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Regional information
Pony planets is a roleplay region based mainly on the sparsely populated planet of Acrab. With Anocratic empire ofPlease refer to
this map of the planet, might be expanded later.Rules are as follows
⠀You don't have to be on the map to participate, you can have stuff off map.
⠀⠀Only
⠀⠀⠀There will never be more then four regional officers.
⠀⠀⠀⠀If your account ceases to exist due to inactivity and you have land claimed on the regional map. Other players will be able to annex your claimed land.
⠀⠀⠀⠀⠀Don't declare wars without asking the opposing player first. (Does not apply to gameplay events)
⠀⠀⠀⠀⠀⠀Only unicorns, alicorns and kirins can use spellcasting freely.
⠀⠀⠀⠀⠀⠀⠀Take adult only things offsite.
⠀⠀⠀⠀⠀⠀⠀⠀These rules may be slightly adjusted later.
Setting
In the far future humanity is assumed to be one of the first species to have constructed spaceships with crew preserved to travel very long distances. As such many habitable planets in the galaxy hed been colonized with various degrees of success. Do to human inability to construct transport faster then light, there is a huge technology gap between between individual planets.
While humans have been expanding various other sapient species have evolved but most never left their star system or planet. Various anthropomorphic creatures have been created by humans for unknown reasons. Ponies, kirins and undiscovered aliens have gotten lucky in the evolutionary game and their cells and tissue can interact with the background magic field, making use of magical energy. While nothing can travel faster then light, magical energy can be used to create a tear in space and time to connect to points, technicaly getting around this restriction. However the cost of magical energy can be extreme for any creature that can not manipulate magical energy. While the majority of fauna and flora on the planet of Acrab is from Earth, you will find some alien animals and plants on occasion.
Magic
"Magic" itself is a higher state of energy which flows around the universe. Magical energy in it's raw form is refered to as a "background magic field". This field of magical energy can be tapped into by those who have the biological means to make use of it in one way or another. This higher form of energy can change into a lesser form of energy. (radiation, heat and electricity.) While background magic field is normaly constant, it can fluctuate as things interact with it.
Majority of sapient creatures can make use of magic. Magic for most is a passive thing that they can't influence, passive magic usualy gives one's body stronger then one's body is naturaly. For earth ponies this means that their body is physicly tougher and have agricultural benefits. For pegasi this means having ability to fly despite their wings being naturaly too small for flight and slightly affect the local weather.
Kirins and unicorns are the only races which can bend magic to their will, this is know as spellcasting. The reason why only they can do it is because of their horns which are connected to the nervous system. Spellcasting is the process of bending surrounding magical energy around one's horn and then releasing it to produce a desired effect. To one incapable of spellcasting, the process itself can be descriped as writing computer propts in your mind by pure intent and focus.
There is a aspect of magic beside passive body use and spellcasting, Enchanting.
Enchanting is applying a magical effect on a object. The most ideal objects for enchanting are gemstones and crystals, due to their microscopic crystaline structure which is capable of storing magical energy similar to a battery storing electric charge.
For example, the least difficult enchatment to create is making a gemstone glow, the spell itself needs little energy depending on the intesity of the glow and as such does it can fuel itself by natural surrounding magic.
Most ponies and kirins never learn many spells. Those that do specialize in a certain field of spellcasting.
Specializations
Arcane mage: Arcane mages specialize in direct manipulation of raw magical energy, to move matter and energy at will.
They can cast: magic missile. A burst of magical bolts that can cause injuries.
Shadow. A spell that can enhance the body's performance at the cost of mental well being.
Blinka spell that teleport people few meters away.
Summon teleports objects towards the caster few meters away from them.
Teleport create a unstable portal that multiple people and objects can cross, the portal has a range of several kilometers.
Gateway Create a stable portal over very long distances. However only few Arcane mages will be able to learn the Gateway spell.
Fire mage: A magicical specialist in fire related spells
They can cast:
Inner fire a spell which slightly decreases need for hunger and rest. While it also increases natural healing factor and calms the mind.
Firebolt a single superheated magma that damages and can set the target on fire.
Fireclaw Creates a streaming tendrils of fire that rake destruction across the living, leaving destruction and fire in it's wake.
