☆
☆Luna☆
Guest
Welcome to Spellheart, the great experimental roleplay which will feature a the first test of a unique fusion of tabletop and post-to-play mechanics.
Spellheart is set in a medieval fantasy environment. Most settlements are located along laylines with lords who have the means to defend them. However, with the discovery of magic, food resources are extremely plentiful, therefore, the serfs have taken the role of foot soldiers that defend the town from attack, servery the surrounding lands for new laylines, and eliminate monster nests. The serfs are managed and led by the lord's knights, distinguished individuals who have been recognized by the lord for their combat skills and tactical abilities. In order to become knights, many serfs choose to train in the many facilities build to train their magical abilities and then test themselves in the arena in the hopes of attracting the attention of the lord.
Phase Planning Sheet
Today's Schedule
Phase | Activity | Expected Duration of Phase |
Morning | Characters can plan how they wish to train for the day with the other characters and meet with the knight they are assigned to. | 5/22 |
Training | During the training phase the character will get an opportunity to slightly increase one of their traits. They can train their SP pool by soaking in the power of the settlement's layline in the underground meditation room, their SP flow by enduring a wave of magic being pressed against them in the elevated training room, or their SP control by studying with the magic scholars in the university. Those who pick the same activity will be able to interact with each other. | 5/29 |
Afternoon | In the afternoon, characters are able to go to the arena to spar against an opponent or observe a match. There are many different types of matches, including but not limited to; one on one, team, onslaught, and capture the flag. Combatants fight through magical copies of themselves, allowing them to safely fight to the death. This phase ends when all matches are complete. | TBD |
Night | This is an optional phase that exists for characters who wish to meet up after the arenas close for the day or otherwise conclude the day. | TBD |
In pursuit of the goal of becoming a knight, most days will be spent in bettering your magic through training and combat, all while forming bonds and otherwise socializing with the other mages.
However, occasionally instead of a typical day, an event will occur. Events, unlike typical days, have a unique structure, but are still organized into distinct phases. Examples of events include defeating monster hoards, expeditions, vacations, and repelling attacks.
Events will occur based on player demand, and they will have a chance to create events of their own. Unlike typical days, the focus of events will be the showcasing of our characters and their abilities. They may also carry a great deal more risk and danger.
Phase | Activity | Expected Duration of Phase |
Morning | Characters can plan how they wish to train for the day with the other characters and meet with the knight they are assigned to. | 3 Days |
Training | During the training phase the character will get an opportunity to slightly increase one of their traits. They can train their SP pool by soaking in the power of the settlement's layline in the underground meditation room, their SP flow by enduring a wave of magic being pressed against them in the elevated training room, or their SP control by studying with the magic scholars in the university. Those who pick the same activity will be able to interact with each other. | 3 Days |
Afternoon | In the afternoon, characters are able to go to the arena to spar against an opponent or observe a match. There are many different types of matches, including but not limited to; one on one, team, onslaught, and capture the flag. Combatants fight through magical copies of themselves, allowing them to safely fight to the death. This phase ends when all matches are complete. | Variant |
Night | This is an optional phase that exists for characters who wish to meet up after the arenas close for the day or otherwise conclude the day. | 3 Days |
However, occasionally instead of a typical day, an event will occur. Events, unlike typical days, have a unique structure, but are still organized into distinct phases. Examples of events include defeating monster hoards, expeditions, vacations, and repelling attacks.
Phase | Activity | Expected Duration of Phase |
Learn the objective | The characters assemble to learn about the area they will survey | 3 Days |
Observe the surroundings | Characters interact with each other and their surroundings on the way to the destination | 6 Days |
Encounter | The group is ambushed by goblins that they have to fight off | Variant |
Discovery | Characters discover a weak layline amidst a cave lit by beautiful magic crystals | 3 Days |
Return | They make the return trip home and go to bed | 3 Days |
When creating an event, you aren't going to produce anything as rigid as the given example, as that shows what the event looks like after it has been completed. Although you will be in charge of separating the event into distinct phases, you will be doing so in real time with respect to what the player characters have decided to do. When proposing an event, all you need is a general idea of what the characters set out to do, and what challenges you have planned for them. I'm extremely comfortable with ambiguity here and I will likely approve any event that is submitted; however, do not be afraid to ask for help if you have trouble with any of the details. Surely the sum total of this thread's RP experience can solve any roadblock you might come across :).
Character Name: The name of your character.
GENERAL CHARACTERISTICS
General Appearance: Eyes, Hair, Height, and other visual details. Pictures also work. In fact, pictures are awesome.
