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Magic Users

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Red Gypsy
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PostPosted: Mon Mar 24, 2014 3:07 pm
These will include the various classifications as they come to us and the rules for use.
 
PostPosted: Mon Mar 24, 2014 3:14 pm
Magic users will include: Mages, Witches, Sorcerers, Druids, Necromancers, etc...

Most will be nature based. These will be the good guys. They don't seek to harm others unless they're forced to defend themselves. They seek to learn for the joy of learning.

All magic users use some form of energy. Either from themselves or the world around them. This has limits. They will eventually run out of energy in a long fight.

Most are basically humans with a natural ability. Some will be descended from one of the 'supernatural' races and will have inherited that ability from that race. So pay attention to the races and their abilities.

If you're going to be evil, have your base of operations be somewhere in Darkness Abounds. That's our Evil People Place.

 

Red Gypsy
Captain

Dangerous Kitten

13,600 Points
  • Citizen 200
  • Signature Look 250
  • Person of Interest 200

Red Gypsy
Captain

Dangerous Kitten

13,600 Points
  • Citizen 200
  • Signature Look 250
  • Person of Interest 200
PostPosted: Mon Mar 24, 2014 3:24 pm
Magic User Rules:

1. All magic must be based in an element in some form. And I do include Death as an element in here.

2. All magic is basically nothing more than energy manipulation in some form. Have limits on your energy usage.

3. All bad guys must have a base or home in Darkness Abounds. We gave you a Bad Guy Place for a reason!

4. Each and every ability must have a counter to it, something that will block it in some way. You cannot have a fight where you completely ignore someone trying to defend themselves. That's God-Modding. We frown on that in here.

5. You MUST have a PHYSICAL weakness that can be exploited. If you're human, explain that under weaknesses. At least one physical weakness for these guys MUST include running out of energy!

6. Bio's/Histories must be creative and interesting. Don't be boring. This doesn't mean that you have to write a page and a half for it, but you must have something that sets your character apart. Personality development will happen as you role play your character and they will evolve as you go on. Keep that in mind.

7. Weapons Rule applies! These guys don't need guns if they're throwing fireballs or sending vines to wrap around you or trying to drown you with a waterspout!

 
PostPosted: Sun Jul 20, 2014 12:01 am
Archon general description and rules/guidelines.


Archon (never add an 's' it's the same singular or plural) are magicborn. They could claim to be both the oldest and the rarest race in all the worlds. They originated at the dawn of magic and while there are more than one, making them a race, their have never been more than three alive at one time. They are both incredibly powerful and incredibly fragile creatures, usually associated with a specific type of magical energy. They are born wild and are naturally volatile. They feed on free magic and will destroy things to free the magic they need from them. When they die, they blow up.

It is important to note that archon are not just born anywhere. They need to have a large concentration of four things before they will form; old and abundant magic, a large build-up of residual knowledge or memory, a long history of effort or patience, and a very magically conductive focal object.

Archon are living magic. They have to spend a part of themselves to use any kind of magic and thus they risk death by getting into a major fight. Most archon can only create a solid form that resembles an atronarch. This serves as a more efficient combat form but it is hardly attractive or social.

Archon are rare, so rare that there are currently ten or fewer characters listed who have even heard of them. They have no society and feel no real need to be near others of their own kind. However, if they live long enough to develop their personality they can find others to be quite attractive company for one reason or another.

Core rules to remember:

1: The behavior of any energy in an uncontrolled state will likely resemble simple elemental effects. This does not actually limit or dictate the abilities of the archon. Thus, your natural form could be a ball of water or mist or lightning or flame or light etc... but archon are not elementals.

2: Archon are immortal because they have no aging mechanism. They simply can't age. Any body they manifest is more like wearing a complex golem. The form is going to be subject to the whim and skill of the archon.

3: Archon can learn information very quickly but they often have difficulty comprehending the significance of it or how different pieces fit together. Thus, they are often confused.

4: Archon can take on any form they can piece together or craft with their magic type, they can also excercise a wide variety of abilities associated with the type of magic that they were born from. However, the bigger the task the more magic is required. Overdo it and you die. This isn't as forgiving as blood magic. This is like using chunks of your own flesh and bone as reagents in battle spells.

5: Archon are fragile in their natural form as well as dangerous to come into contact with. They are especially vulnerable to strikes from objects that are either opposed to their magic type or are naturally magically conductive. Think of what would happen to a ball of lightning if you hit it with a thrown metal javelin that was dragging a chain across the ground. Instant catastrophic damage. Spells and other magic warping or disrupting effects can have the same impact. Remember to dodge or die gracefully... in a massive ball of boom.

For any specific relevant questions send a PM to Haeo.  

Red Gypsy
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Dangerous Kitten

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