Fireball Throws a massive slow moving ball of fire. Wreaks havoc and creates a fiery explosion.
Firestorm calls forth a storm of tiny meteors on a small area. Most fire mages won't be able to learn Firestorm.
Ice mage: A magicical specialist in water related spells
They can cast:
Soothing breeze Creates an auro around the caster which decreases pain and tiredness. While increasing conciousness.
Ice bolt Launches a bolt of ice specificaly created to shatter on impact into glass like shards. Causing damage and severe bleeding.
Frost ray a rabidly expanding ray of super cool particles that damage and freeze target(s).
Snowball Launches a massive ball of ice and snow. Blizzard Calls forth a storm of ice on a small area. Most ince mages won't be able to learn Blizzard.
Lightning mage: A magical specialist in lightning related spells
They can cast:
AMP Augmented magical power is a spell which drasticaly increases physical capacity at the cost of increased stress on the body.
Lightning bolt launches a lightning bolt to strike a single target.
Lightning cloud creates a electricity charged mist which damages and stuns those that walk into it.
Lightning storm creates a storm over a small area. Eye of the storm releases a ball of pure electrical energy which electrocutes everything in it's path. Most lightning mages won't be able to learn Eye of the storm.
Geomancer: A magical specialist in the realm of earth and natural order
They can cast:
Stoneskin Applies stoneskin to the target pawn. Each charge of stoneskin absorbs a single attack, regardless of how powerful, or weak, the attack is. Stoneskin is an unsubstantial defense, meaning the defensive measures it employs are not physical and will not interfere with the combat capabilities of its ward. Stoneskin requires a constant reserve of mana to maintain, each application will reduce the casters maximum magical energy that can be used. The caster can only maintain a limited number of stoneskin instances regardless of how much mana the caster has available. Applying stoneskin to a target that already has stoneskin will remove all charges of stoneskin on the target and dissipate the spell (returning magical energy reserves back to the caster).
Encase Encloses a target area in a ring of stone, effective at isolating sections of the battlefield.
Earthen hammer The geomancer manipulates the laws of gravity to catapult massive stones from the surrounding earth. The amount of gravitational energy reversed is finite; nearby surface stones require minimal energy while subterranean stones require significantly more. The first, and every third stone after, will always be subterranean unless there is insufficient gravitational energy in which case the geomancer will attempt to use the remaining energy throwing nearby stones. The extreme shift in gravity will temporarily disorient the geomancer.
Sentinel Creates a stone sentinel to defend an area. Sentinels will remain dormant until an enemy is within range, then they will break free of their stone prison to defend their terrain.
Meteor Collects rock, dust, and debris from the atmosphere and space and forms it into a meteorite. The geomancer directs its descent to bury a target location. Most geomancers won't be able to learn meteor.
Druid: A magical specialist in the realm of nature
They can cast Poison Conjures a fast acting toxin that works its way into the targets bloodstream. The more a target moves, the more lethal the poison becomes.
Beguile Animal Using mastery over nature, the druid can overwhelm the emotional state of animals. This ability is dual purposed - if the animal is in a calm state, it will incite the beast into a manhunter rage; if the animal is already enraged, it will pacify the beast.
Regenerate Regeneration acts as a natural curative over time and will restore even grievous wounds with continued application. Only cures physical injuries and will not remove scars or restore destroyed/removed body parts.
Regrowth create magical artifact which can be used with combination of madicine and potions in a surgical operation to regrow a body part. Most druits won't be able to learn Regrowth.
Priest: A magical specialist in healing who has rejected violence
They can cast:
Advanced Heal Invokes holy power to greatly heal the wounds of a target. Will immediately seal the bleeding of wounds from missing bodyparts and can heal up to three wounds.
Purify can cure scars, addictions and permanent ailments. If a priest succededs at healing a specific ailment depends highly on their skill.
Bestow might Blesses a single target with greatly increased physical power. Resurrection Restores the life of only a recently deceased person. This places an immense demand on the Priest and resurrected person and both will be weak for several days while their strength recovers. Resurrection comes at a price; the resurrected person will forfeit up to 35% of their skills and may develop detrimental health conditions. Most priests won't be able to learn resurrection.
