Post by Brady on Oct 19, 2011 14:54:35 GMT -6
The blood of a Metan sings with magic, sewn into their very marrow and radiating from their gaze. Each colony bears a different strain, standing apart in purpose and intention. From the invincibility of the Mauveine to the brutality of the Incarnadine, they flow with the tide stirred by divine will. In the glory of battle, in the quiet of peace, they live by spell and splendor.
[PTabbedContent]
[PTab=Rules]
- Magic.
- There are 5 total magic levels, with 3 different powers in each level. Between the 5 colonies, there are 75 potential powers on the site. All horses begin as apprentices, and foals cannot graduate higher until they mature at 4 years of age. Those without a rank in the royal division can attain the levels of an apprentice, mage, artisan, and paladin. Monarchs, consorts, and their heirs reach an additional level, called magistrate, which an uncrowned horse can only obtain through a sanctioned source, such as extremely rare events in the contestboard. Monarchs, consorts, and adult heirs automatically possess the apprentice, mage, artisan, and magistrate levels, but they must earn the paladin level through standard methods. Herd leaders automatically possess the apprentice, mage, artisan, and paladin levels.
- Levels are typically purchased through the Agora. The higher the level, the more infrequently it is stocked in the wholesale catalog, and thus more difficult to procure. Power levels are occasionally released as rewards in the contestboard, and can also be found periodically peddled in the Pocket Exchange. Levels are a potential blessing from praying.
- When you ascend levels, you retain all previous powers. Levels must be applied in order; for example, you cannot apply an artisan level if you are only an apprentice, regardless of owning the item.
- Every colony has different variations of magic, which follow an overall theme. For example, the abilities and motif of an Incarnadine apprentice and Mauveine apprentice will not match. Colonies are ignorant of each other's capabilities, aware only of the kingdoms' general concept, which is described in the top paragraphs of their respective tabs. Only hybrids or tri-hybrids can brandish magic from multiple colonies.
- Each level is guarded by prerequisites: a minimum post count, a minimum period of time since the character's biography was accepted, how diverse their roleplaying interactions have been, and a minimum overall total of their combined attributes. The prerequisites rise with the levels, ensuring true strength is bought with more than mere joules or luck, but also with time and effort. While you may own an item for a higher level at any point, you cannot actually apply it until its qualifications are met. Characters who are granted levels through the ranks, such as herd leaders, do not have any prerequisites.
- You must practice fairness and rationality when using magic IC. Stay within the scripted boundaries of your level, although you may find creative and unexpected uses for your abilities if they remain reasonable. You can use your powers with unlimited frequency and may utilize multiple types at the same time. Magic can be used on the environment or surroundings, other characters, yourself, NPCs, and creature companions. Please note, the terms "other characters" and "horses" also includes creature companions and NPCs.
- Magic only persists in the thread where it was originally cast, expiring at the thread's conclusion. Effects can be extended into other threads if desired by the affected character's roleplayer for plot purposes. Every power can be deactivated at any time by the wielder.
- Powers often complement each other, enhancing their efficiency when both are acquired. For example, an Azuran paladin can speak into another's mind but cannot hear their response, whereas an Azuran magistrate can hear another's thoughts but cannot interact; the two combined permit full telepathic conversation. Likewise, a Celadonian mage can camouflage themselves but will remain tangible and can be discovered through contact, but the artisan level would allow them to phase through any physical encounters and appear as empty air. Additionally, opposing colonies are regularly equipped with abilities to counter each other. For example, an Incarnadine mage can heal through sunshine, but an Aureolin magistrate can brew storms to block all daylight. Finally, colonies may achieve a similar effect via different routes. For example, an Aureolin paladin can inflict seizures through blood's iron magnetism whereas an Incarnadine artisan can trigger seizures through microscopic explosions.
- Although magic is sourced from the divine, it is not mandatory to worship any deities. Belief will not enhance your advantage and you are not penalized for a lack of faith.
[li] Themes.
- Each colony is subject to a unique overarching theme, detailed in the second paragraph at the top of their corresponding tab. These are not mandatory but they are the norm, flavoring trends and tradition alike. Misfits are generally viewed with derision and may be barred from higher ranks, as decided by the appropriate leaders. Commoners may freely deviate into contradictory personalities and motives, but royalty must subscribe to a matching disposition. Aristocrats can only stray from their theme if permitted by the laws of their colony, dictated by royalty. Royalty should adapt plots, laws, and other governmental information to the steps of their colony's history.
[/ul][/PTab={}]
[PTab=Levels]
- Apprentice.
- The first level of magic, apprenticeship is where all journeys begin. As an introductory power, the connection between soul and magic is tenuous, a bud awaiting the breath of gods to bloom. Each adult automatically receives the apprentice level corresponding to their colony upon acceptance in Genesis. Horses under the age of 4 cannot ascend to a higher level until they reach adulthood, for their bodies must mature to handle a deeper infusion of divinity.
- Prerequisites:
- N/A
[li] Mage.
[/li]
- As skills and time progress, any adult can achieve the second level. With deeper trust from the gods and a spirit more familiar with their touch, the prowess of a mage increases, earning competent control and potency. They are a worthy opponent, but still learning their colonial trade.
