Aleister: An Advanced Roleplay discussion

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message 1: by dyanne (last edited Feb 22, 2016 06:31PM) (new)

dyanne | 115 comments Mod
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As is common knowledge to the residents of Aleister,
every young magician-in-training between the ages of fifteen and twenty must spend a year abroad, learning to harness and hone their magical talent. Aleister, while an altogether unremarkable town at face value, has been a magical hotspot long before anyone can remember, attracting those with otherworldly forces since the dawn of time. The residents of Aleister and the young magicians have built a symbiotic relationship over the years, as the residents take in the young brood, giving them a place to sleep and food to eat in exchange for work in all shapes and forms the adolescents are able to offer, whether magical or practical (jobs range from things such as cleaning the bathroom to magically healing rheumatics). For hundreds of years, while witch trials and terrorist raids struck the rest of the world, Aleister was bubbled off, quietly thriving, quietly training.

But things are starting to go awry. For some reason, magic is starting to sputter out. Power outages, both of the magical and the regular sort, are happening with alarming frequency, and even worse, what magic remains is going very, very... wrong, for lack of better words. Monsters are being born. The very unwelcome dead appear randomly in their descendants' homes, wreaking havoc of every sort. Age-old curses long regarded to be merely superstitions have suddenly seemed to be set into motion, and as the chaos sets in, so does the fear.

For the first time, Aleister is no longer safe. Not for the residents, not for the magicians, and certainly not for the poor electrical mechanics who are called in on an almost monthly basis from every neighboring town whenever those damn power outages hit.



message 2: by dyanne (new)

dyanne | 115 comments Mod
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All magicians in Aleister are between the ages of 15 and 20.
They come worldwide, some by land, others by sea, and a select number by sky. A magician's training begins with their journey━ they must find a way to locate and travel to a magical hotspot using only magic━ no cars, trains, planes, or boats allowed, unless they are obtained through magical means.

It is generally believed that magic is inherited through blood, although there have certainly been exceptions, and no two magicians are exactly alike. Even common powers such as precognition and telekinesis manifest themselves differently in every single person. The hardest part of a magician's training is simply learning how to harness their powers━ the magical current is strong, and it is far too easy to be swept under the tide than to steer it in the direction which you want it to flow.

This is why the one-year training is so crucial. Magical hotspots ease up some of the tension of the current, pressure points which tend to leak rather than explode. By travelling to these places, young magicians learn their talents, both magical and practical, having to rely on resources from within to navigate through foreign land.

A magician is not allowed to enter a house in which they have not been invited. Thus, it is purely out of the generosity of the townspeople that they are allowed to stay and thrive, and oftentimes securing a stable home can be just as hard as travelling to the town in the first place. While every magician who is still of high-school age is required to go to school, they are strictly forbidden from willingly exercising their powers on school grounds, due to some unfortunate "accidents" which have happened in the past.

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Each magician specializes in one specific aspect of magic, although some can be gifted in as many as three. The more powerful a magician, the more volatile their power.

ABJURATION » the ability to heal and/or protect. while the degree of power varies, most possessing this power are able to protect/heal others as well as themselves. those with abjuration are one of the most valued among the residents. those with abjuration are split into two categories:
× protectors: are able to release/use energy and matter to create defenses of various kinds, whether through force fields, intangibility, wall generation, superhuman strength, etc. methods of protecting vary from magician to magician
× healers: can restore themselves/others to optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. while the most powerful healers can heal any sort of damage, the patient must be alive in order to receive treatment
CREATION » the ability to create organic or inorganic matter from nothing either as finished objects or unfinished elements. one of the rarest powers, those gifted with creation can only exercise that one power. each creator has their own, unique method of harnessing their power, whether through dreams, art, spells, etc.

ELEMENT MANIPULATION » the ability to create, shape and manipulate the basic elements of nature. as there are four basic elements, so there are four different types of manipulators, although a select few are able to manipulate more than one type of element. the four basic types of manipulation are:
× earth manipulation: to manipulate elements derived from earth
× water manipulation: to manipulate elements derived from water
× air manipulation: to manipulate elements derived from air
× fire manipulation: to manipulate elements derived from fire
FLIGHT » the ability to fly without any outside influence. while a fairly common power, most are restricted by limited oxygen supply and weather conditions, although some are able to conquere such deficiencies through the use of other magic, primarily spells and potions. speed tends to vary from person to person and usually depends upon one's athletic ability, although there have certainly been exceptions.

