fringe.  The majority who take stock in the continued survival and existence of the Seven Devils often resort to a deist outlook -- if, indeed, the powers of Casters were providence of demons, there is plenty of reason to believe that those demons abandoned the project long ago.  Casters represent themselves, and do not appear to serve any being higher.

A second relevant, yet somewhat less popular response to the concern of Caster's original source of power is the valid point that records of many of the so-called devils pre-date Christianity by centuries.  If these beings have or continued to exist, there were just as many people who saw them as neutral, or even benevolent entities.

For the moment, though, in absence of any verifiable voice that represents the seven, any speculation on the alignment of the so-called 'Devils', let alone to what degree Casters serve their interests, is purely speculative.


Intimate Ink

The Path of Animalism
*- The Caster may now communicate with animals through normal speech and listening faculties for the duration of a scene.   This in no way is a means of compulsion or granting the animal intelligence beyond their natural  capacity, however basic exchanges are possible.
**- The Caster may imbue a certain emotion or urge in an animal or group of animals within view such as hunger, fear, or rage for the duration of a scene.  This does not work on supernatural entities, and the Caster has no power in directing those urges.
***- The Caster may now assume the form of a single animal until they opt to revert or are forced to through magical means.  While the Caster does not directly choose what form their animal is, it is often heavily influenced by their past, subconscious preferences and fears.  Players taking this power should state their chosen animal, and, optionally, provide images to reference their form.
****- The Caster now may perform a partial transformation of their animal until they revert or are forced to through magical means, such as claws for hands or scales along their body.
*****- The Caster has now learned the ability to transform into animal forms beyond their initial one.  Though most (but not all) Casters maintain a strong affinity for the animal that they initially aligned with, these advanced practices allow the Caster to change into any non-fantastical, non-human animal that they have personally laid eyes upon.

The Path of Destruction
*- The Path of Destruction begins with a rendering of the self:  at this level a caster may shut off the sensations of both pain and pleasure within their own body for the following four hours.  While this is, no doubt, a useful feat to know when it comes to not succumbing to pain in combat or resisting physical torture techniques, it does come with a price.  Lack of tactile sensations of pain can prevent the caster from realizing when they have been further damaged, or the extent of that damage.  Furthermore a caster may not lift the effect from themselves and must instead wait for the effect to naturally dissipate.
**- Considered by some a matter of petty vengeance, while to others a grotesque form of tracking, practitioners of the path may now point to their target and shout out a vile curse to them.  Recipients of the unfortunate malady will soon find their skin becoming warped and scarred for a time, rendering their appearance grotesque and vanity useless.  For most victims, the effect will last for four hours, however a particularly skilled and willful Caster may be able to overcome the curse in somewhat less time.  Woe be it for many who seek sympathy from a stranger under the curse; since it has often been used to tag a fleeting target, people bearing the recognizable and unwholesome visage are generally treated with a level of distrust until proven otherwise.
***- The caster may raise their hands, and after a roughly ten second delay of incantation, materialize up to three rounded dime-size spheres consisting of one of the modern elements of wood, glass, or metal.  At this point a caster may propel the spheres forward up to the speed of the average bullet, causing  a path of destruction in their path.  Needless to say, performing this spell while facing another is considered an act of immediate and lethal-intended aggression regardless of the actual purpose.  More than one foolish Caster has been seriously injured, or worse, underestimating how their spell would be perceived.
****- Sometimes known as the "Gremlin's Curse" a Caster at this level may imbue a piece of machinery with a serious, potentially fatal, hanging effect.  The caster is unable to specify the exact timing or nature when this hex will occur, however it most often is within several hours of the machinery being in operation and the effects rarely are unnoticeable or innocuous:  breaks may fail, engines my catch fire, guns backfire, strings of glass tubes may shatter without warning. 
*****- Though lacking the speed of the level three effect, a Caster who has developed this level of power has now gained the ability to materialize a softball-shaped ball of one classic element (fire, water, lightning, or ice) in their hand and propel it towards the target.  This typically clocks in at the speed of a professional baseball pitch of around ninety miles per hour.  Similar to the third level of this power, the caster needs about a ten second delay of doing so to properly cast the spell.  Under most circumstances, those who recognize this preparation will be take it as a form of immediate and lethal aggression.  Due to the power of these classical elements, however, the effects can be suitably devastating to targets, either living or static:  depending on the element choice objects and clothes catch fire, water becomes electrified, and fires extinguish among the other potential effects.

