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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1468347102321.jpg (177.85 KB,1069x747,1069:747,Utul.jpg)

a1c7c5 No.28120 [View All]

Welcome to the Utul College of Ancient Sorcery, newest applicant! I am your headmaster, Maximillian Donnel, and I’m delighted to welcome you to our halls! As you well know, we've invited you to join our private institution based on the quality of your innate magical ability. We see promise within you, and wish to improve upon your talent through study, experience, and, of course, tests. By the time you graduate from our fair institution, you will be a full fledged wizard in the concentrations of your choosing! Isn't that delightful?

Now, we have a number of magical guilds that you are able to choose to be a part of while studying at Utul. We require that all students choose a guild to be a part of in their freshman year, for your guild also determines where you reside. Unlike other academies, we actually let you choose your guild! Please, read up on them, and decide which one is the right fit for you.

>http://pastebin.com/nTumfDRG

You must also choose your freshman year classes! We require that all freshman study at least 1 major concentration of magic, though many elect to study 2, and the most astute even take on 3. You also have the option of taking 1 or 2 minor concentrations. Peruse the list, and make your pick!

>http://pastebin.com/P9GSmEST

Finally, if you could fill out this applicant form here we’ll be all set (A picture of yourself would help the records people! [and the GM]):

>Name:

>Year: First Year

>Origin (Where do you come from? What is your background?):

>Guild:

>Major Concentration Classes:

>Minor Concentration Classes:

DON’T FILL BELOW

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

Seems you’re ready now! I wish you the best of luck as you study here!

Dice+3d100 for actions.

ROLL VALUES:

1: Might as well have casted Avada Kedavra on yourself, you’re fucked.

2-10: This is gonna hurt pretty bad, hope you have a Percocet on hand.

11-20: Tis only a flesh wound! Rub some dirt on it and you’ll be good.

21-39: Regular, plain, not that bad but not too good, failure.

40-79: Ah, success! You did what you wanted to do.

80-89: Great success! Borat would be proud.

90-99: Critical Success! Bring on the booze, blow, and bitches!

100: You just banged lady luck.

**Additives to rolls cap out success at Critical successes, unless they add up with the original roll to 100.

**Roll reductions cap out at Critical Failures (2-10).

58 postsand32 image repliesomitted. Click reply to view. ____________________________
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a1c7c5 No.28254

File: 1468782681589.jpg (83.92 KB,773x1034,773:1034,teutonic_knight_by_mannequ….jpg)

>>28120

Name: Karl von Klaisterwitz

Year: First Year

Origin (Where do you come from? What is your background?): The son of Teutonic Knight, Karl spent all his years thus far learning three things: How to wield the sword, how to ride the horse, and how to crusade against the infidel. And those he did learn quite masterfully. His entire life he was raised to be a Knight of the Teutonic Order.

When Karl and his fellow Teutonics discovered Karl's innate magic ability during a training accident that almost became fatal, they did not know how to react. Was he blessed by the Holy Father above? Cursed by a demon of evil? Should the celebrate Karl's gift, or execute or banish him?

Once the invitation arrived, the elders and the Grandmaster made their decision: He was to go to this school of sorcery and learn all he could on how to best harness his gift. so that he may return and bring glory to the Order, and despair unto the heathen.

Guild: The Lionhearts

Major Concentration Classes: Enchantment, Pyromancy

Minor Concentration Classes: Weapon Channeling

DON’T FILL BELOW

Origin Bonus:

Inventory:

Skills:

Companions:

Reputation:

Afflictions:

Spellbook:

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a1c7c5 No.28261

Dice rollRolled 16, 7, 66 = 89 (3d100)

>>28245

>Name: Marcus Varus Merichael

>Year: First Year

>Origin: Marcus is the second son of a minor noble family in the Kingdom of Mercia. Although a minor family the Lindberg family boasts a mighty lineage of powerful magic users and fighters. Although that power had been waning for a while.

With the pride of a noble family based upon the power of a family's magic the once proud family of Merichael were growing lower and lower. Marcus was one of the strongest in the family in quite some time. He and his brother were pushed by their family to study magic and the sword, and to bring honor and power back to their family name.

Marcus's brother, Richard, was already sent to Utul two years before and now Marcus joins him.

>Guild: The Lionhearts

>Major Concentration Classes: Alteration, Enchantment

>Minor Concentration Classes: Weapon Channeling, Runecrafting

>Origin Bonus:

+[For Honor] With your family name almost lost in the tide of history, it is up to you and your brother to restore the legacy of the Merichael spellswords. You are dedicated to becoming the best spellsword you can be, thus making it easier for you to learn new spells.

>Inventory:

>Skills:

>Companions:

+[Richard Merichael, Second Year Spellsword-in-Training {Brother} {Lionhearts}]

>Reputation:

>Afflictions:

>Spellbook:

>>Alteration:

+[Minor Stoneskin] For a short while, your skin morphs into a stone like material. In this state, you are able to defend against physical strikes more easily.

+[Minor Illuminate] Expel the darkness in a small area around you for a short while.

>>Enchantment:

+[Minor Pyrochantment] Imbue an object with the minor magical qualities of Pyromancy. For example, with weapons, each strike will also inflict a small amount of burning damage.

+[Minor Thorns] Imbue an object with the magical properties of a popular Naturemancy spell, Thorns. For example, when armor is enchanted in this fashion, it will inflict damage to all enemies close to you.

1. Weapon Channeling class today as well, I feel like I am close to a breakthrough in that class. Spellsword Trainee Progress 2/3

+For Honor?

2. I should also make sure to show up to Runecrafting class and see what is up with that class.

+For Honor

3. Then I should make sure to go to the freshman orientation and meet a few people.

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a1c7c5 No.28263

>>28254

>Origin Bonus:

+[DEUS VULT] As a holy warrior for the grand crusade against heathens who don't recognize the power of the divines, you are indeed a blessed individual. +10 to actions that involve eliminating chaos and evil within the world.

>Take 6d100 for actions

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a1c7c5 No.28265

Dice rollRolled 94, 75, 75, 46, 64, 1 = 355 (6d100)

>>28254

>>28263

Name: Karl von Klaisterwitz

Year: First Year

Origin (Where do you come from? What is your background?): The son of Teutonic Knight, Karl spent all his years thus far learning three things: How to wield the sword, how to ride the horse, and how to crusade against the infidel. And those he did learn quite masterfully. His entire life he was raised to be a Knight of the Teutonic Order.

When Karl and his fellow Teutonics discovered Karl's innate magic ability during a training accident that almost became fatal, they did not know how to react. Was he blessed by the Holy Father above? Cursed by a demon of evil? Should the celebrate Karl's gift, or execute or banish him?

Once the invitation arrived, the elders and the Grandmaster made their decision: He was to go to this school of sorcery and learn all he could on how to best harness his gift. so that he may return and bring glory to the Order, and despair unto the heathen.

Guild: The Lionhearts

Major Concentration Classes: Enchantment, Pyromancy

Minor Concentration Classes: Weapon Channeling

DON’T FILL BELOW

Origin Bonus:

+[DEUS VULT] As a holy warrior for the grand crusade against heathens who don't recognize the power of the divines, you are indeed a blessed individual. +10 to actions that involve eliminating chaos and evil within the world.

Inventory:

Skills:

Companions:

Reputation:

Afflictions:

Spellbook:

——————————————–

1-3. Having just arrived here, I think it would be best if I learned a bit about how to make my weapons even more powerful on the battlefield! [Enchantment class]

4. I've heard a bit about imbuing my weapons with magic. I shall try and learn a bit about this. [Weapon channeling]

5. Fire has always been a powerful weapon on the battlefield. It strikes fear into the hearts' of man and beast. I shall try and learn from these classes [Pyromancy]

6. Finally I heard of a freshman orientation is tonight. I shall attend it and try and make friends. Holy Father above, let there not be neither heathen nor infidel among me.

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a1c7c5 No.28266

Dice rollRolled 20, 16, 53 = 89 (3d100)

>>28235

>Name: Fai Ren

>Year: First Year

>Origin: http://pastebin.com/6qgg1P61

>Guild: Elementalists

>Major Concentration Classes:

Pyromancy, Alteration

>Minor Concentration Classes:

MMA

>Origin Bonus:

+/-[Fan the Flames] You are both gifted and cursed with a firm connection between your emotions and your magical prowess. While this connection enhances your magical ability, it can prove to be especially difficult to control when you are in a rage. Low rolls and high rolls relating to casting will have various additional effects.

+[On My Own] You've grown accustomed to being friends with me, myself, and I, so much so that you gain a +5 bonus to rolls regarding solitary actions (such as studying and meditating alone).

>Inventory:

>Skills:

>Physical Training Progress 2/3

+[Alteration Affinity] +5 to Alteration magic related rolls.

>Companions:

>Reputation:

>Afflictions:

+[Tranquil Flame {1 turn}] Ahhhh, the warmth of satisfaction. Aggressive actions suffer a harsh penalty, while passive actions gain a boost.

>Spellbook:

>>Pyromancy:

+[Minor Burning Touch] Sizzle an object or a person with a quick flame. Avoid using in forests, you'll anger Smoky.

+[Minor Pyroshield] Whip up a fiery aura that protects you slightly from incoming magic attacks. Most effective against Electromancy spells.

>>Alteration:

+[Minor Stoneskin] For a short while, your skin morphs into a stone like material. In this state, you are able to defend against physical strikes more easily.

1. Do my morning exercises and meditation once more. Something has shifted, and I feel on the verge stronger, swifter and more sure. (2/3)

+On my own

+Tranquil flame

2.Attend alteration class again. I seem to have a talent for it and learning more spells is always worthwhile.

+Alteration Affinity

+Tranquil Flame

3.Finally attend the freshmen orientation. This hopefully will go smoothly.

+Tranquil flame

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a1c7c5 No.28273

Dice rollRolled 100, 91, 6 = 197 (3d100)

1/2 - Well it's not MY fault that they're practicing magic wrong. If they'd just do it right, I wouldn't have to correct them! Ugh, anyways. Better get myself looking nice for the Dinner tonight. Maybe I can smooth some of the edges out with people then, make some actual friends here instead of enemies.