ILLUSION MANIPULATION » the ability to create, shape and manipulate illusions, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. the level of manipulation depends on the skill of the magician: while some are able to create entirely new realms, others are only able to alter the way a specific sense is perceived.

NECROMANCY » the ability to manipulate the forces of death. a dark art, it is considered to be taboo even to be talked about.

POTION CREATION » the ability to create beverages that can result in magical effects. while mostly used for healing purposes, the most skilled potion makers can brew a potion for almost any occasion. extremely hard to get the hang of, mastering potions takes an incredibly level of diligence and patience.

PRECOGNITION » users have the ability to foresee possible futures; as the future is subject to change, visions are also subject to constant shifting. there are many aspects of precognition, including, but not limited to:
× astrological divination: foreseeing the future by observing celestial entities
× death sense: being able to detect who is going to die and when the death will occur
× divination: to gain insight of the future through occult rituals
× precognitive artistry: painting, sketching, drawing, etc. the future subconsciously
× precognitive dreaming: perceiving the future in dreams
× time-space synesthesia: seeing visions of the future in music
SPELL CASTING » the ability to cast spells, whether from previous knowledge and learning and/or by spell creation. allowing one to magically alter reality to varying extents, it is usually a spoken encantation some sort sometimes accompanied with a motion, although the most powerful spell casters can simply cast spells by thinking them. the power of spells lies not in the words but in the magical energy manipulation which it draws from, and most spell casters are guided by a magical object which helps harness the energy.

TELEKINESIS » the ability to influence, manipulate, move objects/matter with their mind. while most magicians are restricted to inanimate objects/matter, the most talented magicians can manipulate any object in any manner, including human beings.

TELEPATHY » the ability read/sense another person's thoughts, communicate with them mentally and/or affect their minds/thoughts. there are two types of telepathy: communication, which deals with transmitting information, and perception, which deals with receiving information. there are many aspects of telapthy, including, but not limited to:
× mind reading: reading/sensing others' thoughts
× emotion manipulation: manipulating emotions by transmitting feelings of happiness, sadness, anger, etc.
× memory reading: reading/sensing others' memories
× projection: projecting one's thoughts/emotions/memories onto another person
× psychometry: reading/sensing memories/events/etc. through physical contact with an object
TELEPORTATION » the ability to move instantaneously from one location to another without physically occupying the space in between. more powerful teleporters can also move other objects/people/etc. as well as themselves, and some can go so far as to move others while maintaining a static location.

TRANSMUTATION » the ability to transform, alter or transmute matter, energy, elements, objects, even beings, etc. into anything else, either completely or partially, permanently or temporarily. a rare skill, most are limited to smaller objects, although those with extreme talent have been seen to transmute objects as large as buildings.



message 3: by dyanne (last edited Feb 23, 2016 11:36AM) (new)

dyanne | 115 comments Mod
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The residents of Aleister, Virginia are no strangers to the impossible. After all, they see the impossible 365 days a year. Most don't even bat an eyelash when extraordinary things happen━ they can't remember a time in which they didn't peacefully co-exist with magicians.

After all, it's a pretty good deal. They let these children (they call themselves "teenagers" but they're not fooling anyone) into their homes and most adopt them like family, letting them sleep, eat, live with them while the magicians do what all young people do━ try to find their place in the universe. Just because they have some unconventional parlor tricks shouldn't change that. Besides, some of these powers are pretty damn useful and while young magicians are not always competent (far from it), they are always eager.

But the new generation isn't so sure. After all, as much as they try━ even though they are the same age as the magicians, even though they go to the same schools and some of them live in the same homes, they're different. Not to mention that these days, whenever a magician comes, trouble is bound to follow them.

It's 2016. Homosexual marriage is finally legal. Recreational marijuana has been legalized in 4 states and counting. As a whole, Aleister has never been one to be intolerant━ far from it. But darker forces have been set into motion, and while the baby boomers sit in their rockers and reminisce about better days, the millennials can't become swept up in nostalgia, not now. There are people to see, places to go, things to do, and if those damn magicians think they can stop their fun, well━ Aleister's youth will simply stop them first.



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