The Path of Healing
*- Through touch the Caster may gain a level of insight as to the health of a subject.  This includes knowledge of any wounds that the individual has, weaknesses in their body, and the ability to sense the location of diseases and impurities.  This ability additionally is effective against non-fantastical fauna and flora.
**- The Caster now possesses the ability to heal a target that they are touching for minor wounds within a matter of minutes including cuts, bruises, and sprains. Though the caster may similarly do so within their own body, it is noteworthy that healing effects do take a level of concentration, and thus can not practically be used as a 'hanging' effect to increase endurance.
***- Building off the previous power, the caster is now able to heal major wounds, however doing so takes full concentration of the healer to so.  These casters are valued for their live-saving skills, capable of sealing major cuts, reducing life-threatening inflammation, and mending broken bones.  Doing so typically requires around ten minutes of  uninterrupted touch to the target in question.
****- The Caster has now become so adapt at healing that they are able to regenerate long-damaged tissue and even attempt to fight some sickness, disease, and affliction on a magical level.  At this level, many classic healing miracles can be performed such as regenerating eye tissue so that the blind may see, or stimulating growth so that a withered or amputated limb may regrow.  Typical performance of this art is quite draining on the Caster, and may require several hours of concentration and considerable constitution for success.
*****- A power both feared and heralded, the Caster may now attempt to make the ultimate sacrifice and share their life-force with another, touching their remains, in hopes of bringing the dead back to life.  Many are quick to warn that the existence of this spell is by no means a promise of immortality, or even way to provide a peace of mind.  Death is a tricky thing that even the greatest Casters do not fully understand, and there seems little sense in what lost comrades can and can not be recovered; if that is not enough of a burden, there are plenty of stories warning that those brought back are sometimes changed, or simply insane beyond reason.  Even a true success comes with a price:  A resurrected's life force is less restored, so much as they are now piggy-backing upon the Caster's own.  Consequently, the Caster is locked in a permanent health link with their target; any harm and disease that befalls the target similarly befalls the Caster that once resurrected them.  While there are known rites to break this bond, doing so reverts the body of the once-resurrected into ash.

The Path of Illusion
* - The Caster may create a single, static illusion with a field no larger than 4 x 4 cubic feet that lasts no more than one hour.  The illusion may appeal to any of the five senses, though is limited to a single sense (a box may visualize in the corner, or there may be the scent of roses suddenly in someone's nose.)  If the illusion is disrupted by reality -- such as an individual walking through the illusion of a solid brick -- it will quickly fade.
** - The Caster may now indefinitely maintain their illusions throughout the course of a day without concentration or additional mana drain.  At midnight each night, when Caster's mana pools reset, they may opt to allow their illusions to fade or maintain up to three of them at one mana point less than the cost of original casting.  This is often used as a method of hiding objects, or creating the impression of possessions that are truly not there. 
*** - The Caster's illusions may now extend their illusions to 6 x 6 cubic feet and appeal to all senses.  Fake briefcases of money can be handled, fake chandeliers can be hung, and fake condoms can be unwrapped and donned.  Please note that the caster has no control over the sentience of objects, so while a man may appear as an illusion, the caster does not have the ability to make him walk up to an individual and start a conversation.  Illusions do not maintain the strength and structural integrity of their real counterparts, and quickly tear and dissipate if forcefully attacked.  Illusions furthermore are unable to serve the purpose of their real counterparts that extend beyond basic sensory data -- while you may pick up an illusionary cellphone you may not make phone calls with it.  Similarly, while you may pick up, examine, or even wear an illusionary Kevlar vest, it will not help sustain you in a gunfight.
**** - The Caster now may, with full concentration, confer sentience to their illusions.  An illusionary hell hound can give chase, as an illusionary handsome prince may ask for a dance at the ball.
***** - The Caster's illusions may now extend to 8 x 8 cubic feet.  A Caster may imbue their illusions with sentience that does not require their concentration, only consciousness, to maintain; furthermore, the illusions are now capable of inflicting a level of damage to those the Caster wills.  Virtual bodyguards can be created at this level.  Please note that all damage is of a mystical nature, and in no way connects to the nature of illusion that inflicts it (in other words, fake water does not 'drown' and fake fire does not 'burn'). 

The Path of the Mind
* For the duration of the scene, the caster may dissolve the barriers of attention within their own mind and demonstrate acute sensory awareness of the experiences happening around them. While the senses are not enhanced, per se, the brain may share focus on multiple stimuli without penalties.  Multiple conversations may be followed within the room even as the caster talks.  The caster may remain acutely aware to the clothes on their back, and the changing winds upon their face even as they battle.   Sensory concentration is virtually limitless.  Only foolish casters, however, maintain this state at all times.  Perception barriers are there for a reason, and prolonged use in sensory-rich environments will certainly tax on the Caster's mental endurance, and eventually gnaw at their sanity.
** A Caster may recall a memory that they personally experienced so long as they currently were studying The Path of the Mind.  This functions as a supernatural-level Eidetic memory whereby experiences can instantly and easily be recalled, yet also details that only the caster's subconscious took in may become available.  Casters fond of this have learned early to keep quiet about this power, lest they frequently be targeted as the likely witness in the room.
*** For the duration of a scene, the Caster has now advanced enough to manipulate the minds of others and dramatically decrease their chance of being noticed by Casters and supernatural beings, while eliminating the chance of being seen by non-supernatural entities entirely.  This is not invisibility in its classic sense -- the caster is perfectly visible, however provided that they do not perform actions to draw attention to themselves they will simply be forcibly and effectively ignored.  Making loud noises, firing a gun, or being detected by technological devices are all exemplary ways to terminate the effect and be seen.  If there are crowds around, Casters usually report being particularly pleased by the results.  Fellow practitioners of the mind are not immune to these effects, and those using other powers in the path to successfully identify or locate an individual using this power will be severely handicapped in their efforts.
**** The Caster may now establish telepathic links between themselves and a known individual whom they focus on, allowing communication or less-welcome brain chatter.  While the effect works on Casters, supernatural, and mundane creatures alike, 
seasoned supernaturals rarely have trouble repressing the link if they care not to hear what is being said.  This effect may last until the next sunrise.
***** The Caster has mastered the ability to leave their body and astral project.  This allows the caster to move their consciousness through walls,  doors and subvert gravity in order to scry, spy, or simply travel with never leaving their sanctum.  Projecting is not without dangers,  though: The Caster remains unaware to the surroundings of their listless body in such a state,  and there are no guarantees that they will always find themselves alone on the astral plane...