Gender: Male, Female, etc.
Orientation: Straight, gay, etc.
Species/Race: Probably Human, but I'm flexible.
Age: 19-22
Birthplace: Where the character comes from. (the story takes place in the Kingdom of Rikeira, and most of the world lives in a feudal system)
More:
MENTAL CHARACTERISTICS
Current Goal/Purpose: Their agenda they would like to accomplish.
Non-magical Talents: Little things your character is good at. This can be anything from cooking to playing Sudoku.
Inabilities: Things your character is terrible at. For example, spelling or getting along with animals.
Fears: Things your character is afraid of, has a phobia of, or even small events they don't want to happen.
General Personality: This is the personality that the world sees. What people believe of your character. How they interact with other people.
Inner Personality: The part of your character's personality that they don't like to reveal to others. What people rarely get to see!
Secret: That one thing they don't want the world to find out.
More:
SPELLHEART CHARACTERISTICS
Spell Theme: This is the general idea of what kinds of spells the character will learn. For example, all the spells being related to fire would be a theme.
Spell Library: *insert list of spells in the format of NAME: EFFECT (SP COST, TYPE)*
HISTORIC BACKGROUND
General History: Childhood and important events that helped make your character who they are today.
Present Life: The events in the present life that tie them to the current plot!
GENERAL CHARACTERISTICS
General Appearance: Eyes, Hair, Height, and other visual details. Pictures also work. In fact, pictures are awesome.
Gender: Male, Female, etc.
Orientation: Straight, gay, etc.
Species/Race: Probably Human, but I'm flexible.
Age: 19-22
Birthplace: Where the character comes from. (the story takes place in the Kingdom of Rikeira, and most of the world lives in a feudal system)
More:
MENTAL CHARACTERISTICS
Current Goal/Purpose: Their agenda they would like to accomplish.
Non-magical Talents: Little things your character is good at. This can be anything from cooking to playing Sudoku.
Inabilities: Things your character is terrible at. For example, spelling or getting along with animals.
Fears: Things your character is afraid of, has a phobia of, or even small events they don't want to happen.
General Personality: This is the personality that the world sees. What people believe of your character. How they interact with other people.
Inner Personality: The part of your character's personality that they don't like to reveal to others. What people rarely get to see!
Secret: That one thing they don't want the world to find out.
More:
SPELLHEART CHARACTERISTICS
Spell Theme: This is the general idea of what kinds of spells the character will learn. For example, all the spells being related to fire would be a theme.
Spell Library: *insert list of spells in the format of NAME: EFFECT (SP COST, TYPE)*
HISTORIC BACKGROUND
General History: Childhood and important events that helped make your character who they are today.
Present Life: The events in the present life that tie them to the current plot!
York: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/#post-2237125
☆Luna☆: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/#post-2237180
heyitsjiwon: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/#post-2237499
★Under The Stars★: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2237582
Infin1teZer0: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2247962
Mite: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2238094
Gamer5: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2238191
Crysodic: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2261892
☆Luna☆: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/#post-2237180
heyitsjiwon: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/#post-2237499
★Under The Stars★: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2237582
Infin1teZer0: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2247962
Mite: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2238094
Gamer5: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2238191
Crysodic: https://www.iwakuroleplay.com/threads/spellheart-ooc.108240/page-2#post-2261892
Lancelot is the knight in charge of your mage group. He has a lot of authority due to his position, so it would be wise to show him utmost respect.
[YOH-lah mar-ee-uh-NEL]
"Are you looking for a match?"
A kind, motherly woman with a bright smile and soft expressions. She wishes to take an active part in apprentice mages' growth and help shape their future, but it often leads to her "children" feeling overwhelmed and burdened by her protective and devoted character. If that wasn't enough to scare away those under her wing, she is also rather impatient for her "children's" improvement, and angering her can reveal a side of herself that is rather... scary. Well, scarier than a mysterious person who never opens her eyes yet apparently can see everything around herself perfectly. Maybe she uses magic?
At her best, "I'm so proud of you" and "I'll always be here for you" could be used to describe her personality.
At her worst, "I (mother) know best" and "This is for your own good" could be used to describe her personality.
Often, it's the latter that she shows the most.
-
Most people live on laylines, natural sources of magic power that are used to charge SP. The laylines are considered a precious resource, and are the foundation of civilization. Using this power, people can provide for large numbers of people using materialization spells, spells that can create raw resources in almost infinite abundance for little effort. Living under a lord, most children are prepared to use magic for the rest of their lives, long before their magic actually awakens within them. At maturity, a person decides if they are better suited as a mage, or if they will support the Lord by working a trade.
