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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 [Last50 Posts]

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).

____________________________
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a1c7c5 No.28121

Also forgot to clarify, time period is medieval.

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a1c7c5 No.28123

File: 1468350195934.jpg (192.61 KB,730x1094,365:547,vanity_fair_by_blumina.jpg)

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.

Guild: Mystics

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

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

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a1c7c5 No.28124

File: 1468352531958.jpg (112.28 KB,600x769,600:769,1391483315502.jpg)

>>28120

>Name: Sasha

>Year: First Year

>Origin:

Sasha was brought into the world on a full moon in the Frost Father's Grove, a small place of worship far up North. The Frost Father, a god of ice and undeath blessed the child with his gifts.

Growing up Sasha often came into conflict with her parents, cultists who wanted her to revive the great warriors of old for some grand scheme or plan to return the realm to its old order. Sasha however was far more interested in preserving the living than resurrecting the dead.

Spending much of her time curing the ailments of the sick her parents soon realized that her talents were being squandered and decided to send her to the prestigious Utul College instead. Not discontent with her parents decision Sasha now found herself somewhere warmer with lots of new people blessed by the gods.

While she may not be particularly adept in the ways of elemental magic it is the Elementalist guild's focus on balance and calm meditation that makes it the most interesting pick for Sasha.

>Guild: Elementalists

>Major Concentration Classes:

+ Restoration

+ Watermancy and Frostmancy

>Minor Concentration Classes:

+ Necromancy

+ MMA (because reasons)

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28125

File: 1468358714563.jpg (67.6 KB,360x550,36:55,0bdc0aa183d266337fc69bf696….jpg)

>>28120

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

Year: First Year

Origin: Born in the small fertile Kingdom of Mercia to the as the second son of the royal family Alexander has lived a comfortable life in the capital city. The family of Marcheval have always been wizard-kings with arcane power flowing through their veins, with every generation seemingly given great skill in a different element. His generation was blessed with great skill in electromancy and he himself was deemed a prodigy. There was one huge problem however, Alexander loathed to study, even as a young child he could be found escaping the palace grounds to go frolic with the common folk leading his fellow children on all sorts of adventures. As he grew older he only seemed to increase his wastrel ways and has been taken with the idea of the wandering knights errant who travel the lands rescuing damsels and slating evil beasts. In an effort to satisfy this wanderlust to some degree his parents have sent him of to Utul college hoping the mysterious of the school will keep him there at least long enough to get some studying done.

Guild: The Lionhearts

Major Concentration Classes: Electromancy

Minor Concentration Classes: Weapon Channeling, MMA

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a1c7c5 No.28126

>>28120

>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:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28127

File: 1468367636648.jpg (24.17 KB,189x272,189:272,Dieter2.jpg)

>>28120

>Name: Dieter

>Year: First Year

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

I come from a small, poor village in the middle of Saxony, though I really don’t see it as my home 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 accidentally 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:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28129

File: 1468378126415.jpg (65.73 KB,564x705,4:5,e7b6266f0f281ab42366aad5ec….jpg)

>>28120

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

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28130

>>28120

>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

>Minor Concentration Classes: Weapon Channeling, Runecrafting

DON’T FILL BELOW

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28131

File: 1468381404856.gif (2.05 MB,500x391,500:391,Seriously.gif)

I'll play, but I'm not psyched that you dropped your old one. Reserving a spot.

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a1c7c5 No.28133

>>28131

Understandable, sorry. This time I have events planned until first exams (22 turns) unlike mecha.

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a1c7c5 No.28134

File: 1468384724207-0.jpg (720.1 KB,1200x818,600:409,Cedar.jpg)

File: 1468384724208-1.jpg (46.68 KB,640x480,4:3,HugeFairyRing.jpg)

>>28133

It's coolio. Here's the character. Sorry if the bio's a bit rambly. I'm exhausted.

>Name: Cedar Stonebridge

>Year: First Year

>Origin: Cedar was born in England. His birth was the talk of the village, entirely due to its strange circumstances. An old druidess, past childbearing age grew pregnant in the summer, much to the wonderment of the hamlet. The druidess was without husband, and murmurs abounded that she danced, sang, and copulated with the Fair Folk on moonlit summer nights. She went about her duties, and gave thanks to the gods for her good fortune. On the spring Equinox, under a cedar tree, and beneath full moon, Cedar Stonebridge was born. Named for his village, he learned from his mother the names of the plants and animals of the woods, and of the basic uses of some herbs.