The Path of Mimicry
* For the duration of a scene, the Caster may forsake their own voice and speak in a voice that sounds identical to that of a single human whom they have heard speak before.
** For the duration of a scene, the Caster may adopt a single identifying mark of an individual whom that they have touched within the past twenty-four hours.  These marks include, but are not limited to footprints, fingerprints, DNA extracted from blood or semen, or retinal scanning.
*** For the duration of a scene, the Caster may physically adopt the visage of any individual whom they have touched within the past twenty-four hours.  While the Caster for all purposes looks, sounds, smells, and otherwise resembles the person at the time of the touch, the caster does not gain any physical prowess from the mimicry -- the caster's strength, endurance, and other abilities are their own.
**** The Caster no longer must have touched their target within the past 24 hours for the powers within the skill-tree to work; once they have touched their target, the Caster may continue to shift into them provided that the Caster maintains memory of the contact.
***** The Caster may now maintain the physical strength, endurance and muscle-memory qualities of their target; they will run as fast as the athlete whom they mimic, take advantage of any heightened senses, and even demonstrate some limited gained prowess in the realm of muscle-memory skills such as guitar playing or bicycle riding.

The Path of Temptation
* By looking upon them, the Caster may reach into the subject's cravings and sense any current vices or addictions that the individual currently yearns for.  This can be a true biological addiction, such as a person pining for their next fix of opiates.  It can also be something more ephemeral, such as a lusting for sexual contact or looking for an adrenaline rush.  The caster is able to identify the subject of the craving, as well as glean some knowledge about the current intensity of the pull.  No other information, however is provided.
** With an appropriate whispered focus-word while staring at the subject, the Caster may create a strong compulsion for an individual to attempt to repeat their last pleasurable action.  Despite being overly full one may go back for seconds for their meal, post-coital bliss could be interrupted with a driving need to once again have intercourse.  On the more dangerous side, a drug-user recently having had their fix will be compelled to overdose.  It's important to note that Casters find this effect far easier on those who might typically indulge in the behavior anyway:  simply put, it's a lot easier to send an alcoholic back for a second drink when compared to someone who always abstains after one.
*** At this level, a Caster may sway the creation or loss of addictive of compulsive behavior in others by exerting an amount of control over the psychological and bio-chemical responses of a given behavior.  A caster may identify a very specific behavior in question, and then associate it with a euphoric sense of rush or dread.  The Caster must first witness the behavior and utter a whispered enchantment as it occurs.  While the magical effect connecting the behavior and sensations slowly fades over time, often times the bodies' own dependency and conditioning will begin to take over when the magic fades.  A delinquent can be made by providing them a pleasurable rush the first time that they skip Math class, or even a confident homosexuality can be questioned by instilling joy every time the head cheerleader's hand brushes against a gay-identifying man's.  Similarly, the effect can be used as an unpleasant but fairly effective way of breaking existing addictions:  for example, a gambler might feel ill and oppressed when they touch a deck of cards.  As logic dictates, a Caster may attempt to reverse the effects of a previous use of this power by introducing pleasure where there was an association of pain, or the reverse.
**** An alternatively subtle, yet potentially powerful ability, a Caster may focus upon a single sentence that they themselves are saying to a group.  A caster may then influence the very perception of up to three individuals in their sight, and then will them to hear and view another sentence entirely.  Typically, and at it's most devastating, these orders exist contradictory to each other.  For example:  if a single individual hears the words 'Shoot the prisoner', while the group around them hears 'free the prisoner' instead, the resulting chaos can be staggering.  When performing the power, the player must ensure to establish what is actually said versus what others may hear; video recordings and other devices will not hear these phantom words.  A strategic Caster can very much use this to their advantage, however, ensuring that they are on record saying one thing while others react contrary.  Obviously, these embedded sentences do not have to be malicious in nature:  test answers can be exchanged in what sounds like a request to borrow a pencil, and stories can be collaborated with what appears to be a friendly hello.
***** Among the most dangerous and powerful of Caster magic is the classic art of mind control, or compulsion.  A caster must first obtain a personal or meaningful object of their intended victim:  a lock of hair, a favorite piece of jewelry, or a piece of fabric with their blood on it are all suitable options.  The caster must prepare for the power in advance and burn the object in question.  Once the object is destroyed, upon next seeing their target, the caster simply has to lean over and whisper a suggestion into their left ear:  break up with a spouse, take a dangerous drug, or start a bar brawl.  If the target is unable to resist they will believe the idea is their own and perform the action accordingly.  The target will have no recollection of the whispered command and remember the deed coming only from themselves, even if they are unable to rationalize how or why they would do such an act.

Rites:  A Caster's Unique Imprint on The World

The Paths form the primary, and for some Casters the only, way to interact with the world; however, gifted Caster's slowly learn to focus their powers in ways that provide a more individual expression of their essence and will upon the world.  This is not an easy process, and rarely are unique powers developed without the guidance of much trial, failure, and mentoring.  The exact mechanisms that allow a caster to, through trial and error, establish a unique power aside from the paths remains a mystery.  Those foolish enough to believe that these powers are entirely separate from the source that allows them to perform Paths are quickly, often sorely, mistaken; threat of Undoing is a swift way for Casters to lose the ability to perform rites.

