Yun
Our World Is Worth Fighting For
- Joined
- Aug 10, 2011
- Messages
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Genesis
The world of Genesis is one that is essentially our own.
There existed a numerous number of individuals who subsist in the world of normal humans with the power to control the forces of nature around them. They were a part of a supernatural world, created and run by them; however, they were schismatic, and separated themselves into factions and families.
After periods of war, they finally came together in a treaty that was made to last a millennia. In that time, these families contributed various things to the magical communities of the world, and ushered in an age of knowledge.
Today, many of their ancestors are alive and well. The world of magic is facing yet another threat of separation as the treaty comes to an end.
Tensions are rising, and the stakes are increasing.
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The world of Genesis takes place in a world like our own, albeit very loosely.
Magic in this world is known by the populace, and it is a powerful and influential force in the modern world. In the past, following the schism, many families were created. Each of them had various levels of influence, but most contributed something to the incredibly vast field of magic.
You play a member/ancestor of one of those families, with access to the power of magic. What power you possess is up to you, but it usually echoes your family's own power. Or it doesn't. Your family can still be very much active, or have long since been dissolved. It's really up to you.
Rules
1. All BMGf rules apply.
2. Be nice.
3. No godmodding of any kind.
4. The GM's word is law. The Moderator's law is higher. Don't make things difficult; just listen to what they say when they say it.
2. Be nice.
3. No godmodding of any kind.
4. The GM's word is law. The Moderator's law is higher. Don't make things difficult; just listen to what they say when they say it.
Magic (good to know)
There's no need to have it in your profile; it's just good to know.
While magic is rather freeform, it comes down to five different types.
While magic is rather freeform, it comes down to five different types.
- Evocation: Calling upon natural forces to help. The manipulation of natural elements, matter, and energy falls here.
- Psionics: The power of the mind. Mental manipulation, telepathy, and telekinesis fall here.
- Conjuration: The power to call upon outside forces. Summoning, creation, aether, and nether magics fall here.
- White Arts: For the time period, it's actually considered an outdated term. All things that fall under being generally beneficial to the target - and do not overlap with the other abilities - are considered this.
- Black Arts: Again, considered an outdated term. Basically the opposite of the White Arts; anything that isn't inherently useful, or downright detimental, to the target goes here. It shouldn't overlap with the other abilities.
Sign-Up
Name:
Sex:
Age:
Appearance:
Ability: Magic they possess.
Skills: Non-magical skills they have.
Other: Anything you want.
Sex:
Age:
Appearance:
Ability: Magic they possess.
Skills: Non-magical skills they have.
Other: Anything you want.
Name: Winter Knight
Sex: Female
Age: 25
Appearance
Ability
Weather. The controlling of the weather is her primary power, usually manifesting as either a blizzard or a rainstorm. The use of this power allows her to control the elements of lightning and wind.
Skills
Cooking and general housework. She's used to doing it following her living on her own. In addition to this, she's well-versed in research.
Other: Overwatch is a dumb game.I main Widow ;-;
Sex: Female
Age: 25
Appearance
Ability
Weather. The controlling of the weather is her primary power, usually manifesting as either a blizzard or a rainstorm. The use of this power allows her to control the elements of lightning and wind.
Skills
Cooking and general housework. She's used to doing it following her living on her own. In addition to this, she's well-versed in research.
Other: Overwatch is a dumb game.
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