It was as Cedar began to grow into a man that his attunement with nature first manifested itself. In a forest glade, amid ancient oaks, he discovered faerie circles: colorful mushrooms in the center of the clearing. With tentative steps, he entered one of the circles, and as he did, a gust of wind came through the trees, rustling the leaves and carrying the sweet smell of flowers with it. At that moment, he felt the connectedness of all things. The cycle of life was laid plain before him: the birds who eat the berries from bushes, who are eaten by snakes, who are hunted by mongooses, who are preyed on by wolves. He saw the grass which the deer grazed upon before they were felled by human hunters. Mighty oaks grew before him, and were felled by woodsmen. At the end of everything, at the end of life laid humanity. He saw that man was hungry and greedy, through no fault of his own. It was then that he knew that the gods, faeries, and spirits of the forest were in danger. With their holy places being trampled, harvested, and clear cut, the magical beings have nowhere to go, and are slowly fading. Cedar knew what he must do. He had to protect the sanctity of nature, and help man rediscover his connection to the magics of the ancient world. The only problem was that he know not how. After his vision, the young man fell to the ground, drained. There, he slept for a day and a night. When he awoke, he saw that the grass about him leaned towards the faerie circle, and towards him. Cedar knew he was different somehow, but didn't know what was special about him.

Meanwhile, his studies were going well, and the druidess was about to impart unto him the first of the secrets of her trade when she fell ill. The townspeople sent for a healer from a nearby village, and while the two waited, the druidess told Cedar of Utul College, where she wanted him to continue his education. The healer arrived too late, and Cedar's mother was gone. Cedar Stonebridge packed everything he owned into a sack and set out for the city, singing the whole way, for nothing brought him more joy than song.

Upon arriving at the city, he was overwhelmed by the sights and scents of the place, and he yearned to return to his quiet hamlet, and rest in the oak glade by the mushroom circles. However, he resolved to carry on, and fulfill his mother's dying wish. Cedar booked passage on a trader's ship, and after a year of travelling over sea and land, arrived at the College, where he enrolled. He knows little of his own magical ability, and is in wonderment of the College, with its massive size and population. Someday, he hopes to return home, and contact the fae folk, of whose existence he is certain, and discover how he can help the world begin to heal. The identity of his father remains unknown to him, and he intends to investigate that upon his return as well.

>Guild: The Bards

>Major Concentration Classes: Naturemancy, Animagus

>Minor Concentration Classes: Alchemy, Mythozoology

DON’T FILL BELOW

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28135

File: 1468384751101.jpg (197.78 KB,500x714,250:357,Fai Ren.jpg)

>>28120

>Name: Fai Ren

>Year: First Year

>Origin (Where do you come from? What is your background?):Fai was born to an influential family hailing from the far eastern lands. Said family had influential enemies. One night Fai's family was betrayed and attacked. That attack was vicious, quick and devastating, nearly wiping out his family wholesale. it would have too if not for some loyal and quick thinking servants spiriting him away after replacing him in the crib with another child. Fai was taken west, to hide with the gaijin out of the influence of his enemies. Thus the baby grew into a child, intemperate, angry, alien to his peers and alone. He was bullied by other children for being small and "squinty eyed" nigh constantly. This made him yearn for the home he never knew but knew existed greatly. Sadly he could not go back without being killed.

The sad bullied child grew into an angry young man. He cultivated his Qi with the few exercises his servants/parents knew from his family endlessly. Hoping to regain a spark of his birthright. he directed his anger and misanthropy outwards, and his adversaries noticed. Fights with him started becoming less deal with bruises and more dealing with broken bones and disjointed limbs. Soon the fights started to get fewer and far between, but more severe, as no one took him on with out a weapon or a distinct numbers advantage. One day while drowning his depression in cheap beer he was attacked by several toughs filled with liquid courage and bearing daggers. They jumped him in the bar, and he was hurt badly. In a fit of desperation something broke inside him, and fire lashed out at them from him, setting their alcohol stained clothes alight. All this happened in front of a talent scout for Utul, said scout promptly enrolled him in the college. Now after many years Fai see a way for him to reclaim what is his, and make a place for himself in the world.