The process to learning a 'rite' is never quite the same for each individual.  Some develop an innate sense that they should be able to do something that they can not, and through trial and error, attempted rituals and exploitation of vices, they arrive at a way to perform them.  Others are guided by a mentor who recognizes natural inclinations in their personality, and through training and oversight seeks to bring a powerful rite out of them.  It is never an instant or easy process; ask most Casters, and if they tell you the truth, they have any number of Rites they'd like to see manifested.  Only a small percentage of them ever actually are mastered and obtained.

In system terms, this is an opportunity for a writer to step away from the pre-set powers and create a few colorful bits of magic that make them feel uniquely their own.  It allows players to let their character do that 'special something' that they would really like to see, yet the game system does not currently allow.

There are a few restrictions to rites that are needed to maintain game balance, fairness, and integrity:

* A player must be very mindful that their proposed for rite does not exceed the scope of allowed power.  Guidelines for what rites power levels are available to what characters can be found in the application thread.
* Rites can never be performed instantaneously, without preparation.  The authoring of a rite should involve a consideration of how much time a character needs to prepare it, what materials they need, and what about it makes them vulnerable to discovery.  Rite powers that can be used instantaneously or in immediate succession will be denied.  These should require focused work such as a session of bacchanalia, the need to combine reagents by full moonlight, or the gathering and destruction of various magic components.
* Rites should be a reflection of a character's study and personality.  It should be an in-character addition, not something to tack on that simply would be neat to perform.
* Out of respect to other players, please do not duplicate or overtly copy rite effects from another character sheet or Path without explicit permission. 
* Finally, mind control rites and other things that allow control in any way of other characters will be heavily scrutinized and likely not approved.  Given that we are writers here and are often protective of our character's agency, GMs are closely monitoring that instances of these events happening are not commonplace.

Exhaustion of Reserves: Mana and Regeneration

Casters do not have unlimited reserves of power.  Though connected with the legacy of demons, they are still biological flesh, and tapping into their supernatural essence can be taxing.  Each caster's endurance is represented by two numbers on a sheet:  their current mana, as well as their maximum mana points.  While a caster may opt to exceed their current mana points at any time, doing so poses significant dangers to their health:  any number of ill-effects may befall them including temporary or permanent weakness, spontaneous conflagration,  a temporary separation from magic ability, or even outright death.

When performing an ability, a Caster's temporary mana pool is reduced by the number of dots that the power is ranked in the path.  For instance, if a Caster with the Path of Healing attempts to heal minor wounds, a ** feat, their temporary mana will be reduced by two.  Provided that a Caster has not met their Undoing, their mana reserves will be restored to their maximum at midnight each night.

A Caster's maximum mana reserves are equal to the number of total points in paths they have plus a modifier.  The modifier is, as follows: +2 for a character who currently is performing well in accordance to the behavior associated with their mark, such as a Wrathful Caster under the Mark of Sathanus.  +0 for a character who is not at risk of undoing, however is not exemplifying the behavior associated their mark.  A caster at the cusp of their undoing will have a -2 modifier to their maximum mana reserves.

For instance, Gabriel, a Caster who has performed well at giving into his carnal urges and regularly engages in sex, partying, and bacchanalia has 3 points in the Path of Mimicry and 2 points in the Path of Temptation.  This gives him five total permanent mana points, as well as an extra two for embodying the qualities of his Mark.  Gabriel has a total of seven permanent mana points to spend on Casting, which are restored to him at midnight each night.                                                       

Please note that in non-critical game-thread scenes, rules on mana reserves will not be closely monitored.  Players are allowed some lee-way to come to agreements together on power reserves in minor, player-driven threads.  Mana reserve rules will be more closely monitored in GM-run threads, or if GM are asked to monitor a scene for potential power abuse.                                                                                                                                               

Intimate Ink

#5
Open Concepts

Lowerclassmen - Open - The Freshman and Sophomore Casters are Arach University.  Given the game begins at the start of the school year, this will represent those who just matriculated and those who have successfully completed their first year.
Restrictions:  A player must demonstrate regular and timely activity with existing Seven Devils characters in order to be approved for additional Lowerclassman spots.
Marks Not Currently Available:  Pride
Paths:  1-4 Points, with no individual Path scored higher than 3.
Rites:  0-1, not to exceed 1 or 2 dots in power
Mundane Stats:  6 points, divided in any way between Lust of Flesh, Lust of Eyes, and Pride of Life.
Caster Stats: 5 points, divided in any way between Ferocity, Fanaticism, and Discernment.

Upperclassmen - Open - The Juniors, Seniors, and 'Professional Student' (4+ year) Casters at Arach University.  Given the game begins at the start of the school year, this will represent those who are still students, but have completed at least two years at the school
Restrictions:  At this time, a player may only have a single upperclassman character.
Marks Not Currently Available:  Pride
Paths:  2-5 Points, with no individual Path scored higher than 4.
Rites:  1-2, not to exceed the equivalent of 3 dots in a Caster power.
Mundane Stats:  7 points, divided in any way between Lust of Flesh, Lust of Eyes, and Pride of Life.
Caster Stats: 6 points, divided in any way between Ferocity, Fanaticism, and Discernment.