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Due to the super-abundance of resources, most necessities for life are free. Water, food, and most non-magical materials can easily be learned by an unskilled mage, and a single mage can easily produce more than enough for the entire settlement. Resources like laylines, monster spoils, and magical materials are extremely valuable due to their inability to be conjured by materialization spells. Due to the variety, large differences in perceived value, the lack of a need for a medium of exchange, and many complex factors; barter is the current system of exchange.
-
A Kingdom consists primarily of allied cities which are created on laylines. The person who owns the means of holding and defending the laylines is known as the Lord. Lords offer protection to the citizens, and in exchange, they offer their abilities to the Lord. The Lord is the highest authority, he owns all assets of his kingdom. The Lord appoints Knights to organize mages, who together form the protection which defends the city, and maintains its order. Mages operate under the command of a knight, and train in the Lord's facilities to increase their capacity to defend the kingdom. Those who do not become Mages instead serve the kingdom by creating food, building structures, designing equipment, accompanying Mages on expeditions with specialized skills (like mining), and any other means which they can assist the kingdom. This class structure is widely accepted due to the large amount of social mobility, individual satisfaction, super-abundance, and safety that it provides.
-
Mages are distinguished from other individuals in that they are the ones tasked with maintaining order and protecting the kingdom. Unlike non-mages, a mage will tend to have spells that are geared towards overcoming an enemy in combat, while non-mages prefer to learn spells that assist them in their trade. In addition, mages have a need for the resources to improve their magic. Unlike materialization spells which have extremely low SP costs, mages use spells with the intent to defeat other magic users. In order to overcome their enemies, they must be able to learn new, more powerful spells. For this reason, the Lord's resources for developing these spells are monopolized by the mages. However, a mage's entire worth is based on their ability to defeat opponents for their lord. Training is brutal, and many Mages end their career after their first day at the arena. For a mage, the ultimate goal is to gain the attention of the Lord, and become a Knight.
- It is shaped like a gladiator's arena. Though interestingly enough, nobody actually fights within the physical building. There are plenty of reasons for this, the most obvious being that there are too many mages for everyone to be able to practice in just one facility, and space is too valuable to make multiple facilities. To counteract this problem, a technique called illusion-space is employed. Illusion-space is the creation of a false reality. It is completely worthless in combat, as this reality does not affect actual space, and there isn't an effective way to trap anyone in it. Non-mages exist all throughout the arena to offer their false reality for mages to fight or spectate within. The standard design for these arenas is a copy of the arena, with random environment in the center of the ring instead of the usual dirt ring; although, there is no limitation on what can and how things exist within illusion-space. In order to enter these illusion-spaces, mages cooperate with the non-mage to create a perfect copy of themselves within the illusion-space. However, magical items will not be transferred in this way. The copy functions exactly the same as the mage, and anything that the copy experiences can be transferred to the mage's memory, though doing so is optional. If the experience is too painful or frightening, the mage can discard memories of anything that happens within illusion-space.
Rules
1. Due to the experimental nature of the RP, I reserve the right to "take-backsies". There may be times I say one thing, only to change my mind later since I really don't know what makes Spellheart balanced.
2. Collaboration is mandatory. I'm a strong believer that making players work as a team creates long-lasting relationships and RPs. As such, I will often ask players to write collaborative posts together.
3. Respect your fellow RPers. One of my greatest pet peeves of RPing is someone who doesn't consider the feelings and efforts of their fellow roleplayers. I'd like to think you are all gathered here because you enjoy being a part of something larger than yourself.
4. This roleplay runs on a phasing system. That means that it has distinct phases representing different parts of the day. Although you may post as many times as you desire within any particular phase, you cannot exceed the parameters of that phase. Using this will allow us to accommodate all posting speeds while ensuring nobody gets left behind.
5. I'm not going to create a lot of rules because you are all beautiful intelligent people. Allow me to continue to treat you as such.
6. I will ignore any applications that do not go through the following process. Follow these instructions carefully.
Guidelines
1. Create a positive IC environment. One of the most important things you can do to keep an RP alive is to make people want to post. You can do your part in this by making people feel like you read their post and reflected on how it affected your character. There is nothing quite like the warm fuzzy feeling of seeing that someone took the time to read your post in whole, and see the way their actions were reacted to.