>Guild: Elementalists

>Major Concentration Classes:

Pyromancy, Alteration

>Minor Concentration Classes:

MMA

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a1c7c5 No.28149

File: 1468398116195.jpg (73.46 KB,634x1000,317:500,02759483019283.jpg)

>Name: 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

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a1c7c5 No.28152

File: 1468409477988.jpg (122.2 KB,774x1032,3:4,Viktor Titov 34.jpg)

>>28120

>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:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28153

>>28130

changing Majors to Alteration and Enchanting

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a1c7c5 No.28154

>>28129

adding minor concentration: Mythical Linguistics

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a1c7c5 No.28155

File: 1468435959607-0.jpg (102.44 KB,736x631,736:631,623a3d7561ba9d447b6482ab42….jpg)

File: 1468435959607-1.jpg (117.93 KB,350x350,1:1,tumblr_o4v58kkQO21v7ldjmo1….jpg)

>>28120

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

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a1c7c5 No.28163

File: 1468465388791.jpg (24 KB,499x499,1:1,ThreadBegins.jpg)

>>28123

>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.

>>28124

>Minor fluff tweak, no gods, only the divines and lady luck.

>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.

>>28125

>Origin Bonus:

+[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.

>>28126

>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.

>>28127

>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.

>>28129

>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.

>>28130

>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.

>Companions:

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

>>28134

>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).

>>28135

>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).

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a1c7c5 No.28164

File: 1468465406522.jpg (36.85 KB,600x650,12:13,BippityBoppity.jpg)

>>28149

>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.

>>28152

>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.

>>28155

>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.

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a1c7c5 No.28165

File: 1468465446815.jpg (42.64 KB,500x396,125:99,MagicDorm.jpg)

*DAY ONE: MONDAY*

As you finally unpack all of your shit in the wee hours of the morning, Headmaster Donnel booms over the loudspeakers.

>Greetings students! I hope you will grow accustomed to my voice quickly, as announcements will be occurring everyday promptly at 8:00 AM! Now, on to the first day…

1. Today marks the first day of classes! Be sure to attend them promptly, you wouldn’t want to start off the school year on a bad foot!

2. The Freshman Orientation welcome dinner will be held tomorrow! Be sure to attend to meet your fellow classmates, and perhaps make some study groups!

3. The following day, guild orientation will be held! Be sure to promptly make it to your respective Guild HQ by 6pm!

4. Today’s lunch special is newt eye soup with frog leg garnished crostini! How delicious!

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a1c7c5 No.28166

File: 1468466080899.jpg (79.13 KB,700x1300,7:13,ae37ed19844af7f44956a8cf5c….jpg)

Dice rollRolled 16, 91 = 107 (2d100)

>>28165

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

Year: First Year

Origin: Born in the small fertile Kingdom of Mercia to the as the second son of the royal family Alexander has lived a comfortable life in the capital city. The family of Marcheval have always been wizard-kings with arcane power flowing through their veins, with every generation seemingly given great skill in a different element. His generation was blessed with great skill in electromancy and he himself was deemed a prodigy. There was one huge problem however, Alexander loathed to study, even as a young child he could be found escaping the palace grounds to go frolic with the common folk leading his fellow children on all sorts of adventures. As he grew older he only seemed to increase his wastrel ways and has been taken with the idea of the wandering knights errant who travel the lands rescuing damsels and slating evil beasts. In an effort to satisfy this wanderlust to some degree his parents have sent him of to Utul college hoping the mysterious of the school will keep him there at least long enough to get some studying done.

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.

—–

1. What a wonderful morning! The sun is shining the imps are chirping and there is a whole new world to explore. I'm sure I could explore the school grounds before going to class… No one would mind right? +10

2. Though I should get to class pretty fast after, can't make bad impressions on the first day. -5

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a1c7c5 No.28167

Dice rollRolled 14 (1d100)

>>28166

ADD THIS DICE TO ADVENTURE!!!!!

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a1c7c5 No.28168

Dice rollRolled 7, 75, 38 = 120 (3d100)

>>28165

Name: 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

[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.

>Note: I have no idea what i'm doing, if i screw it up somehow please correct me

1) I need to learn, learn the art of enchanting, infusing magic into mundane objects to create powerful artifacts (Attend Enchanting Class)

2) I should also attend weapon channeling class, no point in creating powerful artifacts if i cannot correctly use them (Attend Weapon Channeling Class)

3) After class I should make sure to get to the guild orientation in time, no point being a member if i don't even show up

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a1c7c5 No.28169

Dice rollRolled 30, 41, 65 = 136 (3d100)

>>28165

>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:

>Spellbook:

1. Should I go to conjuration class? Probably. Why? Well, it would be noticeable not to. That's right, I don’t want to be noticed. Good, and besides, perhaps pulling creatures from the ether will be useful. Good point, I’ll go.