- Prerequisites:
- Post Count: 20+
- At least 15 days since the character's biography was accepted.
- Roleplayed with at least 2 different members.
- A minimum of 50 total attributes.
[li] Artisan.
[/li]
- A promising master of their craft, artisans weave magic as a masterpiece, celestial heartbeat in stride with their own. Paving their path without restraint and painting their horizon with newfound might, the will of an artisan can herald life or death.
- Prerequisites:
- Post Count: 50+
- At least 40 days since the character's biography was accepted.
- Roleplayed with at least 5 different members.
- A minimum of 100 total attributes.
[li] Paladin.
[/li]
- The highest level that a commoner can attain, even royalty must earn the rite of a paladin. Imbued with the paragon of their ancestry, they can topple dynasties and forge valleys through the mountains of Metaphysical. Blessed by a higher numen than mortals dare fathom, wanderers that cross them may be evermore transformed--for better or worse.
- Prerequisites:
- Post Count: 100+
- At least 60 days since the character's biography was accepted.
- Roleplayed with at least 10 different members.
- A minimum of 150 total attributes.
[li] Magistrate.
[/li]
- Only monarchs, consorts, heirs, and those consecrated by the rarest fortune will wield the dominion of a magistrate. The pinnacle of sorcery, they walk beside the very makers, in league with legends of long-fated sovereignty. They rival the light of heavens, they conquer the circles of hell, and in their wake trails echoed myths, folktales of the untouchable idols.
- Prerequisites:
- Post Count: 175+
- At least 90 days since the character's biography was accepted.
- Roleplayed with at least 15 different members.
- A minimum of 200 total attributes.
[/ul][/PTab={}]
[PTab=Aureolin]
Those of yellow eyes are dedicated to the art of controlling forces, whether it be electricity, magnetism, or even gravity. They string together the invisible, their magic aligned at the atomic level. Balanced in offense and defense, they are designed to both hold and gain ground. Contrasted between annihilation and connection, their presence may bring fortune or oblivion, their intentions humble or infernal.
The gold in their gaze does not always align with the green in their hearts, striving for nobility but often succumbing to darkened ambitions. Loathing the cold kiss of shadows cast by anyone above them, they clash in the battles that others bred, fueled by greed and aspiration. Though rarely the direct cause of violence, they will participate once instigated, gaining what they can in the midst of chaos. Despite their appetite, the Aureolin aim for valiance, endeavoring to withstand the bloody dynamics ever churning in Metaphysical. They are not the vultures of aggression nor the orchestrator of harmony, but rather the customer of opportunity.
The gold in their gaze does not always align with the green in their hearts, striving for nobility but often succumbing to darkened ambitions. Loathing the cold kiss of shadows cast by anyone above them, they clash in the battles that others bred, fueled by greed and aspiration. Though rarely the direct cause of violence, they will participate once instigated, gaining what they can in the midst of chaos. Despite their appetite, the Aureolin aim for valiance, endeavoring to withstand the bloody dynamics ever churning in Metaphysical. They are not the vultures of aggression nor the orchestrator of harmony, but rather the customer of opportunity.
- Apprentice: Energy Armor. A force field suit.
- Morph impassable energy tight around the contours of your body. While encased, you will be unable to move but remain fully protected from physical blows. The boundary will not intercede on magical attacks.
- Slowly or rapidly expand the energy armor outward, pressing against or slamming into proximate opponents and surroundings. The collision will leave its victims winded and bruised, causing them to stumble or fall over. Potential concussions can induce disorientation, headaches, amnesia, dizziness, nausea, slurred speech, and fatigue.
- Immobilize another horse by binding them in your energy armor. While they are unable to move, they are also protected from physical attacks.
[li] Mage: Telekinesis. Manipulate objects.
[/li]
- Contort inanimate objects at will; they must be solid and made of organic material. You cannot transport them across distances, but rather distort their bulk. For example, stretching a tree's branches down to wrap around a target's neck.
- Catapult any object or horse directly upward or away from you. This does not cause direct harm to living creatures, serving more as an unseen hand throwing the target, but it can cause significant landing damage. The blast acts as an explosion and cannot be controlled after their initial propulsion, although you can aim for a basic direction.
- Compress any solid object into whatever shape desired, producing items from natural materials, such as weapons or jewelry. Due to their environmental source, you can then manipulate the resulting items with your contortion ability. They are only as strong and durable as their material, whether it is a delicate leaf or a hardy stone.
[li] Artisan: Gravity Marionette. Affect gravity.
[/li]
- Cancel gravity in a centralized or general area. For example, you might cause yourself to hover, or suspend another character in midair. If your target is typically capable of flight, such as a pegasus, they will be unable to fly away. Anyone ensnared cannot escape through magical means, like teleportation.
- Set traps that will increase or decrease the gravity in a designated area when breached by either any living entity or a specific target, or if triggered by your will or upon falling unconscious. This is useful to provide contingency plans in case you are incapacitated and unable to actively brandish magic yourself.
- Increase the gravity pressing down on another being, forcefully pinning them. The weight can be a minor inconvenience or so heavy that it is impossible to breathe, breaking bones and splintering flesh. Gravity can also crush objects, rendering them immovable for others who might employ them as weapons.
