The Magisters The history of magic was lost and the strangeness of the world forgotten. But the Magisters still remain - humans born with strange gifts and living tattoos. They don't know their noble bloodlines and they have no clue where their powers come from, or even how many of them there are. The public knows about Magisters, it isn't a huge secret - some of them even work of the Government - but very few of them have any useful Affinities. Some can move large buildings with their minds, while others can only levitate a couple inches off the ground. That was just the way it was. And so it went that on a winter morning in January, 2013, the world came to an end. The sky ripped open and monstrous creatures - Daemons - poured out in the millions, invading the town of Crownsford. The Army came but Daemons overwhelmed them within minutes. In one hour Crownsford had been reduced to ruins and the humans there were mostly wiped out. The survivors barracaded themselves in their basements and bomb shelters, away from the Daemons. They had seen horrors that no one should have to live through. The Daemons spread outward from Crownsford and it seemed that no force in the world could stop them... Then time reset itself. It was morning once again and people were going to work, jogging at the park, going out for coffee. No one remembered the devastating invasion of Daemons in their pleasant little town. No one remembered, except the Magisters. They could recall every minute of it, and it haunted their every waking hour. What had happened? Had they seen a glimpse of the near future? Were the Daemons going to come back again, or was the crisis averted? They did not have the answers to their questions. But they do know one thing - it was only a matter of time. Plot: You are a Magister and you have received an invitation in the post mail to Tower and Hall Academy. It is a co-ed boarding school for Magisters only, the very first of its kind. It was the gossip of the town - someone had moved into the old medieval manor at the edge of the cliff that has been dormant for years. You feel strangely drawn to the manor and you accept the invitation, if only to see if you can get some answers. The story begins as you arrive at the gates of the manor for your first day of school with your luggage at hand - and the inscription on the gate reads thusly: "Magick Lives Here"... Magister Physiology: Magisters look like regular people, except for their eyes - they are known for having oddly colored irises. Every Magister is born with a small tribal tattoo that grows as they age, forming intricate designs all over their body. (Everyone in the RP will begin the game with a small tattoo and it will grow as the game progresses.) The tattoo can be anywhere on their body, be it their face, their neck or wherever. Each Magister has a magical gift, or Affinity. The most common Affinities are for a specific Element (Air, Fire, Water, Earth), command of the weather, a kinship with beasts or healing illnesses. Every time a Magister uses their Affinity, it costs them some of their own energy. Excessive use of magic can lead to nosebleeds, nasty headaches and (in extreme cases) death. During gameplay, a Magister begins every match with 100% health and 60 energy points. Every time the Magister uses their Affinity it takes away from their energy points. A Normal use of your power will take 15pts and a Large use of power will take 25pts. When constructing your Character Templates, you will have to name your Affinity and three abilities you can do with that Affinity. You must have two Normal abilties and one Large - as the game progresses you will have chances to create new abilities by gaining experience. Everyone begins the game with 50 experience points and will be rewarded 50 more for every challenge they participate in. Every time your number doubles, you gain a new ability - 50 to 100, 100 to 200, 200 to 400, and so on. (Example: An Affinity could be Telekinesis - moving objects with your mind - and a Normal use would be moving small objects and a Large use would be demolishing a brick wall.) Races: Human race: Mortals with no magical potential. Magister/Magistrix: Humans born with living tattoos and a magical Affinity. Faerie: Creatures of magic known for their attractive features and strong psychic abilities. Daemons: Creatures of chaos known for their blood-lust and Affinity for the element fire. Angels: Beings of light that live to protect the weak, deliver judgement to sinners and maintain the natural balance. Werecats: Little is none about these small shapeshifters, except that they never grow taller than a small child and they can change into felines at will. Character Templates: (Please PM your templates to the GM for approval before posting in the discussion thread) Name: Age(15-17): Gender: Affinity: List of Attacks: Normal: Normal: Large: Appearance: Personality traits: Other: Rules: Do not control other players, no excessive bad language, follow the guidelines, try to post at least a paragraph in each post, remember to include your energy and health percentage in bold during challenges.