2. Now then, there has to be a hidden alcove around here, right? I need to find a quiet, private place to … study … I must find such a place.

3. Studying is good. Yes. Very good. And can be fun. But not today. Today I need to get ahead in classwork so fun studying can occur in the future.

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a1c7c5 No.28170

Dice rollRolled 32, 74, 7 = 113 (3d100)

>>28165

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:

Afflictions:

Spellbook:

1. First day of classes, let's make the first class, Restoration.

2. Then second class Animagu.

3. And then lets take a look around, explore the academy. Maybe find some kindred spirits, or at the very least the library.

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a1c7c5 No.28171

File: 1468467367974.jpg (Spoiler Image,207.99 KB,800x1047,800:1047,Mayor.jpg)

Dice rollRolled 79, 86, 60 = 225 (3d100)

>>28163

>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:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

1. Unlike some other students, I got a good deal of sleep last night, owing in part to my very few possessions. I need to do something about the lack of sheets and decor, though. Before class, I can do a small amount of exploring the immediate area. I wonder if we have any courtyards that I can hang out in. Hopefully, I can find a map which can take me to my first class. [Explore, look for map]

2. Next, I'll make my way to my first class. I've never attended an actual class at an actual school before, so I'm a bit anxious. My schedule says that it's Mythozoology. I wonder who the teacher will be. Wait, do we have teachers or professors? Or do we call them something else entirely? I never learned this kind of thing at home. Hopefully, learning about some magic animals can calm my mind. [Go to Mythozoology]

3. I never got much of a chance to make many friends back in the village, since I was usually working, and so were all the other kids, but now, things are different! I'm surrounded by people my age who share my interests. It's the perfect place to make friends! While I'm in class, I'll look around the room, and see if I can see any people who might be interesting to know. Afterwards, I can introduce myself. [Make some friends in Mythozoology]

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a1c7c5 No.28172

Dice rollRolled 82, 82, 95 = 259 (3d100)

>>28165

>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).

1. Go through my daily exercises. I still need to strengthen my qi and blance my mind and body. +5 from On my own

2. Go to pyromancy class. I need to take the measures of my teachers and maybe I can learn something of actual use there.

3.Likewise go to alteration class. It was insisted that it was vital if I wanted to fight with my hands and feet. Time to see why.

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a1c7c5 No.28173

Dice rollRolled 40, 83, 10 = 133 (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.

Guild: Mystics

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

Minor Concentration Classes: Alchemy {As a front for 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.

–Actions—

1. Devi decides to head to her classes to study, but she's having trouble with the languages being spoke. She's found a translator owl, though, so some of the issues of language have been mitigated. [Attend classes: skip orientation.]

2. While not terribly interested in the mainline of study, Devi starts her studies in watermancy. She's not deliberately studying blood magic, but she's trying to feel out who's actually a practitioner. [Feel out conspirators in watermancy. If none exist, try to gauge the level of conservatism.]

3. In her private time Devi secures her study room from intruders. She needs some degree of security and confidence that nobody will break into the lab during her work. Devi is fairly thorough about her work, and goes about finding some books on the subject. [Secure the room]

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a1c7c5 No.28174

File: 1468469610069.webm (Spoiler Image,3.06 MB,640x360,16:9,WeedJesus.webm)

So, who wants to be magic weed buddies?

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a1c7c5 No.28175

File: 1468470073935.jpg (219.49 KB,600x769,600:769,Sasha Glasses.jpg)

Dice rollRolled 23, 18, 58 = 99 (3d100)

>>28163

>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:

>Spellbook:

1. The first day at the new school. While Sasha was a lot calmer than she had expected herself to be it was probably just because she had to warm up to some of these people first. Either way she would be sure to find a seat in the front of her Restoration class. After all she wanted to learn as much as possible.

2. Second was Necromancy. Of course one of her parents favorites and not uninteresting for a healer either. Sasha was convinced that learning more about death and what lay beyond was the key to perfecting the principles of restoration. Really the two were much more akin in her opinion than most people liked to admit. She would be sure to try and get a seat in the front to soak up as much knowledge as she could.

3. Last up for today was Frostmancy class. Sasha had never really enjoyed swimming in the three months it was warm enough for the lakes to thaw. Frostmancy and restoration combined however were pretty much what she had always expected necromancy to be like. A cold version of life, void of all warmth and emotion that came with passion and fire. In Frostmancy class she would try to sit a bit further back, perhaps second or even third row, trying to pay attention to what they were being taught, but mostly just slacking off whenever watermancy took its turn instead meddling with whatever she had learned in necromancy class.

