Deadeyelee
a boi of energy
Before I bother fleshing out any power and balance systems, and generating the lore surrounding the little town, I figure I should check for interest. The big picture is a small town in middle america, where the 'magical authorities' (To be fleshed out if people are interested) arrange for orphaned children with either magical talent (Which I sort of have a system in place for, and will describe later) and afflictions or heritages (Like Lycanthropes and Vampires, and other mythical creatures) can be sent to live with a foster family, and be taught how not to be a pain in this magical authority's arse. It's also simply a safe place for the supernatural to live compared to others (However, There can be duels, dark plots, murder and many manners of deviancy), and if you didn't want anything to do with the previous stuff, that'd be cool. You could simply be the lycnathropic owner of a bookstore or a respected councilman who happens to be a Vampire. The town isn't hidden from sight or anything, and around 45% of the townsfolk are normal people, who may or may not know about the majority of denizens of the town. There's also the possibility that people can play as a manner of investigator, trying to figure out why documentation is being fudged so that children are fostered here at a higher rate.
Magic system is a bit WIP but the grounding is here.
One's attunement to magical energy is a mixture of age and genetics. The extra exposure to magical energy also lends
Mages are those that have the innate ability to convert magical energy, into an elemental form. Earth, wind, fire, water, etc. They're the more common magic user, and their 'cast time' is rather quick.
Wizards are rather rare, and slightly revered. They can deal in spells and can-trips, mysticism and dousing. Their plethora of abilities within whatever field they specialize in make them walking tool boxes, and while without preparation they'd be easily outclassed by a mage in combat, a Wizard with time to plan is the most dangerous thing on this earth.
Rarer abilities include: Illusions, Enchantment, Divination. Banned by Magical Authorities: Mind Magic, Necromancy, Blood magic.
If this is dumb, let me know. I'm willing to put in the effort to make it nice and pretty if anyone's interested.
Magic system is a bit WIP but the grounding is here.
One's attunement to magical energy is a mixture of age and genetics. The extra exposure to magical energy also lends
Mages are those that have the innate ability to convert magical energy, into an elemental form. Earth, wind, fire, water, etc. They're the more common magic user, and their 'cast time' is rather quick.
Wizards are rather rare, and slightly revered. They can deal in spells and can-trips, mysticism and dousing. Their plethora of abilities within whatever field they specialize in make them walking tool boxes, and while without preparation they'd be easily outclassed by a mage in combat, a Wizard with time to plan is the most dangerous thing on this earth.
Rarer abilities include: Illusions, Enchantment, Divination. Banned by Magical Authorities: Mind Magic, Necromancy, Blood magic.
If this is dumb, let me know. I'm willing to put in the effort to make it nice and pretty if anyone's interested.