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Sex Magick - Rules Thread

Joined
Jun 1, 2014
Location
USA
SEX MAGICK​

Throughout history, rare individuals have received a gift of creative power, instinctively pulled from their very souls. It is powered by one of the most basic needs - sex, and the fulfillment it gives a person. This power makes humanity afraid. From the destruction of the Illuminati, to the witch burnings of the Inquisition, many authorities of the world have engaged their own private wars in order to maintain control. Sex magick practitioners know, from the very beginning, that the public cannot know of this knowledge. They practice in secret. Those that find similar practitioners are the lucky ones indeed. Those that find traps set by watchful eyes are not so lucky. Governments, scientists, moral agencies, even other magical sects - all would like to get their hands on sex magick practitioners for their own ends.

In Washington DC, this very day, those who practice Sex Magick are beset upon all sides. Some struggle from day to day to keep themselves hidden. Some find solace in one another. Some have succeeded so well as to grow debaucherous in their well-protected harems, orgies, and covens. Every day, it could all come crashing down, for who can keep secrets in this city?


SYSTEM

- Sex Magick is a soft RP, except for magick, which is a homebrew system.

- Magicians cast spells. Unless care is taken to make the magick subtle, public displays of your magick will garner too much attention from dangerous eyes. There are almost no other known types of magick in the world, though the magick has shown the existence of other worlds and mythical creatures, living among us.

- Having sex (satisfying the partner, either emotionally or physically or both) gets you a point of sexual Energy. Fucking another practitioner to the satisfaction of both (that is, it is roleplayed out) fills you with as much Energy as you have Power Levels.

- The magicians' strengths are denoted by a Power Level stat. Your Power Level is the maximum amount of Energy you can have stored in your body. Your power level is also the maximum number of spell effects you know how to cast. They can be cast as often as you have Energy in your body.

- A spell, in its most basic form, affects one person for a short duration (a "moment" or 10 minutes maximum). There are as many effects as there are stars in the sky. For every additional person you want to affect, or for every additional "moment" you want to add to the duration, you add another Energy point to the spell when it is cast.

- To gain Power Levels, you must gain 10 experience points, which is then spent on a new level. You gain 1 experience point every time you use a power in a roleplaying post in a different way, learn higher level Sex Magick (studying under someone of a higher level, reading about it on your own, and sometimes watching a more powerful magician in action repeatedly), or participate in a particularly meaningful or mind-blowing encounter, sexual or otherwise.

- Each level gives you another spell you can cast, and you can store one more point of Energy. There is no Power Level max.

- Brand new characters who first gain their power start at level 1. This gives them one point of Sex Energy they can hold, and one spell they know. I can allow starting players to start up to level 2-5 or even higher if they don't want to RP the whole "discovering your new powers" scenario.

- The magick system is not based upon the physical measurement of effects, but rather, how many people each spell will affect. This allows for a lot of leeway in descriptions of spells, though those descriptions will not allow for more people to be affected. Also, permanence of spells is almost unheard of: the duration of spells is a moment (10 minutes), and casting a spell to do something for a longer duration takes an additional Energy point per moment. For example, to set an alarm for a door for 8 hours of sleep is (8 hours x 6 moments/hour) 48 Energy.

- A magician casting a spell is obvious to other magicians; it is instinctively noticed in line of sight, as long as the magician is paying attention. A spell being cast in a crowded room, in one's peripheral vision, or while the observer is distracted, can easily be missed. Magicians can only identify other magicians once they touch - each magician immediately, magically knows of the other at that point.

SPELLS

This is a sample of spells you can take, though there are as many spell effects as there are stars in the sky. Creating a new spell effect requires GM approval. The spell will then be added to the list for anyone to acquire.

Alarm: Set some contingency situation (A door opens, someone enters a room) that sets off a loud noise upon completion. The alarm goes away after triggered once unless additional points are added. The alarm still only lasts one moment unless additional points are added.