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a1c7c5 No.28176

File: 1468470749160.gif (468.17 KB,500x204,125:51,UHOH.gif)

Dice rollRolled 48 (1d100)

>>28175

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a1c7c5 No.28177

>>From GM:

>>Adding to Devi: [Companion] [Translator Owl: Krishna]

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a1c7c5 No.28178

File: 1468472543229.png (407.26 KB,600x769,600:769,Sasha and Snape lighting u….png)

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a1c7c5 No.28179

File: 1468472881868-0.jpg (34.8 KB,640x500,32:25,7abf662c8b9d95db55cbf7116c….jpg)

File: 1468472881868-1.jpg (8.18 KB,251x201,251:201,download.jpg)

Dice rollRolled 83, 71, 56 = 210 (3d100)

>>28163

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:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

1. Well, first things first, lets get my stuff settled in my new room, see if its previous occupants left anything behind that could grant me their wisdom.

2. After that, I better go to class, with as many classes as I'm taking, it'd be daft not to attend class.

3. After that, let's explore the campus a little bit, see if I can find anything interesting, little voice in my head

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a1c7c5 No.28180

File: 1468473063275.png (335.65 KB,550x310,55:31,wizards.png)

Dice rollRolled 8, 15, 9, 10 = 42 (4d20)

>>28174

_let this gathering of higher minds commence!_

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a1c7c5 No.28186

Dice rollRolled 50, 84, 75 = 209 (3d100)

>>28163

>>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:

>>Afflictions:

>>Spellbook:

1:Emery awakens to the sound of his fellow students hurrying to their classes. Quickly getting dressed he makes his way to his morning Restoration classes and spends most of the class scribbling down notes of how to apply what little he learns on his first day to his studies.

2:Next up were his afternoon Pyromancy classes where he is completely enthralled over the discussion of his life's work.

3: Lastly before the Freshman dinner he sits alone in his room getting to work organizing his theories and other notes across the wall of his dorm room to be able to easily analyze his findings on the incorporation of pyromancy to restoration magic. No actual experimentation with spells yet, just basic theorems.

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a1c7c5 No.28187

Dice rollRolled 10, 15, 33 = 58 (3d100)

1/2 - Welp, time for class then. Somehow I doubt there'll be a warm welcome in the geomancy department. Knuckle-draggers still think they're pulling stones out of the earth with "magnetism"! How unscientific can you get?

3 - After classes, Antje looks around for any clubs or student organizations to join. Surely the guilds aren't the only opportunity around here.

>>28165

>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:

>Afflictions:

>Spellbook:

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a1c7c5 No.28188

File: 1468504993510.png (65.98 KB,235x250,47:50,23432534.png)

>>28187

Always a great way to start the school year

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a1c7c5 No.28190

Still free slots?

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a1c7c5 No.28194

Dice rollRolled 42, 83, 47 = 172 (3d100)

>>28163

>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:

1. Looks like today will be class day. Best start with the majors. Alteration will be first class.

+For Honor

2. Next up on the list is Enchantment. After lunch.

+For Honor.

3. And then Weapon Channeling for my last class. Make sure to take detailed notes for all three.

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a1c7c5 No.28201

File: 1468556241751.png (1.05 MB,1280x930,128:93,shaman_by_rodethos.png)

>>28120

>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. So what are you powers then? 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:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28226

>>28187

>Be natural rockmancer

>Walk into Rockmancy 101

>I need to be polite to all thes-

"Holy fuck, you guys are such amateurs."

>Spaghet

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a1c7c5 No.28229

File: 1468683811734.jpg (216.74 KB,699x941,699:941,t-the-monk.jpg)

>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

DON’T FILL BELOW

>Origin Bonus:

>Inventory:

>Skills:

>Companions:

>Reputation:

>Afflictions:

>Spellbook:

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a1c7c5 No.28231

File: 1468699596073-0.jpg (285.77 KB,700x1000,7:10,d2979c28d45c51a54c81b5ec6f….jpg)

File: 1468699596073-1.jpg (160.56 KB,664x763,664:763,Thief_Djinn.jpg)

>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

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a1c7c5 No.28232

>>28231

>Guild:The Mystics

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a1c7c5 No.28234

>>28166

You attempt to make it outside to the rolling green glades, but make a wrong left. And then a wrong right. And then a wrong left again? Didn't you see that statue before? Realizing you're walking in circles and that it's almost class time, you rush back to your dorm to prepare.