2. Create a positive OOC/Skype Environment. The OOC/Skype exists for us to get really excited, discuss stuff, talk about how much we are enjoying ourselves, share ideas, and all sorts of fun things. I love GMing because I want players to have fun and meet people who they have lots of fun with. If I can establish a sense of community among the people in my RP, then I feel driven to keep the RP going down to the end of the line.
3. Please post at your earliest opportunity. If you wait till just before a phase is about to end to get a post up, that leaves no opening for other people to react to whatever it is that you did.
4. Do not suffer in silence. If you have a question, ask. If you have a concern, express it respectfully.
5. While there are game elements in Spellheart, it is not a game about winning with skill. First and foremost, Spellheart is an RP. When designing your character, I'd much rather you focus on how to make your skills match your character than what will make you more able to defeat stronger opponents.
6. Even if you are busy, try to post a little something. There are going to be days where we have a lot to do and we just feel like we can't post with quality that is up to our standards, so we decide to just not post at all. When you feel that way, just remember that you have a GM who greatly respects players who get the post out. This is the case because while most of my RPs last a very long time, most of them die because people stopped wanting to post, and started creating a number of excuses on why they couldn't post. If you post what you can, even when it is difficult, it sends me the message that you don't want to excuse yourself from posting.
1. Due to the experimental nature of the RP, I reserve the right to "take-backsies". There may be times I say one thing, only to change my mind later since I really don't know what makes Spellheart balanced.
2. Collaboration is mandatory. I'm a strong believer that making players work as a team creates long-lasting relationships and RPs. As such, I will often ask players to write collaborative posts together.
3. Respect your fellow RPers. One of my greatest pet peeves of RPing is someone who doesn't consider the feelings and efforts of their fellow roleplayers. I'd like to think you are all gathered here because you enjoy being a part of something larger than yourself.
4. This roleplay runs on a phasing system. That means that it has distinct phases representing different parts of the day. Although you may post as many times as you desire within any particular phase, you cannot exceed the parameters of that phase. Using this will allow us to accommodate all posting speeds while ensuring nobody gets left behind.
5. I'm not going to create a lot of rules because you are all beautiful intelligent people. Allow me to continue to treat you as such.
6. I will ignore any applications that do not go through the following process. Follow these instructions carefully.
- PM me the name of your character alongside a list of your character's traits(SP pool, flow, control) ranking them from E to S. (E=0, D=1, C=2, B=3, A=4, S=5) You have 9 points total to distribute among these.
- After everyone in the cast has given me this information, I will publicly post everyone's combat sheets, basing the stat distributions on the rankings. (if you'd like to change your mind at this point, repeat step 1)
- Once this information is posted you should, at your earliest opportunity, post your character sheet with everything but the field "spell library" filled out.
- Discuss your spell ideas with the cast and try to make an initial library of just 4 spells. It is a good idea to see exactly where the idea for your character's library falls in with all the others so that you can properly differentiate it.
- Finalize your list, and await approval.
Guidelines
1. Create a positive IC environment. One of the most important things you can do to keep an RP alive is to make people want to post. You can do your part in this by making people feel like you read their post and reflected on how it affected your character. There is nothing quite like the warm fuzzy feeling of seeing that someone took the time to read your post in whole, and see the way their actions were reacted to.
2. Create a positive OOC/Skype Environment. The OOC/Skype exists for us to get really excited, discuss stuff, talk about how much we are enjoying ourselves, share ideas, and all sorts of fun things. I love GMing because I want players to have fun and meet people who they have lots of fun with. If I can establish a sense of community among the people in my RP, then I feel driven to keep the RP going down to the end of the line.
3. Please post at your earliest opportunity. If you wait till just before a phase is about to end to get a post up, that leaves no opening for other people to react to whatever it is that you did.
4. Do not suffer in silence. If you have a question, ask. If you have a concern, express it respectfully.
5. While there are game elements in Spellheart, it is not a game about winning with skill. First and foremost, Spellheart is an RP. When designing your character, I'd much rather you focus on how to make your skills match your character than what will make you more able to defeat stronger opponents.
6. Even if you are busy, try to post a little something. There are going to be days where we have a lot to do and we just feel like we can't post with quality that is up to our standards, so we decide to just not post at all. When you feel that way, just remember that you have a GM who greatly respects players who get the post out. This is the case because while most of my RPs last a very long time, most of them die because people stopped wanting to post, and started creating a number of excuses on why they couldn't post. If you post what you can, even when it is difficult, it sends me the message that you don't want to excuse yourself from posting.
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