Summoner: A magical specialist in conjuring creatures
They can cast:
Summon minion Summons minions to assist in daily tasks.
Summon defence pylon Summons and manifests magical energy to form an automated defense turret that is tethered to a physical location. The turret channels magical current into a focal point that emits bursts of raw energy. When the tether holding the turret to the physical world dissipates, the turret will harmlessly dissolve back into magical energy. If the turret is destroyed, this event can be more destructive.
Summon explosive Creates a mine out of compressed, raw magical energy and tethers it to a physical location. The mine will harmlessly dissolve if the tether runs out of energy that is holding the mine.
Summon elemental Calls forth a monstrous elemental from a plane of power to crush your foes. These beings will defend a location and immediately engage an enemy if one is nearby. However, if there are no enemies, they tend to get bored rather quickly and will wander from their summoned position. They will not do such menial tasks as "hauling" or "cleaning," as these are the jobs of lesser beings. Due to the power of the summoning, the elemental can only exist in this realm for a short time.
Summon poppi Summon a pack of vicious cute animals straight from the gates of insanity. This pack of animals are rabid and will eagerly tear into enemy formations, rapidly scratching through flesh of enemies.
Necromancer: A magical specialist in the real of death. Necromancers are historicaly considered untrustworthy,
They can cast:
Raise undead Raise undead from corpses. Only works on biological creatures that were once living. Undead will remain under the Necromancers control indefinitely. Necromancers can control as many skeleton as they can upkeep with their magical energy. Generaly this is 6 skeletons.
Death mark Mark a victim with a curse that causes their life to flash before their eyes. Cursed victims will lose focus and the will to fight.
Fog of Torment Conjures a fog of a green gas which causes severe pain and internal injuries to those that inhale it (Including the necromancer).
Consume Corpse Disintegrates a corpse to gain magical energy.
Corpse explosion Mixes magical energy with chemicals inside a corpse or undead to cause the body to explode after a short delay.
Enchanter: A magical specialist who focuses on enchanting
They can cast:
Enchated body Grows extra limbs to improve manipulation and increases fighting speed. This enchantment tends to make the enchanter look quite horrifying and can alarm other pawns. Costs a lot of magical energy.
Enchanted Aura Radiates a charming aura that disarms social barriers and improves social interaction and opinions. Costs a lot of energy and can't be used with Enachated body.
Transmute Transmutates one material into another material; some material will be consumed in the conversion process.
Enchanter's Stone Creates an artifact out of raw material and imbues it with magical properties. These artifacts need to be sustained, the average enchanter can only sustain a maximum of 5.
Enchant melee weapon Enchant a melee weapon equipped by a target person. Enchanted weapons gain elemental properties. Fire enchantment deals additional burn damage and may set the target on fire. Ice enchantment reduces the efficiency of the struck bodypart. Lightning enchantment may stun the enemy. Dark enchantment may blind the enemy. Enchanted weapons require an allotment of mana equal to the casting cost to sustain. The number of weapon enchantments is limited only by the enchanter energy capacity. Polymorph Temporaly transforms people in the target area into random beasts. The polymorphed creature will still retain enough of its original self to recognize, and be enraged by, its predicament.
Blood mage: A spooky mage who Combines blood and magical energy into a hybrid form of power used to perform blood magic. The use of blood sacrifice inflicts several deep cuts to allow ready access to blood and combines it with mana to generate an immediate amount of blood magic power. Blood mages can slowly generate blood magic power from open, bleeding wounds without the use of mana, and can also train to use fresh, exposed blood near them to fuel blood magic. A blood mage will slowly lose blood magic power when they are no longer bleeding.
They can cast:
Ignite blood Ignites and burns any exposed blood in an intense flash fire. Fire will continue to spread to nearby blood.
Blood for blood Curses a targets blood to heat and accelerate until it seeps from every pore of its victim. This curse has several affects. The blood that's expelled from the target becomes a mist that the caster absorbs as restorative energy and uses it to mend wounds and replenish blood reserves. This ability will slowly heal scars and other permanent injuries of the caster. The wounds and injuries of a target will also be healed as the blood exits their body. The target loses a portion of their blood each pulse and, like any wound, can result in incapacitation or death if they lose too much blood. The transfer and healing rate is increased for both caster and victim depending on how much the victim is bleeding.