Electromancy class actually ends up being a lot of fun! Your teacher, Dr. Mikola Mesla, has a unique way of teaching involving things called "coils". You're absorbed by his presentation, and end up learning some spells.

>Spellbook:

>>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.

>>28168

>Guild orientation is next turn, so I've added your 3rd action's rolls to your second action's rolls.

You attend enchanting class, but the professor is fairly roundabout in his explanations and you don't understand him quite well. You attempt to rehearse a spell that would imbue the bronze armor in front of you with thorns…but accidentally cast a silence curse on yourself!

>Afflictions:

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

Despite your new affliction, you end up learning a significant amount in your weapon channeling class. Your class-assigned broadsword feels good in your palm as it sings through the air, chopping wooden dummies in half.

Spellsword Trainee Progress 2/3

>>If you want to excel in a different weapon, just let me know and I’ll change it.

>>28169

You attempt to go to conjuration class, but almost get trampled by the huge stampede of students heading to class en masse. Would it kill the faculty to use some alteration magic to make the hallways wider? You duck into the bathroom to avoid becoming a pancake.

You find a nice, quiet space in the Ancient Tomes & Scrolls section on the fifth floor of the library. Far from a completely secluded studying space, but relatively private. Rarely do students ever venture up here, usually it's just the occasional faculty member.

>Assets:

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

Later in the day, you catch up on what you missed in conjuration class through studying your textbook.

>Spellbook:

>>Conjuration

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

>>28170

In restoration class, you try to master the beginnings of the healing touch but couldn't quite get the hang of it. Don't worry, there are more classes to come.

Animagis goes better! Your entrance drew a yelp of surprise from the other students that thought you were a conjured creature. Once the excitement settled down, you learned a new spell in class.

>Spellbook:

>>Animagus:

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

You find some spirits…but not of the kindred kind. Accidentally walking through the haunted portion of Utul while heading to your Restoration class burns terrible visions in your eyes. A twinge of morbid curiosity breaks through the folds of your brain…is that REALLY what a human head looks like turned inside out? The vision sends a shiver down your spine.

>Afflictions:

-[Traumatized {1 turn}] You've seen some shit. -5 to all rolls.

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a1c7c5 No.28235

>>28171

You knock on the door of your floor monitor in an attempt to get a better grasp of the huge layout of Utul. After explaining your plight, the monitor gives you a rolled up, dusty map and tells you to go away, slamming the door in your face. Wow, helpful.

After going back to your room and unrolling the map, a face suddenly appears on it! AHHH!

>Now now, don't be alarmed!

The map says, in a cheery tone.

>I'm Manny the Map! I'm here to help you with all of your navigation related needs!

Well this is…interesting.

>Inventory:

+[Manny the Map!] Who doesn't love Manny? Consult him if you ever want to know more about Utul or a specific part of it {Free Action}. When the map is in your possession, you grant a +5 to on campus navigation related rolls.

You head to your Mythozoologics class, and discover that your professor is a talking anteater. How strange. Trying to avoid being touched by his seemingly infinitely long tongue while he talks is a physical feat in itself. However, he teaches fairly well.

>Spellbook:

+[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!

+[Delightful Drake] You know the four-legged cousins of dragons like the back of your hand. Did you know that the reason they don't have wings is because of a gene mutation in an ancestor many thousands of years ago? SCIENCE!

You also make friends with another student, a kid named Ash who wants to someday be able to transform into…Pokemon? Whatever the fuck that means. Kid is probably a little special.

>Companions:

+[Ash "Like no one ever was" Ketchum]

>>28172

You go through your early morning yoga meditation and sparring moves to get ready for the day. You feel your body getting stronger.

>Physical Training Progress 2/3

You head to pyromancy class…only to discover that your professor is literally an enchanted talking campfire. They couldn't pay for an actual professor? Really? Regardless, you learn a few basic spells.

>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 class! "Learn how to turn your skin into bubble gum!" some students snickered before entering the class. Screw them, you actually found class to be pretty fun! Maybe you have a knack for this!

>Skills:

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

>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.

At the end of the day, you reflect upon your progress and sigh contently. Today was a good day. The fire inside you burns blue.

>Afflictions:

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

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a1c7c5 No.28236

>>28173

You attend your first class of the day, Watermancy, and are relatively interested in your coursework.

