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Birth of Magic (under construction, taking ideas/criticism)

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ColinEtzel

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PostPosted: Wed Sep 14, 2011 5:49 am


Birth of magic:

The beginning (history):
The year was 2287 in late july, Technology has advanced to a great degree, but some things still elude society. More important a recent change has occurred. Without warning precisely 0.5% of the world's population has had a strange mark appear upon their body. These marks vary greatly in form, but have come been dubbed, a 'sigil' by those who posses them.
These sigils have appeared upon people at random and granted them 'magic' power based around the specific sigil that they posses. These elements of control varied greatly; water, air, sound, plant-life, or even light being a few examples. Fear of these people quickly grew, among those without sigils.
Then, in January of 2288, the first nation enforced the imprisonment and enslavement of those who possessed sigils, 'for the protection of everyone'.
In 2289, 80% of the world nations had work-camps in place for those with sigils. exactly 3 months before, all those possessing water sigils had disappeared into the oceans, never to be seen again, only to fade into myth and legend. (water sigils, return around 2500, having created an atlantis).
By june of 2290, every nation in the world either had work-camps for those with sigils, or they had a national order to kill any possessing a sigil on sight. This even included the USA, who was hesitant at first, due to the issues of human rights. but, they had finally buckled to fear and corruption.
This resulted in a world where those with sigils always lived in fear, and had no place safe to hide. It also began a war the likes of which was never seen before, and would last for the next 10 years.


Few laws of magic:
-Magic specialty is decided by but not limited to one's sigil.
-Each sigil grants the owner a few innate qualities.
-Each sigil has some touch ability that takes effect when something touches the sigil.
-Sigils may appear anywhere on one's body and looks like a tattoo, this includes internal organs, though it is rare.
-There is a 0.000001% (one in one-hundred-million) chance that someone born of 2 non-magic users will be born with a sigil
-There is a 20% chance that someone born of 1 magic user and 1 non-magic user will be born with a sigil.
-There is a 99% chance that one born of 2 magic users will be born with a sigil.
-Sigils appear at puberty, though this rule did not follow during the initial awakening of magic, but rather was given to those of all ages.
-There is an extremely rare circumstance when one will have the ability to control magic but have no sigil, it will always be difficult for them, but this is extremely rare. For these people magic will still not awaken until puberty.


sigils (There are more, just need to write them down):
Fire sigil: taking the shape of an orbital flame, it glows red, brighter when one is attempting to activate it. the possessor can comfortably withstand temperatures of up to 500 degrees F, without taking any harm. If touched the sigil is 385 F, though the user may make the temperature as low as 120F if desired.

Poison sigil: I have trouble saying this one in words... draw a dot, then make it loop outward like a hypnosis circle, starting at the top, and go through one full rotation, at the end (should be at the top) curve it up in a spike-like manner. That should be it's form, and the sigil is purple. The possessor is immune to any poisons, they may also easily poison any water sources, or purify them. The sigil itself is extremely toxic, though it varies from person to person. A weak sigil will cause a 24 hour paralysis in whoever touched it and takes only 5 seconds to take effect. A very strong one would cause complete paralysis instantaneously and cause death in 5 minutes. Those with this sigil are immune to it's touch.

plant sigil: This sigil grows as the one having it grows in power, it begins as a seed, and will open, producing a small sprout, this may grow into a variety of plants, depending on one's specialty, though if it does become strong enough, they may turn into a tree of sorts. This sigil will make plants grow quickly if the sigil is touched to it, though this may be negated if the wearer decided not to use it, at it's lowest of levels plants will grow the same amount it would in a month within the short period of an hour. The sigil will never cause a plant to wither (unless developed in an odd fashion) but will rather grow a plant far beyond it's normal limitations. As well the one possessing this sigil may manipulate the qualities of plants at will, or even make them move on their own.

water sigil:
shadow sigil:
light sigil:
sound sigil:
techno sigil:
air sigil:
earth sigil:
pleasure sigil:
death sigil:
trick sigil:
ice/cold sigil:
bio sigil:
beast sigils:
death sigil:
power sigil:
luck sigil:
emotion sigil:
illusion sigil:
seeker sigil:

mythical sigil: (may or may not exist)
omni sigil: Supposedly has ultimate control of all things. (restricted)
chrono sigil: Control of time. (restricted)
miracle sigil: unknown (restricted)
gravity sigil: control gravity (allowed)
summoner sigil: ????????? (allowed)
PostPosted: Thu Sep 15, 2011 4:43 pm


I like the concept, for sure, but the idea is too broad for an RP in a guild with so few active members like this one. Try to bring the scope down to focusing on the one region, or maybe one specific work-camp you mentioned and limit access to fewer sigils [saving more advanced or unique for the enemies or plotpoints]... Also, make sure your goal for the outcome of your plot is defined clearly [to you as the DM] so you can guide the OCs where they need to eventually go. As of now, there is no specific directionality OCs would take other than trying to maintain a life in a society that is trying to remove them; it's been done before and can lead to a lot of disconnectivity among the players if they have too much breathing room.

Other than that, great idea, keep working on it! [and looking at the sigil descriptions, maybe sketch them out in MSPaint or some other simple image editor and post those as well, so we can really see your vision on the emblems.

inMadness

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ColinEtzel

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PostPosted: Thu Sep 15, 2011 5:36 pm


Hmmm.... Thank you for the advice, Maddness. For now I am still developing the world as a whole, but to focus on a smaller area would make it simpler. Once I am done or nearing the end of my design I should be able to work something out for a more confined RP based within the world. (though mostly I just have to sit down and figure out the magics a bit more... also maybe come up with a few racist terms against magic users.). I do like your Idea of just making a rough sketch of the sigils, I'll get on that.
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