[li] Paladin: Magnetism. Warp magnetic fields.
[/li]
- Due to the presence of metallic particles vulnerable to magnetism, you can influence all forms of earthy terrain and many inorganic materials. Create soil whirlwinds to obscure and bombard victims; invade lungs with hoards of miniscule shards, shredding through their organs; bury their body with waves of dirt falling from the sky like sheets of overwhelming rain; or blot out the very sun with a thick sandstorm. The limits are your creativity.
- Maneuver the iron present in blood. You can force unconsciousness, clots, internal bleeding, numbness, brain hypoxia, memory loss, stroke, or seizures. Provoke a heart attack, send the pulse racing, or slow their heartbeat until comatose. Reawaken past wounds, tearing open old scars to relive the original trauma.
- Draw metal fragments from the earth, liquefying them to be molded and solidified in any shape, size limited only by the metal available. This can result in truly seamless objects, whole as if they had never been parts. While this allows any construction, such as shields, bridges, even castles, it can also devise armor. By fusing hinges at the joints, metal armor protects as thoroughly as an apprentice's energy armor without hindering movement. Although it will safeguard against magical attacks, the armor will not intercede on passive effects, such as an Azuran's telepathy or Celadonian's phasing.
[li] Magistrate: Surge. Create, manipulate, and resist electricity.
[/li]
- Herald a vicious thunderstorm, blackening the sky and blasting the wind into the whip of a hurricane. The rains drown out noise and vision, the bellowing thunder deafening and disorienting. Lightning cracks from the overhead veils, leaving craters where they land and searing through any flesh brushed. You are immune to all effects; an unseen dome keeping you dry from the rain, your eyes seeing through the black, your frame unphased by electricity, your ears unscathed from thunder, and the gales parting peacefully around you. You can also cast immunity to specific entities if preferred.
- Send lightning from your irises, plunging into another character's marrow and biting into their nerves. The bolt's strength can vary. If intensified, it can obliterate whatever it touches, leaving naught but splatter. At its weaker degree, it establishes a connection between the magistrate and the target, syncing their nerves together. When linked, you can choose to experience their sensations, share your own, or synchronize them mutually. You can also plant false physical feelings, from a ghost's caress to stabbing agony.
- Interrupt the electrical communication in a target's brainwaves to impose certain actions upon them. Disregard their willpower and operate their body as a tool, performing any movement commanded like a puppet strung from your beckoning.
[/ul][/PTab={}]
[PTab=Azure]
Azurans contend on the mental frontier, influencing thoughts and feelings as puppeteers. They share in another's mind, prying for observation--or invasion. Although they inflict little physical damage, their psyche is a weapon to pierce any safeguard and dig into the chasm saturated with the most vulnerability.
Calm and stoic, they are soldiers unified by duty and fealty. Consolidated as a single unit, their unparalleled military is trained from birth to function as cogs in the sea-hued wheel. Their goal is to conquer and take the reins of Metaphysical, leading the other colonies into a future brighter than they would otherwise manage. They believe only their rule can bring prosperity, even if their calculated methods can be deemed cruel. As predators of emotions, they find sensitivity both disgusting and advantageous, preying on their affections while judging its weakness. They invest in strategy, avoiding conflict until their tactics are thoroughly mulled, then overwhelming the opposition.
Calm and stoic, they are soldiers unified by duty and fealty. Consolidated as a single unit, their unparalleled military is trained from birth to function as cogs in the sea-hued wheel. Their goal is to conquer and take the reins of Metaphysical, leading the other colonies into a future brighter than they would otherwise manage. They believe only their rule can bring prosperity, even if their calculated methods can be deemed cruel. As predators of emotions, they find sensitivity both disgusting and advantageous, preying on their affections while judging its weakness. They invest in strategy, avoiding conflict until their tactics are thoroughly mulled, then overwhelming the opposition.
- Apprentice: Empathy Link. Sense and manipulate emotions.
- Detect the most generic emotions at the forefront of your target's consciousness. You will not notice complex impulses or what lurks in their subliminal recesses, nor can you trace the reasoning or any other thought inspiring the emotion. You may only observe emotions explicitly described in the target's post. If your tendrils linger in their mentality for too long, it can become difficult to distinguish which emotion is theirs and which is your own.
- Increase or decrease the intensity of someone's existing mood. For example, happiness could be dampened to contentment or stimulated to elation, but could not be transformed into sadness.
- Craft an aura imbued with a single specific emotion, strongly affecting any occupants within. As the source of the magic, you must remain in the center of the aura and are also susceptible to its influence. It functions like a net coded with a predetermined mood, instantly passed onto anyone snared in its boundaries and removed the moment they retreat. For example, a peaceful horse will become instantly enraged if they step into an aura of anger, and resume serenity once they have parted.
[li] Mage: Inception. Infiltrate their brain and insert your whims.
[/li]
- Plant a persistent urge, a psychological itch that is extremely difficult to ignore. For example, a yearning to speak certain words or take a specific action. This can be resisted but is painful to defy, persisting like a sharp migraine, and its potency increases as time progresses. It will fade if the compulsion is fulfilled.