3 - After the dinner, Antje spends some time in her room with a fist-sized ball of clay, working her nascent Animistic magic to try and give rudimentary 'life' to it, in a simulacrum of a tiny figure.

>+[Living Earth]

>>28247

>Name: Antje Aufwachen

>Year: First Year

>Origin:

Earthmancy, enchantment, druidry, wizardry. Unfitting words for the gift. Antje calls it by its true name; Animism. The act not merely of lifting stone from earth, but with the proper archaic techniques and the right runes, imbuing that stone with life, with a force beyond raw mass. The tradition of Animism has been preserved in the Aufwachen line for millennia, one of the few proponents left in modern Europe.

Truth be told, Antje finds it far less awe-inspiring than she was raised to. The world of muggles always interested her more than the world of magic. But she was born with the Gift, so an Animist she would be. Utul Academy might not carry the same ancestral weight as the old neolithic harrows, but at least it had running water and electricity.

>Guild: The Mystics

>Major Concentration Classes: Geomancy, Enchantment

>Minor Concentration Classes: Runecrafting

DON’T FILL BELOW

>Origin Bonus: +[Living Earth] You and the members of your dynasty possess a mighty goal, finding a balance between the might of geomancy and the practicality of enchantment. Your family has been pursuing this lofty goal for generations, and you believe you may be close to reaching a tipping point…and actually having "Animism" recognized as an official school of magic. Your dedication to this cause grants you a +10 to actions related to pursuing Geomancy/Enchantment synergy.

>Inventory:

>Skills:

>Companions:

>Reputation: [Pretentious Asshole] - -5 to interactions with other students

>Afflictions:

>Spellbook:

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a1c7c5 No.28274

File: 1468798387697.png (134.15 KB,544x291,544:291,4252363.png)

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a1c7c5 No.28275

Dice rollRolled 91, 12, 74 = 177 (3d100)

Name: Devi Patajali

Year: First Year

Origin: Devi hails from the impoverished farmlands of northern India. These lands, such as the times, are constantly wracked by war with the Mughal invaders and have been desolated as Mughal armies destroy Devi’s people. This conflict has done much to harden Devi to matters of suffering but has made her eminently practical and political. It has also made her clever and focused on worldly matters – a decidedly un-Hindu emphasis that has not earned her much respect and more than some castigation by her family.

How such hardening transpired seems plain to see. Born low caste to a poor family constantly at the edge of destitution from nearby conflicts, Devi has a peculiar and robust sense of how brutal and unsafe the world is for human beings thanks to the near constant lust of the human for violence. Such violence has fed her somewhat apostate conception of the nature of reality and their relationship with human life: the lesson of Rama on his chariot always struck her as ridiculous and the issue of violence was the only issue of that store. People might speak of enlightenment, but the world is ordered in blood and violence: those things are the true reality and the only truth to be had.

Such a radical break with her tradition – typically this sort of view warrants burning – has given Devi an extreme view of the methods she investigates to help human beings: her grim nature and pragmatism – as well as the issue of constant violence – has squared her securely with those who practice blood magic; Devi worships Chinnamasta fervently and the priests of that tradition have helped her develop basic skills. To develop such an aptitude isn't easy, but Devi has managed: when people have problems that are critical, are unspeakable, are intractable, they come to her. She is a fixer, and she is trying to help in the most robust way she can. If she can maintain control of her heart when confronted with the infinite power of blood magic is another matter to be seen: every year her smiles grow less common.

Companions: +[Shakti] {Translator Owl}; +[Horag the Ogre]

Guild: Mystics

Major Concentration Classes: Watermancy {As a front for blood magic}

Minor Concentration Classes: Alchemy {As a front for blood magic}

>Spells:

+[Minor Hydroshield] {magic defense}

>Origin Bonus:

+[The Blood Covenant] You possess an uncanny affinity to blood magic, the unholy love child of watermancy and necromancy. A powerful yet self-harmful magic, many of its spells require some sort of tribute from their spellcasters in order to be utilized. You must be careful when studying this magic, for due to its ties to necromancy it can be considered forbidden to learn its secrets. +5 to actions related to Blood Magic, and it is easier for you to learn new blood magic spells.

–Actions—

1. Devi decides to head to freshman orientation. She isn't terribly interested and seems to pay attention to the parts she likes while focusing on other aspects of interest in the room: sometimes handsome men, sometimes odd jewelry or regalia indicative of eccentric magic users. Every so often Devi asks Horag a question about the general politics of the school, but isn't terribly interested in anything that doesn't deal with magic of her stripe. [Attend oirientation]

2. Devi attempts to find a more secluded spot to do her research. She's pretty throrough: abandoned areas, ancient caverns, and old abandoned buildings are high on her list. Within walking distance, of course. And secure. Always secure. This sort of thing can't be done in the open. [Find a proper lab suitable for research]

3. Devi continues to suffer through the watermancy classes. It's soo….boring…so..boring. I mean, water shields? Who gives a damn about water shields? Nobody. Nobody at all. That's who. Devi spends a good deal of her time scribbling notes about illegal transmutation recipes in her small ledger. People are dying and they're on about waterspouts. Seriouly?! [Attend Watermancy]

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a1c7c5 No.28277

Dice rollRolled 66, 52, 80 = 198 (3d100)

>>28235

>Name: Cedar Stonebridge

>Year: First Year

>Origin: tl;dr: Son of old druidess, father unknown, attuned with nature, feels need to protect it, ambiguously fey

>Guild: The Bards

>Major Concentration Classes: Naturemancy, Animagus

>Minor Concentration Classes: Alchemy, Mythozoology

DON’T FILL BELOW

>Origin Bonus: [The Tree of Life] The faeries of the forests, usually reserved and distant to those not from the woods, have given you the gift of peering into the natural order of all things living. You have changed ever since the event, becoming much more connected to nature itself. +10 to all nature related rolls (including naturemancy and animagus related actions).

>Inventory:

+Manny the Map [+5 to campus navigation rolls]

>Skills:

>Companions:

+Ash Ketchum

>Reputation:

>Afflictions:

>Spellbook:

[Understanding Unicorn]

[Delightful Drake]

1. For the first class of the day, that didn't go too poorly. Now, I need to find my way to my Animagus course. I suppose that odd Ketchup kid will be there as well. [Go to Animagus course, +5 to finding way, +10 to animagus related actions]

2. Now, it's time for the orientation dinner. For me, dinner has been whatever we could throw into a stew, so hopefully, I'll get to try some new things, and meet some new people there! [Go to orientation at the end of the day, +5 to finding way]

3. While I'm at the dinner, I can introduce myself to some of my classmates. The people sitting next to me and across from me should be good starts. Perhaps I should also try to meet some girls. Not only will it be good to know more than just other guys, I need someone to take to that ball next Friday. There's no time like the present to introduce myself to prospects. [Meet classmates, particularly the people sitting near me, and some girls.]

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a1c7c5 No.28281

Dice rollRolled 33, 100, 52, 77, 91, 82 = 435 (6d100)

>Name: Igbin-al-Hamas

>Year: First Year

>Origin (Where do you come from? What is your background?): Igbin hails from a middle eastern land, where MMA style fighting is common in both military duels and arena matches. He's been looking for a proper magic school for some time, and has come upon this one by chance. He enrolled after seeing that the schools offers a good MMA class, which most other magic scholls lack. He joined The Masquerade because none of the other guilds fit him very well. Igbin is looking to become a marshial arts master at the school and hopes to teach one day.

>Guild: The Masquerade

>Major Concentration Classes: Illusion, Psionics,

>Minor Concentration Classes: MMA, Sonic Magic and Instrument Foci, Runecrafting

>Origin Bonus: +[Physical Prime] You are at the peak of your physical fitness, now all you need is adequate training to maximize your potential. +10 to physical related actions.

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

1-2. Get to my first class of my first day here, Psionics

3-4. Look around the building, see if I know anyone from my home, or if there are none, make a friend, that's always a good way to start a year.

5-6. Oh boy, orientation dinner, this should be !!FUN!!

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a1c7c5 No.28282

File: 1468813074013.png (292.46 KB,309x400,309:400,DiceGods_Half.png)

>>28281

THE GODS ARE WITH ME THIS DAY

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a1c7c5 No.28288

Dice rollRolled 79, 65, 17 = 161 (3d100)

[Gadrin Garak]

Year: First Year

Origin: Born to a family of great and legendary smiths from times past, Gadrin always strived to be a great smith, one who would create artifacts that would endure the ages. Knowing that his mundane smithing skills alone wouldnt suffice, Gadrin applied to the Utul College of Ancient Sorcery, knowing that in learning magic he could further his smithing prowess and create great artifacts worthy of his ancestors legacy.

Guild: The Forgemasters

Major Concentration Classes: Enchanting, Transmutation

Minor Concentration Classes: Weapon Channeling, Runecrafting

Origin Bonus: [Mold the Metal] You have been making all sorts of weapons and armors ever since you could firmly grasp a hammer in your hand. Your familiarity with the fires of the forge grants you a +10 die bonus to forging related actions.

Inventory:

Skills:

Companions:

Reputation:

Afflictions: [Silence Curse] You aren't able to speak or cast spells! Better make it to the school nurse ASAP.

Spellbook:

1) Curse this affliction, how do I even get silenced from a Thorns Armour enchantment anyway, now I must visit the school nurse to cure me of this curse.

2) Attend Alteration class, this may not help me enchant poweful artifacts but it will certainly be useful to help create high quality equipment to use as a base for my enchanting

3) Attend the freshman orientation, missing a mandatory event would probably have bad consequences, even if it distracts me from my studies and training

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a1c7c5 No.28289

>>28288

>>28234

Forgot to link

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a1c7c5 No.28292

File: 1468835478285.webm (3.44 MB,480x270,16:9,hitlerfeels.webm)

Dice rollRolled 67, 89, 98 = 254 (3d100)

>>28245

Name: Quintinius

Year: First Year

Origin: Hailing from the literal "Edge" of the world, Quint (as his friends know him) was once a student in the Knight's Academy, the great prowlgrin riders of Sanctaphrax, the great floating city in the sky. After a mix-up with a cloud-eater and the whole Edge freezing over, Quint thought that a change of Scenery would be nice, and put in a transfer to the Utul College of Ancient Sorcery, where he hoped to excel in his Destruction based magic and some minor Enchanting.