>Spellbook:

>>Watermancy:

+[Minor Hydroshield] Generate a watery aura that slightly protects you from incoming magic attacks. The aura defends best against Pyromancy spells.

However, your mind soon wanders to blood magic, and you strike a discussion with one of the most intimidating men you've ever seen, a man by the name of Horag. A hulking ogre with a shaved head, several face tattoos, and a huge beard, he explains that he was held back a year because he failed this class. You make fast friends with the towering giant.

>Companions:

+[Horag the Ogre]

Your efforts to secure your dorm room prove impossible due to a rather large snag…your floor monitors lives right across the hall from you! You'll have to find another study spot that won't bring you too much heat.

>>28175

You make your way to the front of your Restoration class and take a seat, ready to learn! Lecture begins!

And it just goes on.

And on.

And on.

Is it over?

Nope…

What the hell is that in her teeth? Is that spinach? GROSS.

I wanna pick at it. Can I pick at it? Oh my fuck it's HUGE. I think it's alive.

By the time you finish fantasizing about picking Ms. Peabody's breakfast scraps out of her teeth, class is over and you haven't learned a thing.

You attempt to read up on necromancy in the CLEARLY LABELED Forbidden Tomes section of the library, but are stopped by Professor Snape soon after blowing the dust off one of the tomes.

You're provided with a one-way luxury trip to Utul's famed vacation spot…DETENTION.

>Afflictions:

-[DETENTION {1 turn}] You've been naughty. Or pissed off Snape. Or both. Regardless, you take one less action per turn.

Feeling a little down, you head over to ice cube making cla- I mean watermancy class. Yeah.

You learn a wicked COOL spell.

>Magic:

+[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.

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a1c7c5 No.28237

What about stating new PCs?

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a1c7c5 No.28245

>>28179

After settling in to your dorm, you do some final cleaning. Besides finding magical dust bunnies under your bed, you also find…a book? Interesting. It looks pretty ancient.

>Inventory:

+[Theories on Magic {Ancient Manuscript}]

You attend your first class, Pyromancy, and are surprised to see that your teacher is an enchanted campfire. Highlight of the class; a student waaaaay in the back made a joke about the professor, and the campfire burned his eyebrows off! Classic.

>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.

You decide to explore the library in order to satisfy your Edgewalker eccentricity's curiousity, and are in awe at what you see. You never knew so many books even existed in the world, and as you climbed floors the bookcases seemed to turn around in themselves, displaying even more books! Fascinating.

>Bookworm progress 1/5

>>28186

Morning classes are somewhat of a breeze, your teacher is some kind of goat person teacher named Mrs. Toriel. She's a sweetheart though, you can't find it in you to give her too much shit, plus she teaches adequately.

>Spellbook:

>>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.

Wow, a talking campfire for a professor is actually quite enthralling! And when that kid in the back got his eyebrows burned off for talking shit about the professor, man that was cash.

>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.

>Freshman dinner is tomorrow

You begin the arduous process of finding out how to incorporate Restoration magic into Pyromancy magic, and vice versa. A difficult task indeed, but one that is definitely worthwhile.

>Basic Pyromancy/Restoration Synergy Understanding Progress 2/5

>>28187

Your convoluted side conversations about Animism, as well as constant criticism of the professor's style of teaching, doesn't earn you any points with your classmates. Rumors begin spreading of your true nature.

>Reputation:

-[Pretentious Asshole] -5 to social interactions with other students.

You are informed by going to the Headmaster's office that clubs and student organizations will open up later in the semester.

>>28194

A full day of classes! Look at you being all studious. At this rate, you'll easily make the Dean''s List. Your For Honor eccentricity also assists the effects of your attentive note-taking.

>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.

>>Weapon Channeling:

>Spellsword Trainee Progress 2/3

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a1c7c5 No.28246

>>28201

>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.

>Roll 6d100 for actions next turn

>>28229

>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.

>Roll 6d100 for actions next turn

>>28231

>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.

>Roll 6d100 for actions next turn

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a1c7c5 No.28247

File: 1468777942938.jpg (34 KB,500x500,1:1,tfwyoufailconjurationclass.jpg)

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 voice booms throughout the Academy thanks to amplified sonic magic. You swear you can hear your teeth move around as he speaks.

1. The MANDATORY freshman orientation dinner occurs today! Please make your way to the Grand Dining Room at the conclusion of classes.