Faculty - Open - The professors and instructors that oversee Casters.  Some are more teaching-focused, while others delve into research.  A uniting trait among faculty is an expectation that they will unite and resolve situations that threaten the secrecy of Penn Hall.  Students can be a sloppy bunch, and someone must be there to tie up loose ends, regardless of cost.
Restrictions:  At this time, a player may only have a single faculty character.  Additionally there will be a ratio'ed number of these and applications will only be open when an appropriate number of students exist to support incoming faculty.
Marks Not Currently Available:  Pride
Paths:  5-8 Points
Rites:  2-4, not to exceed the equivalent of 4 dots in a Caster power.
Mundane Stats:  7 points, divided in any way between Lust of Flesh, Lust of Eyes, and Pride of Life.
Caster Stats: 2 points each placed in Lust of Flesh, Lust of Eyes, and Pride of Life.  3 - 4 additional points divided in any way.

Closed Concepts

Mundanes ('Normal Humans')- CLOSED - Those characters that do not possess a Mark, typically students within the mundane programs at Arach University.
Restrictions:  Players are highly encouraged to have an established Caster character before playing a Human.  Humans will likely be excluded from a number of the game's activities and scenes.  It should also be accepted humans, particularly Arach students, are often viewed as practice subjects for the Casters.
Marks Available:  Not applicable.
Paths:  0
Rites:  0
Mundane Stats:  7 points, divided in any way between Lust of Flesh, Lust of Eyes, and Pride of Life.
Caster Stats: 0

Player-written NPCs- CLOSED
Availability of concepts and stats will be determined on an as-needed basis.

IMPORTANT NOTICE:  Due to several characters having Rites involving sensory sharing or overwhelming, no further rites of this nature will be accepted at this time.  We love them, but we want to make sure everyone feels like they have a unique flavor with the rite system, so we want to ensure there is not too many powers that come close to overlapping.  Thank you.  If you have any questions if something qualifies, the GMs are happy to help!

06/15/18 New Restriction: Pride concepts are currently restricted due to a high number of them in play.  If you are currently working on one because you did not realize this, thus are sad all over, talk to the GMs.  We can likely work something out.

The Student Caster character sheet code for the game is provided below:


[float=left] [img height=325 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img]
[img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img][img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img][img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img]
[/float]

[b]Name:[/b] [font=courier](Character name)[/font]
[b]Face Claim/Play-By:[/b] [font=courier](You may reserve face claims ahead of submission in the application thread.  In accordance with Elliquiy policies for adult games, all face-claim subjects must be a minimum of 18 years of age. )[/font]
[b]Alias/Nicknames:[/b] [font=courier](Character's nicknames / other names they are known by.) [/font]
[b]Age:[/b] [font=courier](How old is your character; typical student characters will be in the age range of 17 - 23; faculty should be at least in their late 20s barring extraordinary circumstances that require pre-approvall) [/font]
[b]Height:[/b] [font=courier](Self explanatory)[/font]
[b]Ethnicity:[/b] [font=courier](Accent/Ethnicity/Etc.) [/font]
[b]Gender:[/b] [font=courier](What gender does your character identify as?) [/font]
[b]Sexuality:[/b] [font=courier](Optional  What sexuality does your character identify as? [/font]
[b]Kinks:[/b] [font=courier](Optional.  Please provide any kinks you wish to discuss about you or your character, and/or link them to your O/O's[/font]

[b]University Affiliation:[/b] [font=courier](Current available options are Underclassman (Freshman/Sophomore), Upperclassman (Junior/Senior), and Faculty)[/font]
[b]Strength:[/b] [font=courier] List at least three of your character's strengths or aptitudes.[/font]
[b]Weaknesses:[/b] [font=courier] List at least three of your character's weaknesses or inaptitudes.[/font]

[b]Mark:[/b] [font=courier](Which of the seven marks does your character bear?)[/font]
[B]Paths:[/b] [font=courier] Primary Path Name (Determined by Mark)=(Value 1-5)
Additional Path(s)= (Value 1-5)[/font]
[B]Mana:[/b] [font=courier] (For starting characters this should equal the total number of points in paths + 2)[/font]
[B]Rites:[/b] [font=courier] Rite Name = Description of Effect[/font]

[b]Mundane Stats[/b]

[b]Lust of Flesh[/b]: [font=courier]Feats relating to physicality: strength, endurance, fortitude, dexterity and the like.[/font]
[b]Lust of Eyes[/b]: [font=courier]Feats relating to the social realm: Manipulation, Seduction, Empathy, Persuasion, and the like.[/font]
[b]Pride of Life[/b]: [font=courier]Feats relating to the mental realm: Memory, intelligence, trivia, scholarly aptitude, and the like.[/font]

[b]Caster Stats[/b]

[b]Ferocity[/b]: [font=courier]Roughly relates to a character's developed ability to impose their magical will upon the world through Paths and Rites.[/font]
[b]Fanaticism[/b]: [font=courier]Roughly relates to a character's developed ability to resist supernatural effects, such as Paths and Rites.[/font]
[b]Discernment[/b]: [font=courier]Roughly relates to a character's developed ability to sense supernatural effects around them, including the influence of Caster magic.[/font]
[hr]

[i]Please Note:  Player's may opt to replace the background questions with a standard biography narrative if they so choose; simply delete the application beyond this point and write away.  The narrative should demonstrate that they have considered the answers to the following questions when writing it.[/i]