Guild: The Lionhearts

Major Concentration Classes: Pyromancy & Enchantment

Minor Concentration Classes: Weapon Channeling, Mythical Linguistics

>Origin Bonus:

+[Mistakes, I've Made a Few] Yeah, that incident with the cloud-eater was pretty bad. On the bright side, the whole experience has made you pretty accustomed to avoiding failure in the future. 30+ rolls count as successes for you.

+[Edgewalker] You have a knowledge of the world that is uncanny to most individuals and historians. +5 to rolls involving analyzing or scrying ancient manuscripts, artifacts, or scrolls.

Inventory:

+[Theories on Magic {Ancient Manuscript}]

Skills:

Companions:

Reputation:

Afflictions:

Spellbook:

>>Pyromancy:

+[Minor Burning Touch] Sizzle an object or a person with a quick flame jetting from your fingertips. Avoid using in forests, you'll anger Smoky.

Other:

>Bookworm progress 1/5

1. Ohh, this book reminds me of a earth scholar script I saw once in the great library of Screetown, I must read into it, my curiosity demands it!

+ [Edgewalker] + 5

2. I should prepare for the dinner tonight as well, I'd hate to have this so far amazing day befuddled by me making a pompous ass of myself at the dinner tonight.

3. After what should be a amazing dinner, I shall see if I can find any tomes on enchantment in the school's library.

+ [Edgewalker] + 5

(meybe)

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a1c7c5 No.28295

Dice rollRolled 9, 13, 59, 24, 62, 21 = 188 (6d100)

>>28246

>Name:

Karsten Eskildsen

>Year:

First Year

>Origin:

Probably you heard about soothsayers and clairvoyants and their mystical powers allowing them contacting the dead and look beyond the veil of the future or ask about the past. But have you ever tried to imagine how it is to live with such powers? When suddenly an angry ghost appears and demands something from you? Or a disjoined, fragmented vision of future or past starts flashing before your eyes, while being indistinguishable from reality?

Now imagine childhood with such powers. It just sucks. Lady Luck on your side if you were at least born in some backwater, where they won't instantly label you as a lunatic or possessed. I was. I don't mind that - at least they didn't burn me for witchcraft. Grandpa always told me it is a gift, passing each even generation in our family. And I should just live with it and embrace it without a fear, because there is nothing to fear.

Thing is, grandpa died when I was still a nurseling. And yet he still taught me more than the village witch. Eventually the entire clan decided it would be best to send me for some further schooling, since there was nobody around to help me with my powers. So here I am. What are you powers then? W-wow! Can you do that again?!

>Guild:

The Mystics

>Major Concentration Classes:

Conjuration, Psionics, Naturemancy

>Minor Concentration Classes:

Alchemy, Mythical Linguistics

DON’T FILL BELOW

>Origin Bonus:

+/-[Spiritspeaker] You are able to see all spirits still walking across the mortal plane, benevolent and malevolent. Normally spirits are able to disguise themselves from others in the mortal plane by existing in the undead reality, but you are able to see through this veil. However, as a drawback this also means that spirits are also able to interact with you when they wish, for the most part.

+[Fearless] Interacting with ghosts, wraiths, and all the other types of ectoplasmic undead has hardened you, granting you a +5 bonus to rolls for actions that would be considered dangerous.

+[Fearless] Interacting with ghosts, wraiths, and all other types of ectoplasmic undead throughout your life has hardened your will against the horrors of the world. +5 to rolls for actions that would normally be considered scary or dangerous.

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

>>28246

>1-3 are make up for first day/turn

1) Make sure my room doesn't come with some sort of dead soul locator. Last thing I need is having unwanted company floating right next to my bed.

+ Spiritspeaker

+ Fearless (+5)

2-3) Dutifully attend all the classes of the first day. I'm here to study, not just waste clan's funding

4) Again, attend all the classes of the day

5) Show up at the Freshman Orientation welcome dinner, but keep away from other students. The orientation material is more important now, friends can be made later

6) After the dinner, stroll on my own around the school, to better learn where to find what and how to reach different parts of the College with least effort

+ Fearless (+5)

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a1c7c5 No.28328

>Name: H'Shaeli

>Year: First Year

>Origin:

H'Shaeli is a Djinn, a creature born of the same Aether from which the beings who taught mankind spawned. Created untold aeons ago by powerful mystics who took a piece of the aether and bound it to a consciousness and magical laws, to serve mankind by granting wishes and desires.

Djinn, being of the aether, have no true form and can be thought of as beings of pure energy and consciousness. However, that which exists in the material realm must have a material form and so Djinn take on many different shapes, sometimes to please their masters, other times to decieve or fool them.

H'Shaeli's former master wished to learn all he could about the magic of the world. But a Djinn cannot conjure which it does not know, nor know that which it has not learned. And H'Shaeli (for that was what it knew it's name as) had not been summoned from it's lamp since the dawn age of magic. So now H'Shaeli finds its wandering the globe, traveling from school to ancient ruin, to discover the magics of the world.

This was a great many years ago, and for all it knows her former master has perished. Or waits until the day he calls it's name, and it returns with what it has learned. But still the Djinn must fullfil it's wish and learn magic. And perhaps one day, break the spell upon it's chains of gold and silver.

https://www.youtube.com/watch?v=h_J_ZuE5Xwk

>Guild:

>Major Concentration Classes:

+Alteration

+Conjuration

+Illusion

>Minor Concentration Classes:

+Mythozoologics

+Mythical Linguistics

>Origin Bonus:

+/-[Djinn] As a mystical being shaped by magicka itself, you are able to shapeshift into different forms at will, though it is up to you to figure out how to transform into different varieties of creatures and objects, and unlock your full potential. Additionally, due to your innate connection to the flow of magic, all of your spells are somewhat more powerful.

However, you do have drawbacks. Though being so closely tied to magic does make you more powerful, it also makes you more susceptible to it. Spells casted against you will pack more of a punch. Additionally, you remain tied to your lamp…wherever it is, and must abide by the orders of whoever finds it. That is, unless you figure out how to sever your magical ties to it.

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

Stat post

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a1c7c5 No.28329

Dice rollRolled 10, 7, 8, 85, 99, 33 = 242 (6d100)

>>28328

1. Attend the freshman orientation

2. Think back on the people I have seen. Which would be an interesting form to take.

I could also just pretend to be a young boy. Or an old one. Or maybe even something inhuman.

I hear most male masters enjoy a female form. That might be best.

3-4. Float about the school. I want to see what it looks like from above and below.

6.Attend my classes.

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a1c7c5 No.28330

>>28329

5. Practice Summoning

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a1c7c5 No.28331

File: 1468942423380.jpg (161.92 KB,1024x768,4:3,SNAAAAAPE.jpg)

Dice rollRolled 31 (1d100)

>>28248

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a1c7c5 No.28341

File: 1468974473717.jpg (29.56 KB,640x480,4:3,Snape2.jpg)

Dice rollRolled 62 (1d100)

>>28250

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a1c7c5 No.28389

>>28295

Update when?

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a1c7c5 No.28391

>>28389

When you fucking deserve it, peasant.

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a1c7c5 No.28392

>>28249

Restoration class today is booooooooring, you'd rather be practicing your cool new pyromancy spells! In fact, you do start casting fire touch spells while in class…leading to a blaze that jumps to every other students' notes and turns them to ash. Everyone is pissed, and Professor Toriel is disappointed in you. Goat mom is too nice to send you to detention though…and you're not sure if that's a good thing. Everyone in class hates you a little bit more.

>Reputation:

-[Disliked] -5 to social rolls with other students.

>Healing pyromancies? Don't be ridiculous. Pyromancy is a highly destructive school of magic, I couldn't see any healing capabilities for it beyond cauterizing a wound.

Professor Campfire's response leaves you somewhat disappointed.

The orientation dinner is delicious, but you sit with some strangers instead of your other classmates due to your "incident". So much for socialization.

>>28250

Another day, another class. Today's topic was bug summoning. You learn how to summon one of the most dangerous beasts known to all magic users…

>Spellbook:

>>Conjuration:

+[Wasp] Summon a horrid yellowjacket to pester your enemies. Oh the stinging potential, the horror!

Later on, you focus your energy on understanding the secrets of entropy magic. You attempt to peer into the void once more and see the beauty of nothingness again, but only get a glimmer of a vision before you are interrupted. A faculty member with long, flowing black robes and the look of someone who just smelled dog shit. He looks at you suspiciously. You quickly gather your things and leave. Perhaps you need some place even more private?

>Basic Void Understanding 1/5

You then go to the dinner and eat some delicious food and converse with your classmates. Not a bad night. In fact, the future looks pretty bright.

>Afflictions:

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

>>28251

You attend Restoration class, which normally would be boring had one of your classmates >>28249 not lit everyone's notes on fire at the end of class. Classic. Thankfully, you committed your spells to memory before they went up in flames.

>Magic:

>>Restoration:

+[Minor Healing Hands] Lay thee hands upon a wayward injured soul and heal them of a minor affliction, such as a boil or small cut.

+[Adrenal Rush] Feeling tired? Well, not anymore! Counter the effects of a lullaby or sleepy spell, or give yourself that extra oomph in a physical endeavor. Use with caution, as the afterward effects of the spell leave you quite tired.

You head to the orientation banquet and have a grand ole' time eating succulent unicorn flesh and chatting with friends. Maybe it won't be so bad here after all.

>Afflictions:

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

>>28252

Alchemy class is a bore. You try to pay attention but your big owl eyes quickly grow drowsy. By the time you come to, class has ended.

As a beastie yourself, it's pretty cool learning about other mythical creatures like you. Who knew there were so many facts behind each one?

>Spellbook:

>>Mythozoologics:

+[Understanding Unicorn] You possess full knowledge of Unicorns and their pointy horns. Fun fact, the horn is actually an enlarged gland that excretes hormones for mates…that's why it's highly prized as an aphrodisiac! SCIENCE!

You attend the dinner and sit with your classmates, immediately recognizing an air of unwantedness. Whispers are thrown about with side glances galore as, one by one, your "friends" get up and leave you. You recognize one word being thrown about, one that you loathe…monster. Your mood soured, you finish your dinner quickly and retire to your dorm.

>Reputation:

+/-[Beast] -10 to normal student interactions. +10 to intimidation and threatening actions.

>>28261

You continue your spellsword training, but feel as if you've learned nothing new and only practiced what you already know. You resign yourself to practicing new techniques next class.

Runecrafting! What could be more powerful to a spellsword than etching sigils of great power on the blade and pommel of a mystical sword? Nothing I tell you! If only you could get a hang of them. You attempt to etch a minor explosive rune, but something goes wrong and things blow up in your face. Literally. Better see the nurse about that burn on your face.

>Afflictions:

-[Bad Burn {Facial}] Man does this sting like a bitch. -5 to all rolls until healed.

New people! A fantastic idea! You schmooze with a couple people, but really click with one guy…

>Companions:

+[Sans] A pale guy with heterochromia who seems to always wear a blue jacket. One of his eyes his astonishingly blue, almost like a sapphire. Enjoys playing the trombone and playing pranks on people.

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a1c7c5 No.28393

>>28266

Your mediation and exercises calm you, but do little else. Ah well, you remind yourself that the path to enlightement is long and arduous.

Alteration class goes smoothly, you don't learn anything new while in class and yet you feel calm. No anxiety whatsoever.

Your good mood rides with you to freshman orientation. You give off an aura that seemingly draws people towards you. Is this the power of tranquil flame?

>Reputation:

+[Popular] +5 to interaction rolls with other students.

>>28273

You feel blood rush to your head as rage begins broiling inside you. How dare these insufferable classmates throw away your lineage's legacy as if it were rotted fruit! You could just…just…ARGGGH!

You slam your hands down in front of you out of nowhere in Geomancy class, and there is a rumble. The rock and stone jutting out from the wall in the back of class, normally reserved for practicing Geomancy in class, starts rumbling.

A hand. Then two feet. Then a boulder for a head, with glowing blue light seeming to emanate from its depths. The construct begins…talking? With a booming voice it proclaims:

>You will treat the Aufwachen line with respect.

Everyone's jaws, including yours, remain open as the construct once again becomes a part of the wall. Your professor can manage to sputter only three words.

>H-holy fucking shit.

>Spellbook:

>>Animism:

+[Humanoid Stone Construct] Funnel magic into a natural surface in order to have a human-sized construct rip forth from the ground and assist you for a short time.

>Skills:

+[Animism Creator] You have discovered a new school of magic, Animism, the synergistic sum of Earthmancy and Enchantment. This new school of magic allows a spellcaster to imbue earth like components with magical essence, thus granting them sentience and "life" for a time.

>Reputation:

>Erase Pretentious Asshole

+[Gifted] +5 to interactions with students and faculty.

After the dinner (where most students pretty much stared at you with awe), you retired to your dorm room. While attempting to animate a ball of clay, a letter is slipped under your door.

>Ms. Aufwachen,

>Please come to Headmaster Donnel's office promptly at the start of the afternoon.

>{You must dedicate your second action next turn to going to Headmaster Donnel's office. Or don't. Your pick}

>>28275

You fail in finding a hidden alcove within the dorm. Some faculty members notice you snooping about some restricted parts of campus, and eye you suspiciously. You explain that you just got lost, silly freshmen!

>Suspicion Counter: 1/3

Yeah, waterspouts, who even needs that crap? Nonetheless, you learn the spell out of sheer boredom.

>Magic:

>>Watermancy:

+[Minor Waterspout] Push water out of the ground in a gush upwards, allowing you to douse your foes or knock them off balance, or even put out a fire.

After the boring orientation dinner, Horag stops you outside of your room.

>Here, I got something for you.

Horag passes you a little red book that you quickly stuff between your other textbooks.

"What is it?" you ask.

>Some kind of book of witch's curses that I snuck out of the Forbidden Tomes section of the library. Mostly boring, but I think you'll enjoy the back half of it.

You quickly rush back to your dorm room and begin flipping through the book. Hexes…curses…potions…blood boils? Coagulation? Shit, people do practice bloodmancy! You almost yelp in excitement, but restrain yourself so as not to bring attention to you.

>Inventory:

+[The Little Red Book {Witch Hexes & Minor Blood Magic}]

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a1c7c5 No.28394

Today's Animagus class focuses primarily on transforming into cute creatures. Apparently, the more violent a creature is, the more difficult it is to transform into that creature and sustain the transformation…something about it being difficult to tame violent creatures translating into the magicka.

Ash manages to turn himself into a yellow rat. What a strange kid.

>Spellbook:

>>Animagus:

+[Bunny] Turn into the FLUFFIEST THING EVER for a short while. Adorable!

+[Cat] Unfortunately, turning into one of these furballs does not also grant you nine additional lives. On the bright side, you always land on your feet and your claws are pretty sharp!

You successfully make it to the dinner and gorge yourself on delicious unicorn flesh and some kind of rainbow colored vegetable that tasted differently with each bite. You also schmooze with the people around you, and make new friends!

>Companions:

+[Papyrus] A pale man who wears an orange cape at all times. Says he's an expert at bone magic, whatever that means. Also a fan of making spaghetti and meatballs. Has a brother who also attends Utul named Sans.

+[Uk'Batul] A female orc with biceps the size of your head. Says she got here from hordelands on a spellaxe scholarship (spellaxes are the axe version of spellswords). Possesses an initially rough exterior, but is fiercely loyal to her friends.

+[Catherine Olm] An upperclassman psionics prodigy from human lands. Drop dead gorgeous by most estimates, with flowing blonde hair and piercing green eyes.

>>28281

You're skill in the Psionic arts shines through when you demonstrate your ability to read the Professor's mind. You are immediately bumped up to Psionics II, where you will learn stronger Psionics spells and be able to develop your affinity in a more appropriate environment.

>Major Concentration Classes: Illusion, Psionics II

>Spellbook:

>>Psionics:

+[Cursory Mind Read] Scan the thoughts that are at the forefront of a target's mind. May be resisted by individuals and creatures with strong willpower.

>Skills:

+[Psionics Affinity] +5 to Psionics magic related rolls.

>Reputation:

+[Gifted] +5 to social interactions with students and faculty.

You also make new friends with the people on your floor!

>Companions:

+[Ryu] A gifted MMA upperclassmen from the Far East. Never found without his trademark red headband. Ken Masters is his rival, and his best friend.

+[Ken Masters] Another gifted MMA upperclassmen from western human lands. More charming than his adversary and best friend, Ryu, but less gifted in MMA.

Dinner progresses well, but you soon get bored after all the announcements are out of the way. You decide to go to the dojo where you find Ryu and Ken sparring. You join in, and end up learning some new moves.

>Spellbook:

>>MMA:

+[Minor Hadoken] Summon a somewhat powerful ball of energy between your hands, and chuck it at your opponent.

+[Minor Shoryuken] An intense uppercut that vaults you into the sky. Not as powerful as it could be, but still a menace to chins everywhere.

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a1c7c5 No.28395

>>28288

After a quick trip to the magical nurse, your curse is lifted. Whatever brew that old hag gave you to cure the curse tasted like dog shit…

>The silence curse has been lifted

>Spellbook:

>>Alteration

+[Minor Stoneskin] For a short while, your skin morphs into a stone like material. In this state, you are able to defend against physical strikes more easily.

You attend the freshman dinner. Besides eating some delicious unicorn meat, there isn't much more to write home about.

>>28292

You begin reading the novel. How interesting…it discusses arguments against whether magic exists at all, and whether it is just the formulation of the divines to keep us occupied.

>Bookworm 2/5

>Theories on Magic Book Progress 1/3

You wear your best robe and comb your fine mustache before going to the dinner. Your work definitely makes an impression on the ladies, and as soon as you sit down they seem to flock to you.

>Reputation:

+[Handsome Devil] +5 to rolls involving the opposite sex.

Your efforts on finding a mystical tome on enchantment are rewarded after a long search through the depths of the library. Just when you were about to give up the hunt, one of the bookcases flips over on itself and reveals a book that shimmers bright blue. You pick it up and take it promptly.

>Inventory:

+[Enchanted Waters {Enchantment Tome}]

>Bookworm 4/5

>>28295

Your room is indeed haunted, fitting for a spiritspeaker. The ghost is a headless soldier by the name of Marco.

>Have you seen my head and my horse? I can't find them anywhere in the room.

The soldier sobs to himself. Poor Marco. His sobbing keeps you up for the next two days, preventing you from getting a good night's sleep.

>Afflictions:

-[Exhausted] If you could just SLEEP IN PEACE FOR ONCE. -5 to all rolls next turn.

>Spellbook:

>>Conjuration:

+[Wisp] Summon a minor fairy, a wisp, that will illuminate your surroundings for a short amount of time.

"Studying comes first" you continue to chant yourself, avoiding socialization and favoring review of your notes and keen listening of faculty instructions.

>Studious Progress 1/5

>>28329

You come off as cold and unfeeling to your classmates. Perhaps blending in with your fellow students will include more than just sharing a physical form?

>Reputation:

-[Cold] -5 to social interactions with students.

Later on you attempt to change your form, but something goes wrong. You're unable to. A sharp ringing pierces through your head each time you try. What could be going on?

>Afflictions:

-[Transformation Sickness] You're unable to change forms! Perhaps a nurse or faculty member will know why you aren't able to?

In the meantime while nursing your blistering headache, you explore up, down, and throughout Utul, getting a pretty good lay of the school and its nooks and crannies. You even find a magical artifact tucked away near the University catacombs!

>Skills:

+[University Guide] You know your way around the academy. +5 to navigation rolls within the school, and it is easier for you to find hidden rooms.

>Inventory:

+[Drayden's Scimitar] A sword wielded by a great spellsword, Drayden, who also practiced a specific form of earthmancy that involved sand. While wielding this sword, you are able to whip up minor sandstorms seemingly out of the blue.

>Magic:

>>Conjuration:

+[Wisp] Summon a minor fairy, a wisp, that will illuminate your surroundings for a short amount of time.

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a1c7c5 No.28396

File: 1469127674243.jpg (115.98 KB,849x941,849:941,FleshDemon.jpg)

>>28265

After getting to the university late (damned slow Teutonic horses!), you bury yourself in catching up on the enchantment class lessons you missed. After several hours of tutoring, you end up AHEAD of some of your other classmates! Hey, maybe you have a knack for this!

>Skills:

+[Enchantment Affinity] +5 to Enchantment magic related rolls.

>Spellbook:

>>Enchantment:

+[Minor Pyrochantment] Imbue an object with the minor magical qualities of Pyromancy. For example, with weapons, each strike will also inflict a small amount of burning damage.

+[Minor Thorns] Imbue an object with the magical properties of a popular Naturemancy spell, Thorns. For example, when armor is enchanted in this fashion, it will inflict damage to all enemies close to you.

+[Minor Electrochantment] Imbue an object with the minor shocking effects of Electromancy.

You also attend your first weapon channeling class. A practice polearm catches your eye, and you use it to smite your first batch of wooden dummies, with many more to come in future classes.

>Inventory:

>1/3 Spellarm progress

Pyromancy class also goes well. You learn a new spell!

>Spellbook:

>>Pyromancy:

+[Minor Burning Touch] Sizzle an object or a person with a quick flame. Avoid using in forests, you'll anger Smoky.

However, as you walk to the orientation dinner, disaster strikes…

One second you're cutting across the end of a hallway, the next you're hovering slightly above the air, completely immobilized in some kind of purple mist, while four masked individuals stand in front of you. One of the individuals starts talking to you.

>So the teutonic knights finally sent someone to snuff us out, eh? Or are you working for someone else?

You try to respond, but physically cannot. Whatever magic is immobilizing you also seems to be petrifying your vocal chords.

Your silence is met with a swift punch in the teeth by the individual talking to you. Blood gushes down your nose, dripping onto the white tile beneath you.

>Piece of shit, you know how much more difficult our operations are now that you're here? How much heat is on us already? DO YOU EVEN KNOW?

You are punched again, smack dab in the nose. You hear a crack.

>Regardless, your investigation stops here. No hard feelings.

The individual cackles, beginning to draw some kind of summoning circle on the ground. As soon as he's finished, something…something starts to crawl out of the circle.

The masked individuals leave, and you are released from your purple prison to face the conjured creature in front of you. A ferocious demon with a tremendous maw, you can hear it frothing and salivating at your presence. Through the pain of your broken nose, you spot a student at the bathroom entrance right before the demon attacks you!

>Afflictions:

-[Weakened {1 turn}] A spell has drained your physical energy. -5 to physical rolls.

-[Broken Nose] Yeah, I don't think your nose is supposed to point in that direction. -5 to physical rolls until treated.

>BATTLE

>You and Cornwallis>>28248 {Alexander Marcheval, Thunder Knight} vs. Flesh Demon

>Roll 2d100 for tactics and battle actions!

>>28248

Years of training as a royal squire under Mercian knights has granted you an awareness of a variety of weapons. While in weapon channeling, one strikes your eye…a claymore of impressive size. Despite its weight, you somehow manage to lift it with ease, and chop the wooden dummies in front of you into pieces with mighty blows. You feel as though you've found your niche.

>Inventory:

+[Iron Claymore]

>Spellbook:

>>Weapon Channeling:

+[Spellsword Novice] You have started to become attuned to the harmony between magic and sword. You are now able to learn basic spellsword spells within weapon channeling class.

ADVENTURE!!! YES!!! Screw orientation, you'd rather discover the academy on your own! You venture throughout the halls and suddenly hear a commotion in the men's bathroom, your curiosity gets the best of you and you walk in…only to see a bloodied student battling some kind of demon!? You unsheathe your claymore, here begins your first test as prince claimant to the Mercian throne!

>BATTLE

>You and drm >>28265 {Karl von Klaisterwitz, Teutonic Knight} vs. Flesh Demon

>Roll 2d100 for tactics and battle actions!

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a1c7c5 No.28397

File: 1469127732386.jpg (541.56 KB,1200x1200,1:1,TheBlackKnight.jpg)

The orientation dinner goes alright, with Headmaster Donnel seemingly going on and on about Utul’s history. That is, until Snape takes the podium. His words ooze malice as they come out of his mouth.

>Students, if I catch any of you working against the studious nature of this fine learning establishment, I will prosecute you to the full extent of school rules. That is a promise. I will also have the Black Knight assist me in my search for the unlawful. If you do something that may hurt this school, I will find about it.

The Black Knight nods, slamming his tremendous sword into the ground in agreement. The shockwave reverberates throughout the dining hall.

>Additionally, the Black Knight and myself are seeking assistants in rooting out corruption on campus. Please see either of us if you are interested.

The dinner concludes, and everyone retires to bed.

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a1c7c5 No.28398

File: 1469127779638.png (140.87 KB,1000x1091,1000:1091,tfwnomagicfriends.png)

>ANNOUNCEMENTS:

>OOC: Under each action for your turn, please list which of your skills/origin bonuses/etc. you wish to apply in order to improve the results of your roll. Thanks.

Headmaster Donnel’s loud voice resounds through the halls. You swear that at this rate and decibel volume, by the end of the semester you will go deaf.

1. The MANDATORY Guild Orientation will occur tonight! Please make your way to your respective guild halls at the conclusion of classes!

2. Bozzle’s Occult Commissary is now open! Fulfill all of your magical needs by spending your coin at this establishment!

3. The Student Employment office is now also open! Find a job on campus and earn coin, and perhaps learn a new skill or trade! And then spend your money on the commissary! Brilliant!

4. A reminder that the Freshman Ball is in nine days! (9 turns) Find a willing partner and have a blast!

5. Today marks the start of the Annual Guild Games!

>A trumpet sounds throughout the academy.

Compete against the other guilds while trying to have your guild have the most points at the end of the school year! Ways to earn points for your guild include Guild Games Events and dueling other students. Disorderly conduct and breaking school rules will result in point deduction, as Professor Snape will assure. The guild with the most points will receive a special prize, and be able to select an MVP who will receive an additional prize. The first Guild Games event, Gryphon Riding, will occur in 6 days! (6 turns)

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a1c7c5 No.28399

Dice rollRolled 89, 19, 76 = 184 (3d100)

>>28392

>>>>Name: Emery Ashdown

>>>>Year: First Year

>>>>Origin:When Emery was growing up he was always told of the destructive property to fire. "Fire obliterates villages, burns the skin, and destroys all it touches." Yet Alard realized something, yes fire can destroy but it can also be used for good, cooking food, cauterizing wounds, and keeping predators at bay. He believed that all life is based around flame, and that it was the flame that first birthed humanity, some say he even worships it as a goddess. Alard soon made it his goal to find a way to incorporate both pyromancy and restoration spells in order to use the flames of life to heal injuries and ride the flame of its infamous name.

>>>>Guild: Elementalist

>>>>Major Concentration Classes: Restoration/Pyromancy

>>>>Minor Concentration Classes:

>>>Origin Bonus:

>>+[A Fire Burns Within] You've always been fascinated by fire and the way it operates, being just as capable of serving life as extinguishing it. Due to your natural curiosity, it is easier for you to learn new Pyromancy spells.

>>+[The Fire of Life] You possess a peculiar goal, to pursue a balance between one of the most destructive magic schools, and one of the most passive. A daunting task, but one that may result in you discovering a new school of magic. +5 to actions directly related to pursuing Restoration/Pyromancy synergy.

>>>>Inventory:

>>>>Skills:

>>>>Companions:

>>>>Reputation:Dislike -5

>>>>Afflictions:

>>>>Spellbook: Minor Healing Hands, Minor Fire Touch, Minor Pyro Shield

1:Emery mutters something about "I'll show you I'll show all of you" before finding a secluded space to continue his heal flame magic. 2/5

2:Note to self. No more pyromancy in restoration hall. No excuse to skip class tho

3:Guild orientation tonight. Might try to find someone who appreciates fire as much as I do

+5 to action 1, -5 to action 3

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a1c7c5 No.28401

File: 1469132076461.jpg (13.67 KB,236x324,59:81,6d21831ae90ac1eecd8a9d5d31….jpg)

Dice rollRolled 38, 53, 43 = 134 (3d100)

>>28392

Name: Trixter

Year: First Year

Origin: There were plenty of reasons to wonder how Trixter had ended up studying in the College under the Poltergeists guild. He would often claim it was a long story, but in reality it was quite simple. Trixter had been made in the woods by a wizard with no sense of right or wrong, nor the common sense of making sure your creations don't eat you after you finish making them. Trixter was honestly feeling a bit guilty about that part, but hey, he hadn't known better at the time. As time went on though, his mind developed, and he found a fascination for the books in his creator's hidden lab. Eventually, he decided that he became curious how he was made, and if he could do something similar. But in some of his early days he seemed to have destroyed the most relevant books and notes, so he was forced to go to the source, to where his creator had learned these amazing things. And so there he was, Utul College of Ancient Sorcery, at first people were a bit hesitant to let an owlbear inside its walls, but once he mentioned his creator The Poltergeists were quick to bring him into their circle, if for no other reason than to keep him from accidentally spilling the things he had learned from his creator's books and notes.

So there he was, in the big school of magic, surrounded by some very strange fellow mages. This was going to be fun.

Guild: The Poltergeists

Major Concentration Classes: Animagu, Restoration

Minor Concentration Classes: Alchemy, Mythozoologics

Origin Bonus: +[Dr. Frankenstein I Presume?] You seek to fully understand the process of your creation, and restore the work that went into making you who you are. You gain a +10 die bonus to actions related to understanding the synergy between Animagis and Restoration.

Inventory:

Skills:

Companions:

Reputation:

+/-[Beast] -10 to normal student interactions. +10 to intimidation and threatening actions.

Afflictions:

Spellbook:

>Animagus:

+[BUNNY] Turn into the cutest, fluffiest creature alive for a short while.

>Mythozoologics:

+[Understanding Unicorn] You possess full knowledge of Unicorns and their pointy horns. Fun fact, the horn is actually an enlarged gland that excretes hormones for mates…that's why it's highly prized as an aphrodisiac! SCIENCE!

1 I need to learn the basics of Restoration to do my work, hopefully today's class will go well

2 I'll need money, so to the Student Employment Office I go!

3 So I failed to make friends on my own, I failed to make friends at the dinner, let's hope I can at least make some friends, or at least acquaintances at the Guild Orientation

+/-[Beast] -10 to normal student interactions. +10 to intimidation and threatening actions.

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a1c7c5 No.28403

Dice rollRolled 76, 49, 34 = 159 (3d100)

>>28393

>Name: Fai Ren

>Year: First Year

>Origin: http://pastebin.com/6qgg1P61

>Guild: Elementalists

>Major Concentration Classes:

Pyromancy, Alteration

>Minor Concentration Classes:

MMA

>Origin Bonus:

+/-[Fan the Flames] You are both gifted and cursed with a firm connection between your emotions and your magical prowess. While this connection enhances your magical ability, it can prove to be especially difficult to control when you are in a rage. Low rolls and high rolls relating to casting will have various additional effects.

+[On My Own] You've grown accustomed to being friends with me, myself, and I, so much so that you gain a +5 bonus to rolls regarding solitary actions (such as studying and meditating alone).

>Inventory:

>Skills:

>Physical Training Progress 2/3

+[Alteration Affinity] +5 to Alteration magic related rolls.

>Companions:

>Reputation:

+[Popular] +5 to interaction rolls with other students.

>Afflictions:

>Spellbook:

>>Pyromancy:

+[Minor Burning Touch] Sizzle an object or a person with a quick flame. Avoid using in forests, you'll anger Smoky.

+[Minor Pyroshield] Whip up a fiery aura that protects you slightly from incoming magic attacks. Most effective against Electromancy spells.

>>Alteration:

+[Minor Stoneskin] For a short while, your skin morphs into a stone like material. In this state, you are able to defend against physical strikes more easily.

1. Once more go through my morning exercises and qi cultivation in the privacy of my room before I start the day.

+On My Own

2. Attend the mystical martial arts classes. I wonder how they compare to what I've learned already?

3.Attend the guild orientation for the Elementalists. I hope everything goes well.

+Popular

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a1c7c5 No.28404

>>28403

2/3 progress on action 1

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a1c7c5 No.28406

Dice rollRolled 87, 12, 32 = 131 (3d100)

>>28394

>Name: Cedar Stonebridge

>Year: First Year

>Origin: tl;dr: Son of old druidess, father unknown, attuned with nature, feels need to protect it, ambiguously fey

>Guild: The Bards

>Major Concentration Classes: Naturemancy, Animagus

>Minor Concentration Classes: Alchemy, Mythozoology

DON’T FILL BELOW

>Origin Bonus: [The Tree of Life] The faeries of the forests, usually reserved and distant to those not from the woods, have given you the gift of peering into the natural order of all things living. You have changed ever since the event, becoming much more connected to nature itself. +10 to all nature related rolls (including naturemancy and animagus related actions).

>Inventory:

+Manny the Map [+5 to campus navigation rolls]

>Skills:

>Companions:

+Ash Ketchum

+Papyrus

+Uk'Batul

+Catherine Olm

>Reputation:

>Afflictions:

>Spellbook:

>>Mythozoology

[Understanding Unicorn]

[Delightful Drake]

>>Animagus

[Bunny]

[Cat]

1. There's a lot going on, that's for sure. Life in the village was always one thing at a time, but I've got a lot to keep track of. My next class is… Naturemancy! I'm sure I'll love it. [Go to Naturemancy, +5 to getting there, +10 to all natural rolls]

2. As disagreeable as I might find his demeanor, one of the reasons that I came here was to fight the corruption of the natural world, and where better to practice fighting corruption than at a school? Mappy should show me the way to the Professor's office. I will tell him in a respectful, no-nonsense way that I may wish to help in his fight against campus corruption, and that I would like to know more about it. [Ask Snape about the assistant position, and what it is that the two of them do]

3. I can't wait for guild orientation! The Bards' hall, I'm sure, will be filled with music and good food. Once I'm there, I can continue to make friends with the people sitting around me. [Go to Guild Orientation, make friends]

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a1c7c5 No.28407

File: 1469135792516.png (757.15 KB,706x608,353:304,Scared.png)

>>28406

>12

>To talk to fucking Snape

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a1c7c5 No.28408

Dice rollRolled 33, 28, 84 = 145 (3d100)

>>28394

>Name: Igbin-al-Hamas

>Year: First Year

>Origin (Where do you come from? What is your background?): Igbin hails from a middle eastern land, where MMA style fighting is common in both military duels and arena matches. He's been looking for a proper magic school for some time, and has come upon this one by chance. He enrolled after seeing that the schools offers a good MMA class, which most other magic scholls lack. He joined The Masquerade because none of the other guilds fit him very well. Igbin is looking to become a marshial arts master at the school and hopes to teach one day.

>Guild: The Masquerade

>Major Concentration Classes: Illusion, Psionics,

>Minor Concentration Classes: MMA, Sonic Magic and Instrument Foci, Runecrafting

>Origin Bonus: +[Physical Prime] You are at the peak of your physical fitness, now all you need is adequate training to maximize your potential. +10 to physical related actions.

+[Psionics Affinity] +5 to Psionics magic related rolls

>>Psionics:

+[Cursory Mind Read] Scan the thoughts that are at the forefront of a target's mind. May be resisted by individuals and creatures with strong willpower.

.

>Reputation:

+[Gifted] +5 to social interactions with students and faculty.

You also make new friends with the people on your floor!

>Companions:

+[Ryu] A gifted MMA upperclassmen from the Far East. Never found without his trademark red headband. Ken Masters is his rival, and his best friend.

+[Ken Masters] Another gifted MMA upperclassmen from western human lands. More charming than his adversary and best friend, Ryu, but less gifted in MMA.

Dinner progresses well, but you soon get bored after all the announcements are out of the way. You decide to go to the dojo where you find Ryu and Ken sparring. You join in, and end up learning some new moves.

>Spellbook:

>>MMA:

+[Minor Hadoken] Summon a somewhat powerful ball of energy between your hands, and chuck it at your opponent.

+[Minor Shoryuken] An intense uppercut that vaults you into the sky. Not as powerful as it could be, but still a menace to chins everywhere.

1. Attend guild orientation.

2-3.

Shit son, psionics 2?! I better start training my mind reading ability.

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a1c7c5 No.28412

File: 1469145808036.jpg (270.19 KB,727x1000,727:1000,kikicianjur 9.jpg)

Dice rollRolled 52, 81 = 133 (2d100)

1 - I did it! I made a real construct, an actual creation! I even made the professor speechless! I *told* them it was real magic, well! They can't ignore it now! Probably best I stuck to a bit more subtlety in the future, though. Let's start with a little clay simulacrum, like intended.

2 - Head down to Headmaster Donnel's office. He probably wants to give me an advisory position at the Academy, until they get Animism approved as an official branch. I must act humble, of course, though I know they all want to learn from me.

>>28393

>Name: Antje Aufwachen

>Year: First Year

>Origin:

Earthmancy, enchantment, druidry, wizardry. Unfitting words for the gift. Antje calls it by its true name; Animism. The act not merely of lifting stone from earth, but with the proper archaic techniques and the right runes, imbuing that stone with life, with a force beyond raw mass. The tradition of Animism has been preserved in the Aufwachen line for millennia, one of the few proponents left in modern Europe.

Truth be told, Antje finds it far less awe-inspiring than she was raised to. The world of muggles always interested her more than the world of magic. But she was born with the Gift, so an Animist she would be. Utul Academy might not carry the same ancestral weight as the old neolithic harrows, but at least it had running water and electricity.

>Guild: The Mystics

>Major Concentration Classes: Geomancy, Enchantment

>Minor Concentration Classes: Runecrafting

>Origin Bonus: +[Living Earth] You and the members of your dynasty possess a mighty goal, finding a balance between the might of geomancy and the practicality of enchantment. Your family has been pursuing this lofty goal for generations, and you believe you may be close to reaching a tipping point…and actually having "Animism" recognized as an official school of magic. Your dedication to this cause grants you a +10 to actions related to pursuing Geomancy/Enchantment synergy.

>Inventory:

>Skills:

+[Animism Creator] You have discovered a new school of magic, Animism, the synergistic sum of Earthmancy and Enchantment. This new school of magic allows a spellcaster to imbue earth like components with magical essence, thus granting them sentience and "life" for a time.

>Companions:

>Reputation: +[Gifted] +5 to interactions with students and faculty.

>Afflictions:

>Spellbook:

>>Animism:

+[Humanoid Stone Construct] Funnel magic into a natural surface in order to have a human-sized construct rip forth from the ground and assist you for a short time.

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a1c7c5 No.28417

Dice rollRolled 66, 92, 62 = 220 (3d100)

>>28408

Plus 5 on my 1st action

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a1c7c5 No.28418

Dice rollRolled 64, 51, 46 = 161 (3d100)

>>28392

>Name: Marcus Varus Merichael

>Year: First Year

>Origin: Marcus is the second son of a minor noble family in the Kingdom of Mercia. Although a minor family the Lindberg family boasts a mighty lineage of powerful magic users and fighters. Although that power had been waning for a while.

With the pride of a noble family based upon the power of a family's magic the once proud family of Merichael were growing lower and lower. Marcus was one of the strongest in the family in quite some time. He and his brother were pushed by their family to study magic and the sword, and to bring honor and power back to their family name.

Marcus's brother, Richard, was already sent to Utul two years before and now Marcus joins him.

>Guild: The Lionhearts

>Major Concentration Classes: Alteration, Enchantment

>Minor Concentration Classes: Weapon Channeling, Runecrafting

>Origin Bonus:

+[For Honor] With your family name almost lost in the tide of history, it is up to you and your brother to restore the legacy of the Merichael spellswords. You are dedicated to becoming the best spellsword you can be, thus making it easier for you to learn new spells.

>Inventory:

>Skills:

>Companions:

+[Richard Merichael, Second Year Spellsword-in-Training {Brother} {Lionhearts}]

+[Sans] A pale guy with heterochromia who seems to always wear a blue jacket. One of his eyes his astonishingly blue, almost like a sapphire. Enjoys playing the trombone and playing pranks on people.

>Reputation:

>Afflictions:

-[Bad Burn {Facial}] Man does this sting like a bitch. -5 to all rolls until healed.

>Spellbook:

>>Alteration:

+[Minor Stoneskin] For a short while, your skin morphs into a stone like material. In this state, you are able to defend against physical strikes more easily.

+[Minor Illuminate] Expel the darkness in a small area around you for a short while.

>>Enchantment:

+[Minor Pyrochantment] Imbue an object with the minor magical qualities of Pyromancy. For example, with weapons, each strike will also inflict a small amount of burning damage.

+[Minor Thorns] Imbue an object with the magical properties of a popular Naturemancy spell, Thorns. For example, when armor is enchanted in this fashion, it will inflict damage to all enemies close to you.

1. Go talk to the nurse about getting this face burn healed.

-Burn

2. Then I should meet the Guild. Meet some people in the same guild as me. New people are always good to meet.

- Burn (unless healed)

3. Then see if I can get some pointers on spellswording from Richard. Spellsword Progress 2/3

-Burn (unless healed)

+For Honor

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a1c7c5 No.28419

Dice rollRolled 68, 36 - 5 = 99 (2d100)

>>28396

Name: Karl von Klaisterwitz

Year: First Year

Origin (Where do you come from? What is your background?): The son of Teutonic Knight, Karl spent all his years thus far learning three things: How to wield the sword, how to ride the horse, and how to crusade against the infidel. And those he did learn quite masterfully. His entire life he was raised to be a Knight of the Teutonic Order.

When Karl and his fellow Teutonics discovered Karl's innate magic ability during a training accident that almost became fatal, they did not know how to react. Was he blessed by the Holy Father above? Cursed by a demon of evil? Should the celebrate Karl's gift, or execute or banish him?

Once the invitation arrived, the elders and the Grandmaster made their decision: He was to go to this school of sorcery and learn all he could on how to best harness his gift. so that he may return and bring glory to the Order, and despair unto the heathen.

Guild: The Lionhearts

Major Concentration Classes: Enchantment, Pyromancy

Minor Concentration Classes: Weapon Channeling

DON’T FILL BELOW

Origin Bonus:

+[DEUS VULT] As a holy warrior for the grand crusade against heathens who don't recognize the power of the divines, you are indeed a blessed individual. +10 to actions that involve eliminating chaos and evil within the world.

Inventory: Spellarm 1/3

Skills:

Companions:

Reputation:

Afflictions: Weakened {1 turn}; Broken nose (-5 to physical until fixed)

Spellbook:

Pyromancy: [Minor Burning Touch]

Enchantment: [Minor Pyrochantment], [Minor Thorns], [Minor Electrochantment]

[COMBAT]

Egads! A demon of The Great Deciever himself! In the name of Him and all that is holy, I shall smite it!

1. Cast [Minor Thorns] on myself

2. Cast [Minor Burning Touch] on the demon

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a1c7c5 No.28424

Dice rollRolled 83, 72 = 155 (2d100)

>>28396

Name: Alexander Persius Marcheval, Second Prince of Mercia, Duke of Watermark

Year: First Year

Origin: Prodigal Prodigy Prince

Guild: The Lionhearts

Major Concentration Classes: Electromancy

Minor Concentration Classes: Weapon Channeling, MMA

—–

+[The Thunder Knight] Blessed by the divines, your generation of nobles possesses an uncanny affinity for the Spark. +5 to electromancy related actions.

+/-[Wanderlust] Slaying dragons and smiting evil is the true knight's path! However, this mindset makes it difficult to to slay tests. +10 to adventurous related actions, but -5 to rolls involved with studying and going to class.

—–

Inventory:

+[Iron Claymore]

Spellbook:

Weapon Channeling:

+[Spellsword Novice] You have started to become attuned to the harmony between magic and sword. You are now able to learn basic spellsword spells within weapon channeling class.

Electromancy:

+[Minor Shocking Touch] Imbue an object or person with a small amount of electricity generated through your fingertips, enough to give a person a slight jolt.

+[Minor Electroshield] Generate an electric aura that slightly protects you from incoming magic attacks. The aura defends best against watermancy and frostmancy spells.

—–

1/2. A demon! Truly the most foul of beasts to ever be conjured, what is one doing in the school! No matter I must help my fellow student! The demon is clearly distracted with my fellow and any prolonged battle with creatures of the fel are sure to only go in it’s favor as they do not tire. I must go for a precise cut towards the neck with an electrified blade hopefully severing it’s neck and if not at least giving it a good shock and distracting it from munching on that poor bloke.

+[Thunder Knight] +5

+[Wanderlust] +10

+[Iron Claymore]

+[Spellsword Novice]

+[Minor Shocking Touch]

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a1c7c5 No.28427

File: 1469162811532.jpg (39.35 KB,494x750,247:375,db94bf5dcb3f57171b0f5cee83….jpg)

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a1c7c5 No.28428

Dice rollRolled 25, 59, 76 = 160 (3d100)

>>28392

>Name: Dieter

>Year: First Year

>Origin (Where do you come from? What is your background?):

Let’s see. I come from a small, poor village in the middle of Saxony, though I really don’t see it as my home in any way because those people don’t like me very much, due to my whole magic thing. People are really religious around where I grew up, and saw me as some sort of curse. It was always a bit odd. I hid it best I could, but, you know, sometimes I got bored. I’m lucky I didn’t accidently summon anything too demon-y, else I would’ve been burning on a pole right now rather than writing this application.

I guess I was always a bit strange to most people, even if they didn’t know about the magical aspect of me. Where most people are looking to this world or to God for their goals, their answers, I always knew the answers lay elsewhere. It was when I was seven that I got the first glimpse of what I knew, what I had always known, held the answers: the ethereal plane. Sure, it was by accident, and opening the rift wrecked my small farmhouse and killed one of our best bulls, but it was beautiful. Ever since, I want to see it again, experience it, meet those from it. It is really something, you know. You should gaze into it someday, for a nice long time. Then you’ll understand where I am coming from.

>Guild: Poltergeists

>Major Concentration Classes:

Conjuration

>Minor Concentration Classes:

Entropy

DON’T FILL BELOW

>Origin Bonus:

+[Peer Into the Void] You've caught a small glimpse into the end of the world, a rift in reality itself as well as the destruction it is capable of doing…and it was amazing. Enraptured by the void, you benefit from a +5 to entropy related actions and an ease of learning new entropy spells. Remember, you must keep your passion a secret, for it is forbidden to study entropy magic.

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

>Spellbook:

>Basic Void Understanding 1/5

>>Conjuration

+[Wisp] Summon a minor fairy, a wisp, that will illuminate your surroundings for a short amount of time.

+[Wasp] Summon a horrid yellowjacket to pester your enemies. Oh the stinging potential, the horror!

>Assets:

+[Ancient Tomes & Scrolls Section Studying Spot {Private}]

1. I was interrupted last time when I was practicing. That was almost bad bad. I need to find a more secluded and private place to study, one where teachers would not go. Studying in complete private is important. [Find a more private and secluded spot to practice] +5[Hope]

2. But you need to continue to study conjuration in the scrolls section whenever you do that. Can’t arouse any suspicion. Yes, definitely, I must seem spotless.[Study Conjuration in the old study spot] +5[Hope]

3. Time to go to Guild Orientation. This is very important for my future in this school. Yes, and a good networking event at that. These people should be interesting to meet. But remember, I need to keep composure and pay attention. Yes, of course, like you say. [Attend Poltergeist Guild Orientation] +5[Hope]

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a1c7c5 No.28432

Dice rollRolled 32, 11, 74 = 117 (3d100)

>>28395

[Gadrin Garak]

Year: First Year

Origin: Born to a family of great and legendary smiths from times past, Gadrin always strived to be a great smith, one who would create artifacts that would endure the ages. Knowing that his mundane smithing skills alone wouldnt suffice, Gadrin applied to the Utul College of Ancient Sorcery, knowing that in learning magic he could further his smithing prowess and create great artifacts worthy of his ancestors legacy.

Guild: The Forgemasters

Major Concentration Classes: Enchanting, Transmutation

Minor Concentration Classes: Weapon Channeling, Runecrafting

Origin Bonus: [Mold the Metal] You have been making all sorts of weapons and armors ever since you could firmly grasp a hammer in your hand. Your familiarity with the fires of the forge grants you a +10 die bonus to forging related actions.

Inventory:

Skills:

Companions:

Reputation:

Afflictions:

Spellbook:

-Alteration:

[Minor Stoneskin] For a short while, your skin morphs into a stone like material. In this state, you are able to defend against physical strikes more easily.

1) Attend enchanting class, perhaps this time the teacher will actually explain stuff clearly.