Blood Shield Surrounds a target in a barrier formed from the blood energy of the caster. The energy from the shield will slowly regenerate the pawn it is protecting. Any damage done to the shield disperses some of this energy but also causes a burst of healing on the protected person. A portion of damage absorbed by the shield will be inflicted on the caster due to the blood link - this includes the gradual healing. As long as the blood mage supporting the shield has blood magic power, any returned damage will detract from this blood power, but if the blood mage is out of blood magic power, returned damage will cause physical harm to the blood mage. Blood mages cannot form a blood shield on themselves.
Rent Causes the victims blood to violently reject its host and erupt from multiple wounds, resulting in massive hemorrhaging. Suprisingly not as lethal as it sounds.
Blood moon Surrounds an area in blood magic, calling forth demons of rage and terror to prey on enemies within. Most blood mages aren't able to learn Blood moon.
Technomancer: technology magic synthesis. Which have 3 different subspecialities; weapon enhancement, technobit and turret.
technobit: The techno-bit is a small, autonomous orb that assists the technomancer in many tasks and provides the technomancer with additional support capabilities. The techno-bit assist can be toggled and will not perform any task while disabled.
turret: Deploys and establishes a neural link to the Mark-IV turret. The Mark-IV is remotely controlled by the caster. Rockets and mortars consume mana per shot.
weapon enhancement: The technomancer applies their knowledge of engineering and magic to create a modified version of an existing weapon. This weapon is molded out of raw mana and physically anchored to the technomancer as an extension of their body.
Because of this, the weapon will disintegrate if separated from the technomancer. This weapon will be automatically equipped by the technomancer once created. Weapon specialists also have access to modified ammunition and nano stimulants for improved combat capabilities. To create a techno weapon: target a weapon on the ground. Targeted weapon must be ranged, with an industrial or higher tech level, and use standard firing action.
Outside of these three specific abilities they can cast:
Nano stimulant An injection of nanites that temporarily enhances the combat capabilities of the user. This stimulant is specially synthesized by the technomancer for their own unique biological and genetic makeup. It isn't chemically addictive, but is harmful for any other pawn. the nanites are fueled by mana and energy within the body and will rapidly cause fatigue. When the nanites burn out, they will form platelets to cauterize and stop bleeding and even heal small wounds. Use of nano stimulants will accelerate any active disease or infection.
Techno shield Surrounds the target in a kinetic field that repels inbound projectiles. The kinetic shield is able to deflect projectiles depending on their kinetic energy, heavier projectiles are more difficult to deflect and will penetrate low powered shields. The amount of kinetic energy involved in a deflection is determined by the amount of damage that would be caused by the projectile.
Sabotage Sabotage overrides the targets mechanical failsafes, logic functions, and any other exploitable system within a small area. The effects of sabotage can range from reduced mechanical performance, temporary shutdown, self destruction, catastrophic failure and even loss of ability to determine friend from foe.
Overdrive Overdrive the targeted mechanical, electrical, or AI system with fabricated nanites that pushes the system beyond its limits. Overdrive will cause damage to the system periodically.
Use this format if you don't have a belief system for your characters.
Structure: (examples: Ideological, animist, abstract theist, embodied theist, secular, agnostic, omnism, pantheism, cult of personality, authoritarian, echantological, hedonist, corporate.)
Culture:
Core belief(s): (examples: cannibalism, high life, egalitarianism, nationalism, supremacism, loyalism, forever guilty, emacipation of slaves, republicanism, aristocracy, elders good, astrology, pacifism, nudism, light bad, darkness bad, pain is virtue.)
Belief system description:
Leader title:
Moral guide title:
Rituals:
Relics:
Noble and despised weapons:
What opinion does the average believer have on the following. (If there is something important not mentioned, add it.)
Execution of prisoners:
Physical love:
Slavery:
Organ harvesting:
Cannibalism:
Corpses:
Marriage names:
Scientific research:
Female clothing:
Male clothing:
Number of male spouses:
Number of female spouses:
