The year is 2010. The place is Seattle. As Autumn falls, a new menace rears its head. A dark, corrupting power that threatens to devour all things in its path.
You never heard about it? That's because of the Circle. The Circle is a loosely connected group of Mages and Hunters (explained below) that come together to face legendary, world-ending threats...and then retreat back into the shadows, no one knowing they were even there. In essence, kinda like the League of Extraordinary Gentlemen. In fact, almost exactly like the League.
What is this menace that threatens Seattle, and soon the world? Well, a core tenet of magic is the knowledge that life is magic. Merely being alive means having a spark of magic in you. This dark power is an unnatural thing, a land formed by a complete absence of magic. Known by many titles-Shadowland, Blighted Land, Corruption, etc.-this dark place sucks in the magic that flows into it, draining the world of its very soul. Without intervention, the Shadowland will consume and destroy all life on Earth. Being unnatural, there is something within the Shadowland that is the direct cause of this infection.
That is why the Circle is needed. From all walks of life, they are gathered. Together, they can destroy the anchor holding the Shadowland. Without the core, the Shadowland will be healed by the world's natural flow of magic. Will you answer the call? Will the Circle start again?
Brief explanation of terms: Mages and Hunters are technically both 'magical'-both Mages and Hunters can have supernatural abilities. The main distinction is that Mages are capable of controlling external
magic (i.e. the natural flow of magic) while Hunters are stuck with internal
magic (the magic their own bodies possess). The big difference that this makes is that Hunters tend to have weaker supernatural powers then Mages do, but compensate with big weapons.
Okay, time for new stuff!
Fire: Cleanse the world with your flame! Fire magic is brutal, fast, and deadly. It can easily get out of control if not controlled, so the hot headed Fire mages tend to not last long. Fire mages are typically aggressive, rude, and prefer fast solutions to planning. Opposed by Water.
Water: Ever flowing, ever seeking, and holding plenty of mystery. Water magic is capable of plenty of things: Healing, attacking, defending, destroying, freezing, and even poisoning! Water mages tend to think outside the box, and prefer planning. Opposed by Fire.
Air: Be free, be unrestrained by limits. Air magic is just as offensive and defensive as others, but tends to work by attacking with projectiles from afar and redirecting return fire. Air mages come across as carefree and foolish, but just as often can come up with plans that no one else would have thought of. Opposed by Earth.
Earth: The land guards its riches fiercely, borrow its power and be invincible. Earth magic is heavy on defense, but a punch from a stony fist often leaves people down and out. Earth mages tend to be quiet, only speaking when needed, and incredibly patient. Opposed by Air.
Life: All magic is life, but some can hold the pure power of living beings in their hands. Life magic is where 70% of the healing lies, but has plenty of offensive and defensive options, including a variety of poisons! Life mages tend to be compassionate and caring, but god help you if you harm someone close to a Life mage. Opposed by Death (odd, huh?)
Death: All life eventually crumbles, for Death is lord of all. Death magic includes a lot of slow acting methods-curses, poisons, and more. They have little direct offensive, but Death mages are capable of animating corpses and using them for their own ends. It is not uncommon for a Death mage to have an entourage of zombies and skeletons. Death mages tend to put other mages off, but Death mages themselves are usually scholarly and quite philosophical (more so then mages usually are, that is!) Opposed by Life (who woulda guessed?)
Light: Shine bright, tomorrow may never come. Light magic contains some healing and lots of defense, and when the offense comes, it is proceeded by blinding light that renders enemies incapable of defending. Light mages tend to be possessed of a Knight Templar attitude, convinced that their way is the right path. Opposed by Darkness.
Darkness: Trickery, deception, and damn damn lies. Darkness is no more 'evil' then Death is, Darkness merely holds the title of most deceiving magic. Illusions, tricks, and even the power to drain enemies lie within Darkness's sphere. Darkness mages love to extend their illusions to all things, often being con-men or other tricksters, and occasionally playing the part of a mentor who strings the student along with riddles and deception. Opposed to Light.
Time: The clock strikes 12 when I SAY it does. Time magic is odd. Offenses age the target, for example, while defensive turn back the clock to before the opposing spell was cast. This does NOT allow time travel: Such an effect is impossible. Time mages are quite patient, but when the time comes (heh) they act faster then any other mage, as they can meld more actions into one second then any other. Opposed, oddly, by Gravity-no one is really sure how.
Gravity: Fun with Fundamental Forces of the universe. Gravity magic works by altering the attraction between two bodies by altering the weight of said object-a Gravity mage could fire an arrow that hits like a train as an offense, or make an enemy unable to move as a defense because they're so heavy. Gravity mages tend to have odd personalities-one moment, they're as light as a feather, the next, as serious as Earth mages get. Opposed by Time-again, no one really gets it, it just kinda happens that way.
Entropy: Decay and chaos, and everything Schrodinger did in that one experiment. Entropy is the power of decay and chaos, with offenses ranging from decaying a target to mutating them into a weird and crazy creature (that's much easier to kill, hopefully!). Defenses focus the raw power of decay and chaos to negate enemy attacks. Entropy mages tend to be erratic, wild, and just one step short of the cuckoo's nest. Opposed by Aether.
Aether: Magic's purest form, distilled into human hands. Aether magic is the rawest form of magic, and as such is incredibly powerful. Aether offenses straight up ignore defenses, and tend to manifest as the power of lightning. Aether defenses, on the other hand, have the caster phase out of existence entirely. Aether mages have personalities that are just straight up alien, as if they aren't seeing the same things everyone else is. Opposed by Entropy (as even magic decays).
I can't do the coding stuff, so bear with me. Character sheet below!Player:Name:Nickname/Alias:
(Most Circle members are at least 21. Prodigies exist, but they prefer full adults of drinking age in America)Vital Stats:
(Things like height, weight, eye color, orientation, etc. Fill out as much or as little as you like).Mage/Hunter:
Pick one and read instructions below.Elements:
Mages may have up to three. In order to keep this simple, I'm going to assign a point system: Elements are rated from 1-10. You have 5 points to distribute. So if you have three, you're not going to be really good at any of them, while having one makes you extremely good. Hunters will have one element selected-Hunters do not actually use magic, but whatever element they are indicates which element they are strong/weak against (strong to your element, weak to the others). Mages will also be possessing a "base" element, make sure you mark which one yours is.Powers/Skills:
Hunters will get their fun in here. Hunters may have up to three powers, subject to GM approval (I'll be submitting a Hunter of my own to give you guys an example). Skills represent mundane training. Characters may have any number of skills, but be reasonable and try to keep a theme, you know? An accountant is unlikely to be an expert sniper, you dig?Gear:
Mostly mundane stuff, but you may have one minor magical item (subject to GM approval, again). Personality:Bio:
Be as detailed or as not as you like. Extra:
Wanna include something? Put it here.
Link to character thread, which will take you everywhere else: https://elliquiy.com/forums/index.php?topic=216805.0