[b]Background Questions[/b]
[b]What is your character's hometown?[/b]: [font=courier]Provide your answer here.[/font]
[b]Please describe your character's early childhood life; whom were they raised by?  Do they have any siblings?[/b]: [font=courier]Provide your answer here.[/font]
[b]When and how did your character first learn of their nature as a Caster?  Who helped them to understand?[/b]: [font=courier]Provide your answer here.[/font]
[b]Provide an example of how your character has once strengthened their powers or avoided an undoing.[/b]: [font=courier]Provide your answer here.[/font]
[b]Briefly describe your character's experience, if any, at Arach University so far.[/b]: [font=courier]Provide your answer here.[/font]
[b]What other things might be interesting to a fellow player who is looking to make connections with your character?[/b] [font=courier]Provide your answer here.[/font]

[spoiler=(Optional) Additional Character Information, Stories, Link, or Images][/spoiler]


[b]Connections:  Due roughly after 10 days following approval.  It's not a hard deadline, but at least know when you'll start being annoyed to complete it.[/b]

[font=courier]Please provide the name of at least three other player-run characters, how your character has met them, and their impression/opinion of the character.[/font]

[font=courier](Character Name) - (Opinion/Background)[/font]


The Faculty Caster character sheet code for the game is provided below:


[float=left] [img height=325 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img]
[img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img][img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img][img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img]
[/float]

[b]Name:[/b] [font=courier](Character name)[/font]
[b]Face Claim/Play-By:[/b] [font=courier](You may reserve face claims ahead of submission in the application thread.  In accordance with Elliquiy policies for adult games, all face-claim subjects must be a minimum of 18 years of age. )[/font]
[b]Alias/Nicknames:[/b] [font=courier](Character's nicknames / other names they are known by.) [/font]
[b]Age:[/b] [font=courier](How old is your character; typical student characters will be in the age range of 17 - 23; faculty should be at least in their late 20s barring extraordinary circumstances that require pre-approvall) [/font]
[b]Height:[/b] [font=courier](Self explanatory)[/font]
[b]Ethnicity:[/b] [font=courier](Accent/Ethnicity/Etc.) [/font]
[b]Gender:[/b] [font=courier](What gender does your character identify as?) [/font]
[b]Sexuality:[/b] [font=courier](Optional  What sexuality does your character identify as?) [/font]
[b]Kinks:[/b] [font=courier](Optional.  Please provide any kinks you wish to discuss about you or your character, and/or link them to your O/O's)[/font]

[b]University Affiliation:[/b] [font=courier](Current available options are Underclassman (Freshman/Sophomore), Upperclassman (Junior/Senior), and Faculty)[/font]
[b]Strength:[/b] [font=courier] List at least three of your character's strengths or aptitudes.[/font]
[b]Weaknesses:[/b] [font=courier] List at least three of your character's weaknesses or inaptitudes.[/font]

[b]Mark:[/b] [font=courier](Which of the seven marks does your character bear?)[/font]
[B]Paths:[/b] [font=courier] Primary Path Name (Determined by Mark)=(Value 1-5)
Additional Path(s)= (Value 1-5)[/font]
[B]Mana:[/b] [font=courier] (For starting characters this should equal the total number of points in paths + 2)[/font]
[B]Rites:[/b] [font=courier] Rite Name = Description of Effect[/font]

[b]Mundane Stats[/b]

[b]Lust of Flesh[/b]: [font=courier]Feats relating to physicality: strength, endurance, fortitude, dexterity and the like.  Faculty may assign 7 points in any way they choose.[/font]
[b]Lust of Eyes[/b]: [font=courier]Feats relating to the social realm: Manipulation, Seduction, Empathy, Persuasion, and the like.  Faculty may assign 7 points in any way they choose.[/font]
[b]Pride of Life[/b]: [font=courier]Feats relating to the mental realm: Memory, intelligence, trivia, scholarly aptitude, and the like.  Faculty may assign 7 points in any way they choose.[/font]

[b]Caster Stats[/b]

[b]Ferocity[/b]: [font=courier]Roughly relates to a character's developed ability to impose their magical will upon the world through Paths and Rites.  Faculty receive a 2 in Ferocity, Fanaticism, and Discernment, and then may distribute 3 - 4 bonus points where they choose.[/font]
[b]Fanaticism[/b]: [font=courier]Roughly relates to a character's developed ability to resist supernatural effects, such as Paths and Rites.  Faculty receive a 2 in Ferocity, Fanaticism, and Discernment, and then may distribute 3 - 4 bonus points where they choose.[/font]
[b]Discernment[/b]: [font=courier]Roughly relates to a character's developed ability to sense supernatural effects around them, including the influence of Caster magic.  Faculty receive a 2 in Ferocity, Fanaticism, and Discernment, and then may distribute 3 - 4 bonus points where they choose.[/font]
[hr]

[i]Please Note:  Player's may opt to replace the background questions with a standard biography narrative if they so choose; simply delete the application beyond this point and write away.  The narrative should demonstrate that they have considered the answers to the following questions when writing it.[/i]