- Cause another horse to slumber, then enter their resulting dream. They will only remain asleep for the duration of your visit. You can remain undetectable if preferred, or insert yourself into the scene and even interact with them. If you reveal yourself, they will not automatically recognize you as an intruder, believing you to be part of their imagination unless otherwise informed.
- Force someone to relive any positive, neutral, or negative memory from their past. They will stare blankly and stand dormantly, experiencing the recollection deep in their mind's eye, as if entranced. They are unable to alter the tale or interact with any subjects, merely a witness submerged in the same feelings and sensations they once endured. You are not privy to their memory, you are only aware of its general association. For example, you might know the memory involves their sire, took place in their foalhood, and is negative. You may use this power on yourself to recollect your personal history.
[li] Artisan: Hypnosis. Alter the consciousness.
[/li]
- Induce a trance, banishing their willpower and consciousness to the depths. They function physically but are thoughtless and malleable. Operate them as a machine, choosing their steps and words. Their gait is slow and their voice monotone, their eyes distant as if sleep-walking, devoid of personality or life.
- Prompt a short-term coma, leaving them prone and unresponsive. Their magic is locked while they are unconscious, negating their ability to cast new spells. Existing powers will persevere, such as an Aureolin artisan's gravity trap.
- Delve through their neurons, tangling and slicing bonds to adjust their senses. Erase yourself from their vision, rendering yourself virtually invisible. Silence your hoofsteps and noises from their ears, aiding successful stealth. Numb their skin, preventing a gentle touch from alerting them. They will not be aware of your tampering if you do not extinguish their senses regarding other subjects, such as viewing everything except yourself.
[li] Paladin: Intrusion. Enhanced mental interactions.
[/li]
- Speak in the minds of others, casting your voice individually or to all nearby. You cannot hear their responses mentally, requiring their part in the conversation to be verbal. They are incapable of blocking your inner voice, which echoes and resonates through their thoughts. If desired, you can disguise your words to masquerade as their subconscious, whispering ideas they are persuaded they conceived themselves.
- Negate any physical or emotional pain, easing their psyche with tranquility. It does not erase the suffering from their memories, but they can reminisce without stirring any negative emotions in the present. Physical trauma can still occur but without inflicting agony. Opinions that once harbored anger, resentment, or hatred become appeased and amiable, allowing temporarily peaceful relationships between enemies. The old insults and disputes are not forgotten, but they can no longer impact their current meeting.
- Snuff out all nerve functions, utter sensory deprivation blackening their world. Sight, sound, scent, feeling, taste--it is meaningless. Bodily faculties like breathing are not halted. Direction is lost and they are not aware of motion, oblivious to their wandering, surroundings, and physical state. They might amble over a cliff while believing themselves stationary, or bear fatal wounds while convinced they are whole. This suffocation is only mental, but it is a terrifying torture, causing panic and slowly wiping away their very identity as time loses definition.
[li] Magistrate: Transference. Psychological mastery.
[/li]
- Anticipate others' intentions to attack before it occurs, whether you or another are the expected victim. All offenses qualify, from a physical blow to magical assault. Defensive or deceitful schemes do not qualify, such as blackmail, nor do future plots that will not actually transpire in the current thread. It does not need to pass through their coherent thoughts for you to instantly perceive the threat. The moment peril blooms, your alarms will ring and your instincts tingle.
- Minds are an open book, pages bare for your observation. You can slowly dig through any thought or feeling, but it takes time to peruse and even more to comprehend. The brain is full of fragments, snippets of words and surges of brief emotion filtering through at whirlwind speeds, jumbled when you dive further into the subconscious. Lack of context and backstory worsens the confusion; therefore, the more you know your target, the smoother you can translate their mind. Only the most forefront cognition is easy and immediately available to pluck from the air. You can only learn what is explicitly described in the target's post.
- Unravel logic and send characters spiraling into the thralls of insanity. Their thoughts are shredded, their personality dissolved. Identities do not survive your onslaught as they become a disarranged shell, lost in the labyrinth of unhinged delusion. You can temper the severity, from confusion and idiocy, to manic laughter and twisted dispositions, to nonsensical speech and pure madness.
[/ul][/PTab=}]
[PTab=Celadon]
Celadon pertains to the unnatural--bending time, space, and reality. They are dealers of the unbelievable, changing the rules of nature on a whim. They hold their secrets closely and pull strings deftly, serving their own purposes and navigating violent waters with finesse. They defy logic and embody trickery, slipping through the obvious and into the unknown.
They value wisdom and intelligence above all qualities, spending their lives broadening their minds and honing their talents. Life is an endless lesson, demanding adaption and deception. Understanding that war is unavoidable, they lend their efforts to bettering Celadon, acting on others' actions to secure their personal excellence. Forging bonds and antagonizing tension, they strum the cords of war with as little spotlight possible. They are not inherently dark and do not desire conflict, but simply take advantage of the foolhardy endeavors of less civilized colonies, viewing such passions as a waste and the act of children. Motivated by survival and knowing they cannot remain truly uninvolved, they instead twist that involvement to placate all colonies, to stand on all sides at once. Or, at the very least, the sides they foresee as victorious.
They value wisdom and intelligence above all qualities, spending their lives broadening their minds and honing their talents. Life is an endless lesson, demanding adaption and deception. Understanding that war is unavoidable, they lend their efforts to bettering Celadon, acting on others' actions to secure their personal excellence. Forging bonds and antagonizing tension, they strum the cords of war with as little spotlight possible. They are not inherently dark and do not desire conflict, but simply take advantage of the foolhardy endeavors of less civilized colonies, viewing such passions as a waste and the act of children. Motivated by survival and knowing they cannot remain truly uninvolved, they instead twist that involvement to placate all colonies, to stand on all sides at once. Or, at the very least, the sides they foresee as victorious.
- Apprentice: Presence Transition. Move space and create presences.
- Teleport to any open area in Metaphysical. You cannot enter closed structures such as shelters, bypass walls, land within boundaries cast by another character's magic, or cross into another colony's territory.
- Summon another version of yourself, choosing between an identical replica of your present self or from an alternate reality, who would be subject to unpredictable deviations from your norm. They can only be roleplayed in conjunction with your character and cannot be posted individually. Clones act independently and will not always behave as you prefer. Identical versions are typically malleable to your input, but parallel adaptions can be erratic, exhibiting rogue behavior. Clones can move, speak, and even fight, but they are relatively simple and incapable of deep thought or complex communication. They will experience their own basic thoughts and emotions for the duration of their existence, and can form autonomous opinions. You may only assemble 1 clone at a time, although you can dismiss your current version to forge a different one or reset any growth they displayed and marks they acquired, such as scars. Unlike other powers, clones can persist indefinitely and do not dissipate at a thread's conclusion. Clones do not have powers.
- Send a nearby inanimate object to another area, blinking from view to appear elsewhere. You can only teleport organic material, such as a boulder. You may choose any destination across the realm. Your control is relinquished once it arrives at its new location; for example, you could drop it from the sky but cannot direct its fall once it materializes.
[li] Mage: Chameleon. Cast disguises.
[/li]
- Repaint your exterior to match the patterns around you, camouflaged against your backdrop from every angle at once. Each proximate eye sees a different perspective of you, but your flesh accommodates all varying viewpoints and automatically updates as their position shifts. You can be detected if you make rapid motions, due to a split-second delay in your facade, the flicker of your edges, and the momentary appearance of your shadow, which is otherwise absent even in full sunlight. Gradual, steady movement will preserve your guise. Bodily functions such as blinking and breathing never qualify as rapid motion. If you are not properly cautious, you can be betrayed by careless sounds, body heat, scent, or physical contact.
- Transform into any organic, inanimate object of reasonable size; a leaf is too miniscule and a mountain is too giant. But from the small breadth of a flower to the larger scope of a willow, your body will contort to charade as the environment. Your fur visually imitates the needed texture, but it lacks the physical composition of that material and may reveal the illusion if touched. For example, if your pelt presents as bark, its softness will contradict the mask, although it is may not necessarily expose you.
- Morph into an entirely different appearance, changing every aspect of your frame, from your sex to your height. The counterfeit features are tangible but are not functional; for example, faking wings will not allow flight and falsified horns will break harmlessly if used offensively. You cannot mimic an existing character's appearance and you cannot change your eye's colonial color, although you may tweak its exact shade, such as cyan to navy blue. Personal details and potential identifiers are not automatically adjusted through magic, including your walking style, general vernacular, expressions, and scent.
[li] Artisan: Phasing. Pass through barriers.
[/li]
- Transition through inanimate objects, reaching your full body, a single limb, or a sole ear to the other side. You can invade fortresses, circumvent shields, and subtly peek through walls, aiding in perfect espionage. By lingering inside a barrier, you can overhear sounds from both sides. You can also bring objects or characters if you maintain physical contact.
- Immobilize other horses by phasing through their bodies, freezing their nerves and chilling their bones. They grow stiff and cold as if kissed by a ghost, though their senses and mental faculties are intact. Completely incapacitated in whichever pose they held prior, their paralyzed chassis will finally yield if you phase through them a second time.
- When another character uses their power, you can phase through them and temporarily harness one of their active abilities. It is optional to cause immobilization, and it is optional to steal powers when your intention is to immobilize. You can only mirror levels that are below your own highest level; for example, an artisan phasing through a paladin can mimic their mage and apprentice magic. You can only exploit powers the target is currently practicing, and they will retain their magic--you merely replicate it. The effect will last for 1 post per phase.
[li] Paladin: Surrealism. Corrupt reality.
[/li]
- Project holograms anywhere around you, weaving illusions to fool even the most clever. They appear solid and realistic, though they are intangible if touched, and can emit both sounds and scents. You can choose who will witness the mirage and who is oblivious. You can breathe life into any image, from full scenes engulfing the entire landscape, to single figures fabricating real existence, to features on your own body.
- Detach your shadow into a separate entity, controlling its movements with mental commands. It can interact with any other shadow, and by extension it can affect the caster themselves. For example, if your shadow attacked another horse's shadow, their physical body would be equally damaged. You might rattle a mountain's shade, provoking an avalanche, or blaze trails through a thorned forest by peeling back the gnarled branches. Your shadow and its target must be prominent, requiring a relatively bright light to ensure clear edges and density. The less opaque and defined it is, the weaker its influence, losing all strength in darkness.
- Steal the appearance of any character you have encountered IC, adorning their exact attributes, voice, and scent. You do not automatically adapt to their walking style, familiar vernacular, expressions, or other personal mannerisms, nor do you possess their memories or traits. Your eyes will match theirs, capable of fading from your patron color and embracing their foreign hue. You cannot use their powers but their physical features are functional; for example, you will be able to fly if your disguise has wings.
[li]Magistrate: Timemaster. Transmute time and space.
[/li]
- Travel briefly into the past, redoing your most recent post and rewinding time to the period before any following replies were posted. You may assume that all actions and dialogue in each roleplayer's succeeding post will be reiterated unless you make a significant change. For example, if you had reared and slashed your hooves at an opponent's head in your previous post and they ducked in response, you can powerplay that they will duck again if you choose to rear in your new post. By anticipating their dodge, you could tailor your next attack to the exact position they are foretold to take.
- Stop or slow time, dragging out the seconds or freezing them altogether. If decelerated, motions will lag and are easy to counter. If suspended, life becomes petrified, from unmoving babbling brooks to stationary galloping horses. You are immune and free to act at normal speed, regulating the pace of those around you and appearing to them as a ghostly blur.
- Open wormholes, swirling portals that can lead to any location you select, granting pathways for individuals and armies alike. You can restrict access to certain individuals or allow everyone, and you can make the gate one-way or permit entrance through both sides. By default, wormholes serve only as a road, but you can trigger a transformative effect that will reverse the personality of any who pass the barrier. For example, an angry horse might become calm, or a pacifistic horse turn aggressive. The magic can be neutralized at your command or if they walk through the portal again from the opposite side.
[/ul][/PTab=}]
[PTab=Incarnadine]
Those of the Incarnadine order are impassioned by extremes. From frigid to scorching, their aggressive powers honor the sun, fire, and ice. By elemental synchronicity and nature's favor, they face conflict with confidence bordering hubris, their hostility bleeding out into domination.
These fire-licked fiends hold true to their violent powers, cast into the rapids of their own wild whims. Often the spark behind war's inferno, they can be savage and ruthless, believing themselves supreme in prowess and thus most deserving. However, they do not seek to assimilate or rule the others--they hunt to exterminate. Their plans are often reckless and ill-conceived, if conceived at all, intending to achieve victory by strength alone. They will consume the land in flames and rule whatever ashes remain. Encountering eyes of a different color incites disdain at best, murderous fury at worst, but their unparalleled loyalty to their Incarnadine brethren is undying. Indeed, death itself may meet its equal in the relentless ferocity of their bloodlust.
These fire-licked fiends hold true to their violent powers, cast into the rapids of their own wild whims. Often the spark behind war's inferno, they can be savage and ruthless, believing themselves supreme in prowess and thus most deserving. However, they do not seek to assimilate or rule the others--they hunt to exterminate. Their plans are often reckless and ill-conceived, if conceived at all, intending to achieve victory by strength alone. They will consume the land in flames and rule whatever ashes remain. Encountering eyes of a different color incites disdain at best, murderous fury at worst, but their unparalleled loyalty to their Incarnadine brethren is undying. Indeed, death itself may meet its equal in the relentless ferocity of their bloodlust.
- Apprentice: Climate Control. Change temperatures.
- Raise or lower the environmental temperature, boiling or icing the air to extremes. You are immune to their severity, tolerating scorching atmospheres that evaporate water and burn skin raw, and withstanding arctic conditions that solidify breath and glaciates nerves.
- Pinpoint the sun's gaze, increasing a small area's temperature until it's blistering. The spotlight slowly boils whatever it focuses upon, igniting any flammable or vulnerable targets, from foliage to flesh. Sunbeams can temporarily blind horses if connected with their eyes, painfully wiping their vision to empty white. You can only aim rays generated by a bright sun, losing control and intensity the more shadows progress. You are not immune to fire and should be cautious, lest you fall prey to your own unleashed predator.
- Fluctuate internal temperatures, inducing a fever or hypothermia in your target. The degree cannot reach truly lethal levels, but can cause serious health deterioration and the debilitating symptoms of their respective condition.
[li] Mage: Solar Power. Control and utilize sunlight.
[/li]
- Thrive in direct sunlight, imbued with enhanced strength and unlimited endurance. You will never tire when fully bathed in sunshine, free from consequences such as exhaustion and soreness, and your heart rate and breath are unaffected by exercise. If you could once slightly dent a boulder with your hooves, your newfound might would allow you to crack it, although you could not be so forceful as to shatter it.
- Heal minor or moderate wounds through sunrays, stitching torn muscle and mending broken bones. You cannot cure extreme damage, such as amputations or blindness. The time and effort required to heal trauma is proportional to its severity and size, easily spanning a dozen hours for extensive injuries.
- Warp the way sunbeams interact with eyes. You can block all light from reaching a target's pupils, depriving them of a fundamental ingredient to vision, thus rendering them blind; manipulate sunrays to falsify what is seen, weaving basic mirages; improve your eyesight, seeing with more clarity and capturing details from further away; and brighten your view in semi-darkness, hoarding all possible luminescence to strengthen your perception.
[li]Artisan: Detonation. Activate explosions.
[/li]
- Set off small explosions in a target's veins, rupturing their blood vessels and inflicting critical or fatal damage. Symptoms depend on the location and magnitude of their injuries, from a portion of the limb to significant sections in the brain. Hemorrhaging can result in minor consequences, such as bruising, to debilitating trauma, such as a stroke. You can heal most effects with your mage abilities, but cannot always reverse aftermaths that are too devastating.
- Trigger explosions far beneath the surface, cracking through the earth's crust to clear passages for magma to erupt. It can arrive like a geyser, spewing scalding droplets at an alarming velocity, or advance sluggishly, akin to a gradual leak. You cannot be harmed by the molten tide. You can direct lava once it emerges, slithering across the ground, writhing around a target, or arcing through the air.
- Prompt small to large blasts, colorful and harmless flares like fireworks or thundering and raging explosions like dynamite. These bombs can burst on the ground or in the air, capable of obliterating their targets, gouging craters, and igniting fires in their wake. The shockwave from massive outbursts can inflict as much damage as the flames themselves, flattening the terrain and bursting eardrums.
[li] Paladin: Polar Opposite. Influence ice and the cold.
[/li]
- Freeze any liquid, from standard water to vapors in the breeze. Encase wings in an icy film, disabling flight; congeal blood and fluids critical to bodily functions; coat lungs in frost; chill the lubrication essential to eyes; petrify deadly river rapids, developing solid bridges; and harden lava into blackened rock for the use of structures, shields, cages, even armor. Lava rock is impenetrable once cooled, susceptible only to magic or if you order it dissolved.
- Shoot spears of ice, barbed projectiles burying into their target. You can hurl a single glacier as a javelin or propel volleys of frostbitten arrows, redirecting their path and speed at will. The frigid points sink deeply into any surface except those warded from magic, spreading ice like an infection wherever they land.
- Summon a relentless blizzard, swallowing those unfortunate enough to lose themselves in the overwhelming tempest. Snow blurs the landscape, piling around limbs until movement is nearly impossible. Ice-laden winds thrash against any resistance, ripe with hail and subzero temperatures, capable of peeling flesh from bone if the gale builds. You are immune to the storm's rage.
[li] Magistrate: Kindled. Complete control over fire.
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- Master fire and its kin of all forms, immune to its once-dangerous consequences. Billow smoke to choke and blind those nearby; shed shrouds of soot, masking details and identities; cast flames, from sparks to infernos, engulfing any target in fatal pyres; and reduce materials to charred embers, naught but gleaming coals and ashes.
- Create a fireball that motionlessly floats before you, its innards churning and edges emitting a soft glow. The flames within it curl and coil, forming silhouettes that illustrate scenes of the future. Witness the coming events, played out in the incandescent orb like silent theater. The future is not cemented and the visions may change; the sooner the foretelling, the more likely it is correct. You may not powerplay, but you may request that your roleplaying partner aids you in determining their coming actions, and you can also respond retroactively. For example, if another character attacks you in their post, you can foresee it and counter it perfectly in your response, which might otherwise constitute godmodding. Furthermore, you can anticipate plots, although they might evolve. The prediction's clarity and accuracy increases with the level of intimacy shared with any involved subjects. For example, you will navigate the fate of your best friend better than a stranger's. Only you can see the fortune; others see only fire.
- Flicker sparks inside a target, identifying the exact nerves needed to achieve your agenda. Graze the right connection and you can force their body to obey your command, simulate phantom sensations like pain or pleasure, enhance or decrease their senses, or cause paralysis.
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[PTab=Mauveine]
For some, survival is the most fit for focus. They withstand any onslaught, morphing who they are--what they become--with the flow of their circumstances. Guarding against all forces, they are stone weathering the most barraging gales. Where the other colonies are lances, they are shields, impenetrable and unwavering.
Mauveine has always stood for peace--for its sanctity, but also their endurance. Their defensive abilities make them a prime tool for other monarchs, perfect protection to hide behind while launching armies for destruction. Aware of their desirability, and thus vulnerability, they stand for neutrality and mediate truces, contracting allies and pacifying enemies. They do not stray into cowardice, they simply hold a pacifistic mantra, some motivated by virtue, others by self-interest. Selfishness can occasionally rot their benevolence, prioritizing their benefit and refusing to take risks for another's sake. Such desire cannot be faulted, for in Metaphysical's bloodstained politics, they could never escape war--except by preventing it.
Mauveine has always stood for peace--for its sanctity, but also their endurance. Their defensive abilities make them a prime tool for other monarchs, perfect protection to hide behind while launching armies for destruction. Aware of their desirability, and thus vulnerability, they stand for neutrality and mediate truces, contracting allies and pacifying enemies. They do not stray into cowardice, they simply hold a pacifistic mantra, some motivated by virtue, others by self-interest. Selfishness can occasionally rot their benevolence, prioritizing their benefit and refusing to take risks for another's sake. Such desire cannot be faulted, for in Metaphysical's bloodstained politics, they could never escape war--except by preventing it.
- Apprentice: Adaption. Conform to dangerous physical circumstances.
- You cannot be contained and always sense potential escape routes, an uncanny mental compass pointing to your freedom. If trapped, you can liquefy yourself and seep through the smallest crevice, even those too miniscule to see. Only structures made of magic can create a cage seamless enough to prevent your liberation. You cannot be harmed while in a melted state, sliding along the ground like an isolated stream following currents to opportunities beyond any shackle.
- Adjust to climates, absorbing vicious winds, breathing underwater, enduring suffocating heat and biting cold, acclimating to the thinnest air at tremendous altitudes, and withstanding crushing pressure in the deepest recesses of water. You are only immune to passive effects rather than direct interactions like ice spears. Additionally, the effect must naturally exist in unwarped reality; its source may be magical, such as the sweltering atmospheres blown by Incarnadines, but some iteration must occur in nature. Therefore, you would still be subject to an anomaly like an Aureolin's gravity manipulation.
- Ward off physical assault, a thick exoskeleton growing around your frame to provide organic protection and stop any sharp attacks from puncturing into your flesh. Horns, spikes, barbs, and spears alike will deflect harmlessly off your biological armor, and concussive damage is absorbed and safely dispersed, though you are still vulnerable to magic.
[li] Mage: Magic Aegis. Defend against magic.
[/li]
- Cancel any apprentice or mage sorcery in the surrounding area, an umbrella that negates active and passive powers alike. This will also neutralize your other mage and apprentice abilities. Until the aura is lifted, only artisan, paladin, and magistrate powers can operate.
- Shield yourself from exterior magical offenses, exempt from harmful spells and aggressive intentions. For example, a wave of fire might part safely around you, and a bolt of lightning might dissipate before it can land. You are still susceptible to defensive or passive magic, such as telepathy, fortune-telling, or gravity reversal.
- Sense the details of nearby magic--where it resides, what it performs, and who has cast it. In addition to detecting active abilities, you can also scan characters to determine which apprentice, mage, and artisan powers they have overall, even those of a foreign colony.
[li] Artisan: Guardian Vision. Equip your eyes with more than mere vision.
[/li]
- Observe another dimension overlapping our own, networked with threads that lead to different options and solutions to any scenario you are currently facing. Each strand represents a separate path you could take, helping you evaluate all possibilities to make the best decision you can. Time slows while you deliberate; you cannot move through the stagnancy and are physically frozen like the world around you. However, your mind operates freely, thoughts functioning at their standard pace, granting whatever period is required to determine your choice.
- Every character emits a customized aura, colored by their intentions and personality. Each Mauveine sees an individualized color legend corresponding to potential traits, uniquely interpreted through their own methods. For some, a violent and dangerous horse might emanate a blood-hued haze, dull when they are calm but bright and pulsing if they have nefarious motives. Another might see the same horse with black mists, tight to their body when harmless and expanding when danger stirs.
- Pair your vision with another horse's sight, seeing from their eyes. Although the bond is typically one-way, you can optionally share your view with them, weaving a mutual experience. They are oblivious to your surveillance unless you decide to alert them. You are not privy to their other senses or mental faculties, but will witness the visual details available from their perspective.
[li] Paladin: Mutation. Morph your body.
[/li]
- Shapeshift into any animal that is native to Earth. You can still speak while shifted, but shrinking into a body incapable of housing adequate intelligence will simplify your thoughts, such as an insect. You will receive the attributes and strengths of whichever creature you mimic, from the wings of a bird to the antlers of an elk. You can unlock mythical shapeshifts through the Agora.
- Dissolve into a shadow, absorbed by darkness without a trace of your presence. You are beyond standard sensory detection, no flicker to see, no scent to smell. When fused with the veil, you can instantly journey to any shaded corner of the land, stealing into forgotten hollows where secrets await your revelation.
- Attach to another character, tying your essence with theirs. You are a ghost haunting their company, imperceptibly traveling with their strides, attuned to the smallest movement. While you cannot delve into their mind, you mirror their awareness, feeling the grazes on their pelt, hearing the sounds in their ears. You can reveal yourself to your host or remain hidden, sewn silently into their fabric.
[li] Magistrate: Life Preservation. Ensure ultimate survival.
[/li]
- Counter every possible mental, magic, or physical attack. Your mind is impenetrable, your nerves untouchable, and your skin invincible. For plots or personal reasons, you can allow a power or attack to affect you, but are otherwise immune to every ability.
- Mend any injury a character might suffer, regardless of severity or presumed permanence. At your beckoning, limbs can regrow, sliced muscle will knit together, and illness can be cured. Healing drains your strength, feeding on your vitality to restore theirs. The more serious the hindrance, the more exhausted you will become, but even the most dire traumas can resolve within minutes. You can leech off the surrounding terrain if it is lush and vibrant, helping to bolster your endurance and staving off fatigue through the lifeforce of any available flora. The targeted plants will wither into blackened husks and will never regrow, but you will remain unaffected from any weakening you would typically sustain.
- Overcome death itself, calling angels, demons, and ghosts to your bidding. Their spirit hovers gracefully, slightly transparent, desaturated, and intangible; they can also fade to complete translucency to avoid discovery. You can also return the soul to its body, completely reviving them and reigniting their mortality, though you might need to first heal their corpse if it has begun to rot. Reanimations can entail NPCs, recruiting companions and phantom armies, or you can restore the life of a fallen character.
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