2. A REMINDER that GUILD ORIENTATION occurs tomorrow and is also MANDATORY! Make your way to your respective guild halls at the conclusion of class TOMORROW.

3. The Freshman Ball will occur NEXT FRIDAY (12 turns)! Find a willing date and enjoy yourselves, freshmen! Don’t be shy!

4. First Examinations are in 20 turns! Yes, it is quite early to be thinking about them, but I just want it to be in the back of your mind as you explore the great halls of our fair Academy!

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a1c7c5 No.28248

Dice rollRolled 92, 26, 66 = 184 (3d100)

>>28234

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

Year: First Year

Origin: Born in the small fertile Kingdom of Mercia to the as the second son of the royal family Alexander has lived a comfortable life in the capital city. The family of Marcheval have always been wizard-kings with arcane power flowing through their veins, with every generation seemingly given great skill in a different element. His generation was blessed with great skill in electromancy and he himself was deemed a prodigy. There was one huge problem however, Alexander loathed to study, even as a young child he could be found escaping the palace grounds to go frolic with the common folk leading his fellow children on all sorts of adventures. As he grew older he only seemed to increase his wastrel ways and has been taken with the idea of the wandering knights errant who travel the lands rescuing damsels and slating evil beasts. In an effort to satisfy this wanderlust to some degree his parents have sent him of to Utul college hoping the mysterious of the school will keep him there at least long enough to get some studying done.

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.

—–

Spellbook:

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. Ugh that was lame I should go to Weapon Channeling could be useful [Wanderlust/The Thunder Knight]

3. TIME FOR ADVENTURE!!!!!! [Wanderlust]

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a1c7c5 No.28249

Dice rollRolled 3, 13, 28 = 44 (3d100)

>>28245

>>>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:

>>>Afflictions:

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

1:For the second day of classes Emery once again begins his day with restoration classes and continues to take notes that might improve his research

2:After his pyromancy class Emery asks his professor whether or not they have any information that might be related to the study of healing pyromancies.

3:Attend the freshman banquet. It would be a good time to take a break from research.

+5 Fire of life bonus for the first two actions.

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a1c7c5 No.28250

Dice rollRolled 40, 60, 37 = 137 (3d100)

>>28247

>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:

>Spellbook:

>>Conjuration

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

>Assets:

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

1. Should I go to conjuration class? Probably, I mean, I already missed one class. You’re right, I don’t want to get the faculty too irritated with me. Good, and besides, it means less time devoted to studying it outside of class. Interesting, heading over there now. Hopefully I do not get trampled this time. [Continue go to Conjuration Class]

2. This is a nice studying place. Need to keep an eye out for the occasional faculty member though. But it should give me a place to practice some more specialty magics. If anyone sees me, keep my conjuration book out so I can claim I am attempting to learn that. [Practice Entropy]

+Peer Into the Void

+Ancient Tomes & Scrolls Section Studying Spot {Private}

3. An orientation dinner. Hmm. Best to appear normal, especially now. Right, I’ll go. Good, and enjoy the food while you’re at it.

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a1c7c5 No.28251

Dice rollRolled 79, 36 = 115 (2d100)

>>28236

>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:

-[DETENTION {1 turn}] You've been naughty. Or pissed off Snape. Or both. Regardless, you take one less action per 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.

1. Detention blooooooows. At least now she would get to catch up on Restoration class. After all it was impossible to concentrate with that teacher.

2. Well. Freshman orientation was apparently mandatory. Time to show up and perhaps even recognize some

of her fellow students whom she may have seen in detention before.

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a1c7c5 No.28252

File: 1468780783973.jpg (65.63 KB,736x956,184:239,6581730a397b5d61e8811dea0b….jpg)

Dice rollRolled 31, 44, 15 = 90 (3d100)

>>28247

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:

Afflictions:

-[Traumatized {1 turn}] You've seen some shit. -5 to all rolls.

Spellbook:

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

1 Restoration didn't go so well, but maybe there will be more luck in today's Alchemy class?

-[Traumatized {1 turn}] You've seen some shit. -5 to all rolls.

2 Time for Mythozoologics, let's see if there is something interesting to learn about the beasties out there.

-[Traumatized {1 turn}] You've seen some shit. -5 to all rolls.

3 Oh boy, Freshman Orientation Dinner, better put on my best robes, maybe meet someone nice?

-[Traumatized {1 turn}] You've seen some shit. -5 to all rolls.

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a1c7c5 No.28253

>>28251

+ [Healing Hands] to the first action fam

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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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