Guide
The Regal Rper
Mad Scientist
* (means optional)
Guide
0. You do not need to have watched Soul Eater to join
1. All characters will be entering the Paean Program. This means your character has received a demerit, a punishment for exceeding 10 reported obstructions on their record; ranging from mission endangerment, property damages, to teamwork misconduct or a series of other issues. Players are free to design the nature of why their character is entering this program.
2. Players are allowed 1 character at the start of the RP. The max number of characters allowed are 3 per player.
3. There are 3 Options to pick from. Meisters, Weapons, and Casters/Mages.
4. Players who pick a Meister or Weapon will not have a partner at the start of the RP. Your character either lost their partner at some point in the previous year, or their partnership was terminated by a Instructor due to the partnership sorely lacking in benefits for both your character and their former partner.
5. Players who are Casters, will not need partners. Casters, have more diversity in abilities and will not require or need a partner at all to fight.
6. Any player that is a Meister or Weapon that would prefer their character to be a Soloist; strong enough without a partner, should DM me.
7. Next gen canon OCs are not allowed. Players can have connections or links to some canon characters provided they check with me first.
The DWMA Uniform is modifiable. In most cases it isn't entirely a strict dress code, it is possible to wear normal clothes that have the yellow, red, black, and white color scheme of DWMA. Or a person can modify the uniform to their liking.
DWMA also has insignia's of Lord Death's mask on clothing that can be worn. All Agents are required to wear something bearing Death insignia if they choose not to wear the uniform.
Guild of Magic Uniform is made of a black, cobalt blue, and purple color scheme. Modifications can be made so long as the symbols of the Guild are not touched. Messing with the symbol of the uniform results in expulsion.
Standard
Color Scheme: Black, Purple, Cobalt.
Acceptable acessories: A shawl, Cape, fichu, or head gear that has the Symbol of the Guild placed on it.
Jewelry: Acceptable.
Top: black long-sleeved or short sleeved shirt.
Bottom: Purple pants/ purple skirt
Footwear: black, white or purple shoes.
Appearance: { pic or description}
Name:
*Stage Name: { replaces real name }
D.O.B:
*Birthplace: {where they spent most of their life}
Age: {18+ }
Gender:
*Orientation:
Height | Weight:
Species
Keep in mind some species carry racial abilities; you'll have to add those racial abilities to the Power Section
-Human: You'll see DWMA still has a majority of humans in its ranks. Power wise humans tend to be stronger in spiritual energy.
- Demon Weapon: Sub-species of Human.
- Earth-Shaman: Another sub-species of human.
-Wicked: The specie name for Witches if your character is a Witch. Witches are very potent in magic, to the point where they have magical entities they are connected to that represent the animal themes they have. Eruka Frog's bombs or Arachne's spiders are examples.
-Hybrid: (Do not include Demon Weapon x Humans or Earth Shaman x Human because they do not count. Hybrids may inherit a few minor racial abilities depending on their parent races. The term is often used for Human x Race.
- Werewolf: Are members of the remaining survivors of the Immortal Clan. They have shifting abilities between their human form and beast form. Naturally they are stronger than humans in either form and have better senses.
- Fairy/Fae: Are literal fae. The abilities they possess vary and is up to player discretion. Most common abilities range in size-shifting, flight, and particle spawning.
- Bloodsucker: Are recent additions to the organization. They gain strength from blood, and can slightly alter their forms for a brief period.
-Player Made: must be discussed with GM.
Occupation: (Meister / Weapon / Caster)
Rank: One Star | Status: Elite
*Meister Type: (What Weapon type is your character skilled at? Swords, guns? Etc)
*Weapon Class: (If a Demon Weapon, what kind of weapon is your character?)
*Caster Field: (What Magical Arts did your character study/ is good at?)
Demerit Reason: { why your character is in the program should be connected to their background. What did they do to get put in? }
When and why did your character join DWMA or the Guild of Magic?
What inspired them to join? What pushed them to stay? What sort of views did they have at the start how did those views change to now?
Did the characters family have an influence in their decision to join? Were they supportive, were they not? How did this effect them?
Both DWMA Agents & Casters go through 6 years of training before they reach Elite. Two years in Beta. Two Years in Gamma. One year in Epsilon. Think about the sort of social standing your character made for themself in that time, and where they started to hit bumps.
Think about where they hit a very rough point, and what marks the place where they get the demerit.