2) If i get a job smithing armor and weapons i can get some money and buy better materials

3) Attend the Forgemasters orientation

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a1c7c5 No.28433

Dice rollRolled 77, 65, 98 = 240 (3d100)

Name: Devi Patajali

Year: First Year

Origin: Devi hails from the impoverished farmlands of northern India. These lands, such as the times, are constantly wracked by war with the Mughal invaders and have been desolated as Mughal armies destroy Devi’s people. This conflict has done much to harden Devi to matters of suffering but has made her eminently practical and political. It has also made her clever and focused on worldly matters – a decidedly un-Hindu emphasis that has not earned her much respect and more than some castigation by her family. How such hardening transpired seems plain to see. Born low caste to a poor family constantly at the edge of destitution from nearby conflicts, Devi has a peculiar and robust sense of how brutal and unsafe the world is for human beings thanks to the near constant lust of the human for violence. Such violence has fed her somewhat apostate conception of the nature of reality and their relationship with human life: the lesson of Rama on his chariot always struck her as ridiculous and the issue of violence was the only issue of that store. People might speak of enlightenment, but the world is ordered in blood and violence: those things are the true reality and the only truth to be had. Such a radical break with her tradition – typically this sort of view warrants burning – has given Devi an extreme view of the methods she investigates to help human beings: her grim nature and pragmatism – as well as the issue of constant violence – has squared her securely with those who practice blood magic; Devi worships Chinnamasta fervently and the priests of that tradition have helped her develop basic skills. To develop such an aptitude isn't easy, but Devi has managed: when people have problems that are critical, are unspeakable, are intractable, they come to her. She is a fixer, and she is trying to help in the most robust way she can. If she can maintain control of her heart when confronted with the infinite power of blood magic is another matter to be seen: every year her smiles grow less common.

Companions:

+[Shakti] {Translator Owl};

+[Horag the Ogre]

Guild: Mystics

Major Concentration Classes: Watermancy {As a front for blood magic}

Minor Concentration Classes: Alchemy {As a front for blood magic}

>Spells:

+[Minor Hydroshield] {magic defense}

+[Minor Waterspout] {utility]

>Items:

+[The Little Red Book {Witch Hexes & Minor Blood Magic}]

>Origin Bonus:

+[The Blood Covenant] You possess an uncanny affinity to blood magic, the unholy love child of watermancy and necromancy. A powerful yet self-harmful magic, many of its spells require some sort of tribute from their spellcasters in order to be utilized. You must be careful when studying this magic, for due to its ties to necromancy it can be considered forbidden to learn its secrets. +5 to actions related to Blood Magic, and it is easier for you to learn new blood magic spells.

1. Devi talks to the clerk at the commissary. She's trying to figure out what books are banned or otherwise wouldn't show up in the shelf. She's circumspect about this activity and claims it's merely for historical research. It isn't, naturally, but the clerk doesn't know this. Along the way she purchases some minor items she will need for experimentation. Nothing out of the ordinary, of course. This is purely fact-finding. [Investigate the commissary]

2. The guild orientation doesn't interest Devi that much. What interests her is her book, and somewhere to study it. That being the case, she attends the guild with an ear toward anyone engaging in experiments outside of the usual boring realms of study. There has to be at least one person in the guild worth talking to. Probably. [Attend guild orientation: look for outsiders/resources to use]

3. The display the Black Knight engaged in during the orientation was, in a word, impressive. It also presents an interesting approach: what better way to figure out where other blood magic users might be than to insinuate herself into the apparatus investigating them? It might be dangerous, but nobody will expect it. Well, probably, anyway. [Sign up for the Black Knight's duties]

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a1c7c5 No.28436

File: 1469189211260.png (474.05 KB,1282x892,641:446,1465880648959.png)

Dice rollRolled 48, 91, 49 = 188 (3d100)

>>28395

Name: Quintinius

Year: First Year

Origin: Hailing from the literal "Edge" of the world, Quint (as his friends know him) was once a student in the Knight's Academy, the great prowlgrin riders of Sanctaphrax, the great floating city in the sky. After a mix-up with a cloud-eater and the whole Edge freezing over, Quint thought that a change of Scenery would be nice, and put in a transfer to the Utul College of Ancient Sorcery, where he hoped to excel in his Destruction based magic and some minor Enchanting.

Guild: The Lionhearts

Major Concentration Classes: Pyromancy & Enchantment

Minor Concentration Classes: Weapon Channeling, Mythical Linguistics

>Origin Bonus:

+[Mistakes, I've Made a Few] Yeah, that incident with the cloud-eater was pretty bad. On the bright side, the whole experience has made you pretty accustomed to avoiding failure in the future. 30+ rolls count as successes for you.

+[Edgewalker] You have a knowledge of the world that is uncanny to most individuals and historians. +5 to rolls involving analyzing or scrying ancient manuscripts, artifacts, or scrolls.

Inventory:

+[Enchanted Waters {Enchantment Tome}]

+[Theories on Magic {Ancient Manuscript}]

Skills:

Companions:

Reputation:

+[Handsome Devil] +5 to rolls involving the opposite sex.

Afflictions:

Spellbook:

>>Pyromancy:

+[Minor Burning Touch] Sizzle an object or a person with a quick flame jetting from your fingertips. Avoid using in forests, you'll anger Smoky.

Other:

>Bookworm progress 4/5

>Theories on Magic Book Progress 1/3

1. I'd hate to start another book before I finish the old one, lets finish that Manuscript before I start the book on Water enchantments or enchanting water.

+ [Edgewalker] + 5

2. Ah, the guild meetings are tonight, I best be in attendance.

3. I shall make note of anything interesting on my way to the guild meeting. It could be useful later

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a1c7c5 No.28438

>>28436

I feel so bad for laughing at that so hard.

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a1c7c5 No.28439

Dice rollRolled 59, 90, 31 = 180 (3d100)

>>28392

>Name: Sasha Omren

>Year: First Year

>Origin:

Heroes never die.

>Guild: Elementalists

>Major Concentration Classes:

+ Restoration

+ Watermancy and Frostmancy

>Minor Concentration Classes:

+ Necromancy

+ MMA (because reasons)

>Origin Bonus:

+[A Frosted Kiss] You are able to trace your bloodline back to Travius Omren, nicknamed the Frost Father due to his uncovering of the existence of Frostmancy. The blessings of water and ice mastery flow to you from your ancestor, granting you +5 to frostmancy and watermancy related actions.

+[Healing Hands] You have spent much of your life curing others of their ailments and afflictions. It is easier for you to identify diseases, and you possess a +5 bonus to restoration magic related actions.

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

>Spellbook:

+[Minor Frosted Touch] Freeze a small area of an object or unlucky individual for a short while. Not to be confused with the spell Tony the Tiger uses to make frosted flakes.

+[Minor Healing Hands] Lay thee hands upon a wayward injured soul and heal them of a minor affliction, such as a boil or small cut.

+[Adrenal Rush] Feeling tired? Well, not anymore! Counter the effects of a lullaby or sleepy spell, or give yourself that extra oomph in a physical endeavor. Use with caution, as the afterward effects of the spell leave you quite tired.

1. Mandatory guild orientation is mandatory and thus Sasha would mandatorily be a part of it.

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

2. As with just about any day it was time for some more restoration practice,a fter all Sasha was quite gifted.

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

+[Healing Hands] You have spent much of your life curing others of their ailments and afflictions. It is easier for you to identify diseases, and you possess a +5 bonus to restoration magic related actions.

3. Sasha would swagger up to Snape and announce her participation and whatever that thing was he had coming up. They had history and she was sure to prove herself as a good student and pure soul.

+[Hope] Something gave you promise for a better tomorrow! +5 to all rolls next turn!

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a1c7c5 No.28736

Dice rollRolled 81, 49, 49 = 179 (3d100)

>>28395

>Name:

Karsten Eskildsen

>Year:

First Year

>Origin:

Probably you heard about soothsayers and clairvoyants and their mystical powers allowing them contacting the dead and look beyond the veil of the future or ask about the past. But have you ever tried to imagine how it is to live with such powers? When suddenly an angry ghost appears and demands something from you? Or a disjoined, fragmented vision of future or past starts flashing before your eyes, while being indistinguishable from reality?

Now imagine childhood with such powers. It just sucks. Lady Luck on your side if you were at least born in some backwater, where they won't instantly label you as a lunatic or possessed. I was. I don't mind that - at least they didn't burn me for witchcraft. Grandpa always told me it is a gift, passing each even generation in our family. And I should just live with it and embrace it without a fear, because there is nothing to fear.

Thing is, grandpa died when I was still a nurseling. And yet he still taught me more than the village witch. Eventually the entire clan decided it would be best to send me for some further schooling, since there was nobody around to help me with my powers. So here I am. What are you powers then? W-wow! Can you do that again?!

>Guild:

The Mystics

>Major Concentration Classes:

Conjuration, Psionics, Naturemancy

>Minor Concentration Classes:

Alchemy, Mythical Linguistics

DON’T FILL BELOW

>Origin Bonus:

+/-[Spiritspeaker] You are able to see all spirits still walking across the mortal plane, benevolent and malevolent. Normally spirits are able to disguise themselves from others in the mortal plane by existing in the undead reality, but you are able to see through this veil. However, as a drawback this also means that spirits are also able to interact with you when they wish, for the most part.

+[Fearless] Interacting with ghosts, wraiths, and all the other types of ectoplasmic undead has hardened you, granting you a +5 bonus to rolls for actions that would be considered dangerous.

+[Fearless] Interacting with ghosts, wraiths, and all other types of ectoplasmic undead throughout your life has hardened your will against the horrors of the world. +5 to rolls for actions that would normally be considered scary or dangerous.

>Inventory:

>Skills:

>>Conjuration:

+[Wisp] Summon a minor fairy, a wisp, that will illuminate your surroundings for a short amount of time.

>Companions:

>Reputation:

>Afflictions:

>Studious Progress 1/5

>Spellbook:

1. Time to check in the Student Employment Office - money is always useful. Maybe they even have something for person with my talents.

+ [Spiritspeaker]

+[Fearless]

[Exhausted] If you could just SLEEP IN PEACE FOR ONCE. -5 to all rolls this turn.

2. Quck! Classes! Can't miss any and must be diligent!

[Exhausted] If you could just SLEEP IN PEACE FOR ONCE. -5 to all rolls this turn.

3. Attend the Guild Orientation meeting. Again, focus first and foremost on getting all the informations, but there should be less people around, so at least try to memorise their faces

[Exhausted] If you could just SLEEP IN PEACE FOR ONCE. -5 to all rolls this turn.

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a1c7c5 No.30578

ded

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