[b]Background Questions[/b]
[b]What is your character's hometown?[/b]: [font=courier]Provide your answer here.[/font]
[b]Please describe your character's early childhood life; whom were they raised by?  Do they have any siblings?[/b]: [font=courier]Provide your answer here.[/font]
[b]When and how did your character first learn of their nature as a Caster?  Who helped them to understand?[/b]: [font=courier]Provide your answer here.[/font]
[b]Provide an example of how your character has once strengthened their powers or avoided an undoing.[/b]: [font=courier]Provide your answer here.[/font]
[b]Briefly describe your character's experience coming into their own as a Caster.  What were they like when they were the age of their students?[/b]: [font=courier]Provide your answer here.[/font]
[b]What roles does your faculty member fulfill in Penn Hall?  Do they focus more on Protection, Research, or Education?  How are they viewed by other faculty and students?[/b]: [font=courier]Provide your answer here.[/font]
[b]What other things might be interesting to a fellow player who is looking to make connections with your character?[/b] [font=courier]Provide your answer here.[/font]

[spoiler=(Optional) Additional Character Information, Stories, Link, or Images][/spoiler]


[b]Connections:  Due roughly after 10 days following approval.  It's not a hard deadline, but at least know when you'll start being annoyed to complete it.[/b]

[font=courier]Please provide the name of at least three other player-run characters, how your character has met them, and their impression/opinion of the character.[/font]

[font=courier](Character Name) - (Opinion/Background)[/font]


Please email all applications to Intimate Ink and Xurtan.

Sample Character Sheet for those who prefer to follow by example!



Name: Luka Igorovich Andropov
Face Claim/Play-By: Sam Harwood
Alias/Nick name's: Luke, Lunja (close friends only), and, less flattering, 'Russki'
Age: 21
Height: 5'9
Ethnicity: Russian
Gender: Male
Sexuality: Bisexual leaning male
Kinks: As author's O&Os + general fondness for knives, bruises, and rough sex, including non-con. Strict dominant/top.

University Affiliation: Upperclassman - Junior (3rd year)
Strengths: Information gathering, tennis, lying
Weaknesses: Bit of a temper when things don't go his way, needs to be in control, neat freak

Mark: Envy
Paths: The Path of Healing: 3 | The Path of Illusion: 2
Mana: 7
Rites: The Rite of Giving | Semen is the seed of creation, the base from which all life springs. Luka is able to use this to temporarily 'enhance' others... with the cost of course being that they suck him off, swallowing every drop of it. This plays contrast to the typical two-pip Envy ability, but rather than healing it conveys a boost of energy as well as a two-point increase in a Mundane stat for the day. The effect can only be active in one person at a time. To Luka, he sees this as something of a potential Pavlovian response--people feel better, stronger, smarter, when they get on their knees for him.

Mundane Stats:

Lust of Flesh: 1
Lust of Eyes: 4
Pride of Life: 2

Caster Stats:

Ferocity: 2
Fanaticism: 2
Discernment: 2



Please Note:  Player's may opt to replace the background questions with a standard biography narrative if they so choose; simply delete the application beyond this point and write away.  The narrative should demonstrate that they have considered the answers to the following questions when writing it.


Background Questions:

What is your character's hometown?: Moscow, Russia

Please describe your character's early childhood life; whom were they raised by?  Do they have any siblings?: Luka's early life was relatively typical, or at least as much as it can be considering who his Grandfather was. A family known for their ties to the KGB and for profiting from war, they were not always regarded kindly. Growing up, Luka had to learn to stand on his own feet quickly, as well as to hide behind masks to conceal what he truly felt. It became something of a game, eventually; despite the other children beating him up, Luka took it with a small, Mona Lisa smile... and then did what any good Grandchild of Yuri Andropov would do. He found out their secrets, then blackmailed and extorted them for his own gain. He was raised by Igor Andropov, although he always considering his Father 'weak' in comparison to the stories of his Grandfather. He sought to emulate the man, something that his Father despaired of. He has one sibling, a sister named Luda.

When and how did your character first learn of their nature as a Caster?  Who helped them to understand?: Luka had always felt he was different; at night, whispers spoke to him, tugging at his desires. He was fourteen when he realized what he was. He discovered that the more he pushed himself, the more he strove to be seen, to be adulated, the better he felt. Being a track and field star, having power over people and their secrets... It didn't take him long to realize that some of the things he did shouldn't be possible, such as healing extremely fast, or hiding those magazines he absolutely knows his Father should have seen. With that in mind, he sought answers. Who was he? What was he? Ultimately, his search bore little fruit. Instead, answers came to him in the form of a mentor. Someone that had sensed Luka's powers manifesting. Dmitri. 'Just' Dmitri, for Luka never learned the man's surname. He was taught just enough to get by, to not expose himself, and introduced into this world of power. Luka looked at Dmitri, saw the level of control the man had... and wanted. He wanted to possess that, wanted his own power to be a match for the man. It was with Dmitri that he honed several of his initial seduction techniques, even if they all ultimately failed against his mentor. Nevertheless he was taught much more than he knew, about the potential of Rites and the Undoing, about the potential that lay within himself. Then one day, the man was gone. Luka smiled, and life continued.

Provide an example of how your character has once strengthened their powers or avoided an undoing.: Luka tried only once to 'fit in' with his peers, after that point. In high-school, he attempted to show humility, to go unnoticed. He had just discovered who he was and what his powers meant, and was more focused on honing them than standing out. This almost lead to an Undoing because the more he focused solely on his powers, the more his powers waned. Thankfully, it didn't take him long to realize the connection and remember what Dmitri had said--although he wished the man had been a bit more direct. Nevertheless he bounced back with aplomb, showing off and being the 'star' that he so likes to think of himself as. It is not his place to Envy, it is for others to Envy him.