If your character is a DWMA Agent, think about what ended their last partnership. How many partnerships did they go through before settling on one?
How good were they with working with others in general?
How long has a partnership lasted for them? How did it change them?
Did they end the partnership or did the partner end it?
What other problems played a role in them getting a demerit? Were they failing missions? Were they not prepared for certain challenges till it was too late? etc
If your character is a Caster, consider what they did wrong. What was their first violation? How many more did they make over the years?
Or did they a few bad ones and not multiple? Did they cross a line and get a chance and take it?
Were they on thin ice for awhile and did they think they would just get away scot free?
The guild is known to have very severe punishments, punishments that are often never used because very few instances have occurred where there is even expulsion. Consider this when writing for your character. What violations they caused and whether they were forced to join or joined freely.
*Misc: (Minor Details like relatives, etc)
Powers/ Combat: (will vary on role)
Meisters: Are far more skilled in physical combat and more capable in adapting to both spiritual and magical situations because of their training. A Meister's fighting style is aligned closely with their Meister Type but is not the sole definition of their capabilities;
Ex: Maka is a Scythe Meister, she specialized in scythe weaponry meaning she wouldn't have had any real focus in abilities that would deviate attention from her coordination, speed, and upper body strength. She also chose not to dive into other spiritual abilities because she had confidence in her skill with a Weapon. Maka also had Soul Perception; so she had sensory and tracking abilities that she developed. However she never focused on applying emotional abilities to her skillset because she never felt it was necessary and never favored emotional manipulation. These all play off her as a person, and aren't solely about what she could do.
Weapons: Are very harmful against supernatural entities. Their style aligns with their Weapon form, as well as any other unique magical abilities they posses or develop overtime. A Demon Weapon who makes a larger focus on magical applied abilities may have less of a focus on physical combat. At the same time the kind of partner a Weapon has can influence their skills.
Ex:Tsubaki could change into Japanese weapons, and her partner was an Assassin. So her skills in agility, and reflexes were pretty high as a result of her partner. She was also very adaptive in using her magical abilities in combat to support her partner.
Casters: Are more magically talented with more diversity in abilities but lack greatly when it comes to physical combat by themselves compared to Meisters or even Demon Weapons.
Ex: Madeleine is a Caster who focused on Elemental, Defensive and Potion Magic. Her interest in these three types of magic can reflect a bit about herself. She favored Fire & Lightning magic primarily because she wanted to be powerfully offensive; Defensive magic was added to make up for her own shortcomings when dealing with opponents face to face where she couldn't hit them without hurting herself in the process; and Potion Magic was studied so she could set up chemical traps to set off against her opponents since they would have no idea what her potions could do. These can tell you a bit about her aggressive personality and sense of self-preservation, but also shows you insight on her cunning in picking Potion magic to act as a back up.
A Meister-Weapon unit is equal to a Caster in terms of raw power.
GuideNote: Fill what you feel best fits your character in term of their Meister Type and whether they branched out to expand on skills, or if they picked up new ones.
Fighting Style: is based on the Meister type and the sort of Weapon they used; sword, a spear, gun, dual pistols/gun etc will influence this type. This also stems from their background in training and whether or not they practiced with normal weapons also outside of their field.
Spiritual Techniques: Abilities that work on oneself, objects or their environment; these techniques cannot enhance your physical abilities or act as ranged attacks, but they can be used to project constructs or increase the durability of objects or used to create minor effects in one's environment like a shockwave.
Empowerment: Is how far one's Spiritual Energy can enhance their physical body. Affecting strength, durability, speed, coordination etc. A player can focus on one feat or vary. This is also influenced by the Meister Type but is not the sole definition of their capabilities.
Ex: A scythe Meister might focus on agility, dexterity and strength stats while a ranged Meister like a Gun type- might focus on dexterity, sight, and reflex stats.
Soul Menace: Is an advanced skill that focuses on the ability to push one's Spiritual energy into another person. Abilities that can be ranged or internal are more applicable in this field.
Perception: Is dependent on whether or not your character has any unique sensory abilities. Soul Perception falls into this category as well as any unique sensory abilities your character has developed or racially posses.
AP: Aura Pressure is the ability to use one's Spiritual aura to create effects on others or environment. It can range in emotional projection, to psychic communication. Often times Intelligence Agents will have a skill set in this department.
GuideNote A Demon Weapon's abilities can vary greatly based on their Weapon Form. Magical abilities manifest in line with their Weapon form also. A player does not need to fill everything on here, merely if it fits their character's options.
Weapon Form: the Weapon Forms grants invincibility; it can only be harmed by Soul Menace, which can pierce through the supernatural protection Demon Weapons have. Magical abilities can appear differently based for every Weapon, regardless if two people have the same form.
AP: Aura Pressure is the ability to use one's Spiritual aura to create effects on others or environment. It can range in emotional projection, to psychic communication. Often times Intelligence Agents will have a skill set in this department.
Perception: Perception for Weapons is based off their Weapon form along with any unique magical abilities they possess. This covers any sensory abilities they have. Ex: Yumi Azusa had a Weapon form of a bow rifle with a scope; her Perception ability allowed her Enhanced Eyesight, and Clairvoyance abilities. This stemmed from her Weapon ability.
Empowerment: Is how far one's Spiritual Energy can enhance their physical body. Affecting strength, durability, speed, coordination etc. A player can focus on one feat or vary. A Weapon can perform this on a decent level close enough to that of a Meister if not nearly on par however this ability ceases to apply to any partial transformation or transformation abilities a Weapon utilizes.
Autonomous Arts: martial Arts or fighting styles that are created for Demon Weapons to fight by shifting parts of their bodies into their Weapon form, and combining magical abilities they have. This depends on the kind of character you have and whether or not they would make fighting partially a focus or just cover basics.
Magical Abilities: Magic abilities take on a unique form based off your character's nature and general weapon form. Soul Evans is renowned for being one of the most skilled magically capable Demon Weapons in the world. Ex: Soul could generate a scythe from his arm that had piano keys. By playing these keys he could magnify sound around him and control it in different ways.
Resonance Abilities: The form they take when they match spiritual/ magical energy with someone else. This is a far more powerful version of your character's Weapon Form; new abilities appear as a result also.
Guide
Casters study magic in the Guild of Magic. All magic has a certain theme it falls under, dependent on the user. How that Magic Theme works can decide how it gets applied. A person with an elemental theme might be a natural at using elemental magic- but the definition of how that magic works for the person could be different compared to each of their peers who also fall under the same Magic Theme. This could affect how a person uses their magic, and define their style and approach in using magic as a whole.
Here is a list of magic that the Guild of Magic teaches based on the most common Magic Themes found:
Elemental Magic: Consists of 5 forms. Water, Fire, Wind, Plant, Lightning. They can be purely used in offense, but if creative can be used in minor defense. Mages are taught up 2 types of their choosing. Elemental Magic can create constructs, attacks. or have AOE capabilities.
Casting Method: Verbal Spells / Symbol Creation
Rule
- Can be fueled by powerful emotion, therefore certain spells can turn out of control with one's emotions and turn against the user.
- Are very hard to control once casted. This means if you send a fireball in a person's direction you cannot alter its path without relying on tracking spells. Throwing Elemental attacks is a lot like pitching, there's a technique to each form to make it hit the target with very little control after.
Enchanter Magic: Uses Mold Gloves to pull matter to construct puppets. A user has to be in a given range to manipulate a puppet. A link is formed when a puppet is created that allows the user to know when a puppet is destroyed.
Casting Method: Item & Physical Gesture
Rule
- Puppet creation distributes phantom feedback to a User. This means the hits a puppet receives, a user will feel, on a minor level.
- This phantom feedback also allows a Enchanted to know when a puppet is destroyed.
- The number of puppets a user can control are limited by the number 10 - 15. As each puppet is linked to the user's magical reserves and creating too many can put a strain on the body that will force puppets to slow or breakdown by themselves once the body reaches its limit.
- Puppets are controlled through thought or gesture. They follow instructions but are not as intelligent as a person. To make a puppet intelligent requires more focus on that one puppet, which will make other puppets react or perform more slowly or incorrectly.
- A puppets size also requires more magic. A average user can create a puppet the size of a child with no struggle at all. An average person can create an adult sized puppet, with average magical cost on their energy.
-Magical costs are distributed when a single puppet is broken down into smaller versions.
- If the user is defeated a puppet will gradually crumble.
Transformation Magic: Magic that alters the form of oneself: Appearance, clothing, anatomy, it is a taxing process that improves the amount of energy one can use.
It can also be used to alter others temporarily only in the sense that other beings temporarily lose their original form for a brief period of time. It does not allow the user to turn them into anything the user wants without the consent of the player. It can allow the user to turn them into other creatures however, by default.
Casting Method: Verbal Spells
Rules
- Transformation Magic has different effects for different races.
- The spell must hit the target before any effect will work. There is no automatic effect by simply casting.
-Using Transformation Magic on yourself is less taxing than using it on others.
- Any abilities a chara has before transformation (whether Spiritual or Magical) will stay the same. The only difference will be how those abilities are effected after transformation. Ex: a fast character may be slightly slower than their original speed, but this does not mean they will mean they will match a normal animal they have been turned into. In fact they may greatly exceed it, even if they don't compare to their original speed.
Effects On Races
- Demon Weapons: Will not transform the person but will affect their weapon form in some way. How it affects the Weapon form is up to the player whose character is effected.
- Fae: Removes any racial abilities inherited temporarily.
- Humans / Hybrids: Will gradually turn them into a animal of the caster's decision. Unless the Caster does not think of an animal when throwing the spell, then it is up to the character's player to decide what their chara becomes.
- Witches: May make their magic slightly harder to control when casting.
- Bloodsucker: Will temporarily erase their ability to shift forms or drink blood to increase their magic.
- Werewolf: Erases abilities like enhanced senses and beastform transformation.
- Player Made: Will be decided by GM and confirmed if acceptable to the player.
Defense Magic: Magic that focuses on pure defense. Allowing for reflecting attacks, shields, barriers, platform and construct creation etc.
Casting Method: Physical Action / Verball Spell / Both Verbal & Physical.
Rule
-Users always feel feedback from this, especially in the creation of constructs.
- A shield being shattered or a construct being broken is heavy feedback sent to the user.
Potion Magic: Is magic that can be activated through symbols and magical circles that connect to one's own personal magical inventory. Allowing for potions to be summoned or used instantly through a symbol.
Casting Method: Energy Circle
Potions are utilised for setting up chemical traps.
Rule
- If a symbol is not completed or invocation is disrupted the spell will overload and explode.
-Potions must have the same symbol or circle mark on them to connect magically.
Boost Magic: Magic that can be used to enhance a individual's speed or physical attributes or can be used to affect an environment by spawning symbols
Here is an example:
Casting Method: Physical Action & Energy Circle
Rule
- Booster works by casting a sigil; magical mark on mediums; walls, surfaces, or the body.
-Symbols can be disrupted if the medium has energy pulsed through it like soul energy or being hit with a strong spell; or they can be distorted if the place they are set on is broken; like the ground cracking where an arrow is.
Creature Magic: Is an adapted form of magic based off Witches. Magic that forms a contract with a animal and grants that animal and person magical abilities through the contract. It allows users to augment the animal temporarily or temporarily augment themselves based off the animal to perform combo techniques.
Example:
Casting Method: Verbal Spell
Rule
-Users can augment their Animal Contractor, granting them new forms or unique abilities
-Users can augment themselves with abilities based off their Animal Contractor, granting themselves new forms and abilities
-Users can utilize magical combo techniques with their Animal Contractor
-Users can communicate telepathically with their Animal Contractor.
-Users share the pain of themselves or their Animal Contractor with each other.
- There are temporary behavior alterations due to personalities being shared when magic is being used between the two.
Familiar Magic: Magic that forms a contract with a familiar. A Familiar is a entity that a person is magically connected to or creates a magical connection to. This form of magic was created by Witches for humans to learn to use.
Familiars can perform skills or abilities outside their User's functions. Eruka Frog's magic is an example of this:
Casting Method: Energy Circle
/ Command Spells
Rule
- A player can have up to 3 Familiars, each one having their own abilities and self-awareness.
- Familiars are autonomous and do not share their pain with their Summoner. They are capable of also harming their Summoner but cannot kill their Summoner.
-Semi Familiars are pure energy based constructs that represent the original familiar. They do not require commands but must be used once created or else they will send feedback to the user.
-A user can force their Familiar to perform a spell against the Familiar's wishes. They have 10 Command Spells they can use to perform this.
- Command Spells are shared among all Familiars one has unlocked.
-The strength of attacks is influenced by the strength of a Familiar and Summoner's relationship.
-If a Familiar is destroyed, it will take time for them to be resummoned
-Magical attacks using semi-familiars are a lot easier to utilise but less powerful than summoning Familiar.
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