Briefly describe your character's experience, if any, at Arach University so far.: Luka is determined to stand out, and has certainly not had a problem doing so. Whether it be academic excellence or merely his looks and fashion sense, he has a tendency to turn heads. He's made several 'friends', often mere allies, healed a handful of people and exchanged favors or information for his kindness. Those that think to turn on him find his smiles turn glacial, and that information so innocently offered months back suddenly lands them in trouble. As a result of these he's made almost as many enemies as he has allies, but it's hardly a concern of his. He's known somewhat loosely around campus as a good source of information, although few tend to think the cost is worth it.

What other things might be interesting to a fellow player who is looking to make connections with your character? Luke is generally perceived as cheerful unless you get to know him or are particularly perceptive. Smiles don't reach his eyes, and he always seems to be thinking, calculating behind that mask of his. He's always willing to heal others... for a price. He'll exchange favors, secrets, or useful bits of information for healing without concern. He's not one to get into drama unless it benefits him, but does like being 'in on the know' so to speak. If he can play both sides as he pleases, get what he wants and stay neutral? He will.

Connections:  Due roughly after 10 days following approval.  It's not a hard deadline, but at least know when you'll start being annoyed to complete it.

Please provide the name of at least three other player-run characters, how your character has met them, and their impression/opinion of the character.

(Character Name) - (Opinion/Background)



Special Thanks to Blissy and November Bleeds for letting me use their character sheet as a basis for creating the one in this game.

Intimate Ink


Amarlo


Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies


Xurtan

Obviously interested. You should smack Stren about it, no idea if it's in her wheelhouse but can't hurt to ask. ;)

Amarlo

Quote from: Xurtan on April 27, 2018, 09:30:50 AM
Obviously interested. You should smack Stren about it, no idea if it's in her wheelhouse but can't hurt to ask. ;)

Yay, Dad! ;D -waves like a goof.-

Hello Starcry! -waves some more.- XD

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Xurtan

Quote from: Amarlo on April 27, 2018, 01:28:17 PM
Yay, Dad! ;D -waves like a goof.-

Hello Starcry! -waves some more.- XD

*grin* Hey there, daughter mine. Haven't seen you since those rounds of Deceit where I was totally, 100% innocent.

This does look interesting though, as I've expressed to Ink. Nothing wrong with some sexy, demon and sin based magic. Nooot totally sure what I'd end up as yet, I've been trying to decide what my obvious sin is. Wrath? 

Amarlo

It looks pretty interesting to me too. I'm not entirely sure what I'll go with either. I figure I'd see what everyone else picks and look at what's being left out. Either that or I'm leaning towards Sloth. xD Definitely one of my bigger sins! Rotfl.

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Miss Eleanora


Xurtan

Quote from: Amarlo on April 27, 2018, 06:20:24 PM
It looks pretty interesting to me too. I'm not entirely sure what I'll go with either. I figure I'd see what everyone else picks and look at what's being left out. Either that or I'm leaning towards Sloth. xD Definitely one of my bigger sins! Rotfl.

*snicker* Sloth is a fun one. I like a lot of the different power paths, mostly for the potential drama. Lust and Mimicry has some really nice potential to fuck with people or stir things up, if people are open to it. Mimic a voice for a phone call, mimic a person for a fuck... I like that path a lot although I'd probably want to go into the game with plans with people ready, because it more than most requires story cooperation I think. Illusions are fun though, I liked Ink's example of an illusionary condom, I'll admit. Then again, Temptation... hrm. Anyone get the feeling I'm leaning towards the mind-fucky powersets yet?  ::)

Intimate Ink

Love the interest and discussion of everyone's favorite sin so far. ;)  If anyone has any questions feel free to ask!

Miss Eleanora


Strenia

Quote from: Xurtan on April 27, 2018, 06:48:58 PM
Anyone get the feeling I'm leaning towards the mind-fucky powersets yet?  ::)

Is anyone surprised by this???? ::love::


I'm totally in for this and, if Xur hasn't yoinked my idea, I'm totally using Tilda Swinton as my face. I love her.
All knowledge is worth having - Jacqueline Carey, Kushiel's Dart

Stren's Corner - O&Os

A wandering Bard's map - A&As

Xurtan

Quote from: Strenia on April 27, 2018, 11:15:42 PM
Is anyone surprised by this???? ::love::


I'm totally in for this and, if Xur hasn't yoinked my idea, I'm totally using Tilda Swinton as my face. I love her.

Moi? Never. ;) But nah, I do adore Tilda Swinton. Glad to have you aboard, either way. I need to start thinking of face claims... hrm.

Kokaine

Current Craving/Looking For: Romance, Adventure, Action, Humor, and Erotica. (F/Any)

Current Post Rate: Moderate

Current Posts Owed: 1/8

My O/Os

Miss Eleanora

So it is real people face claims then rather than anime ones?

Orange Marmalade


Intimate Ink

Woot.  More interest!  Welcome all.  I figure if we can get just a few more people at least piqued we should be good to run with it.  I have the materials done so should be a pretty quick transition.

Since it came up: the game is intended and will primarily be using 'real people' face claims, however I am not opposed to other forms of character representation if they provide adequate detail for fellow writers to work from.

RegretNot


Rebelle

Hiya!

I was pointed in the direction of this game, and I am firmly planting a flag of interest :)

It looks really interesting.