Anti-magick: This spell is a very important spell, learned early. You cast, on yourself, protection from one opponent spellcaster's magick. Each opponent magician you want to protect against is one mana. This is reflexive and instant, and can be cast AFTER an offensive spell is declared in a previous post, successfully blocking a magical attack. However, this only protects the body and mind from magick, it does not protect from environmental effects that magick creates. For example, if someone tries to light you on fire with magick, you can then cast anti-magick on that one person. However, this means the clothes on your body are lit on fire instead of you yourself. The danger of damage is not as severe; you could put out the fire much easier since it is only your clothes that are burning, not you. The opponent named in this spell must be either line of sight, or you know the specific magician (including that person's name) in question, if not in line of sight.

Attraction: the most basic spell, and usually the first spell learned. Make yourself irresistible to one person. It doesn't mean they'd automatically have sex with you, just that they'd treat you the same way they'd treat the one person they want to lay. Standard duration (a moment or 10 minutes, additional points add another moment). Add another mana to make a third person the object of the victim's desire. (Remember the rule - one additional point per extra person or moment.)

Create Water: What can this water do? Quench one person's thirst, sweep one person off their feet, erode a hole in a mud wall big enough for one person, etc.

Create Wood/Fire/Earth/Air/Metal/etc: Spells similar to Create Water. Only one element per spell learned.

Magickal Attack: This could take any form you can think of: a twinkling light, lasers from the eyes, chi emanating from an open palm, ghostly apparitions swarming a victim, etc. An undefended target (anyone that does not cast Anti-Magick in the next post) can be hurt, seriously injured, or even killed, based upon soft RP rules. The attack can be broadened to multiple people, as per the usual mechanic.

Paralyze: Holds one person frozen in place (but otherwise cognizant) for a moment.

Protective Physical Shield: A shield that protects you from non-magical attacks from one person. Fists, knife, gun, whatever. If two people are firing at you and you want protection from both of them, spend two mana. The question arises: what if one person is using a really powerful weapon? I don't want to get into heavy math. I'd like to say that the shield still protects the caster, because it is the intent of the attacker that counts. However, if some better method for counting more powerful weapons without more math can be created, I'm all for it.

Repulsion: The opposite of the Attraction spell. Remember, making a target besides yourself ugly to one other person requires 2 Energy, because the spell involves 2 people beyond the caster.

Telekinesis/Levitation/Flight: A straightforward power. You are able to lift and propel something as big as one person; it could even be yourself.

ORGANIZATIONS

The Coven is the largest organization of Sex Magickers in DC is led by Harline Masanotti, a matronly Dominatrix in a local BDSM club. She does her best to make The Coven (no worries, men are allowed in, though the only make up 20% of the population) an organized thing, though sex magick is so instinctive and varied that there are vastly more independent practitioners than there are coven members. There exists offshoots from the Coven, those that disagree with Harline and form their own groups, and those magickers that combine for other reasons than mere magick. Being an organization of magickers has its drawbacks - it is a target for those who would wish to destroy, study, or control sex magickers. It does not have any members outside the area, but does hold alliances with other magickal groups in DC and beyond.

The Framea (Latin for javelin) are the loose affiliation of Rape Magickers in DC. They, as a whole, vary between protecting their interests (against lawmen, nosy rubberneckers, or anyone who intrudes) and lashing out at people and organizations they feel are a threat, including the Coven. The Framea is 70% men. There are no leaders, though the most adamant and powerful Rape Magician is Shana Worcester, a muscular cop who uses her inside influence and vast magickal power to keep prying eyes away from her activities.

The Citrine Order is the widest cast magickal organization in the world, with strict rules and a stricter hierarchy, full of pretentious ritual and inflexible traditions, though they do throw a mean party. They have made deals with nations and corporations to stay out of each other's business, due to their relatively high profile. Their ranks are usually not the most numerous or well-seen in any given city, given that the global networker must often give up the local scene. There are few of them in DC, but their allies are powerful, if they ever can convince said allies to visit the city. Of the few Citrines in the city, the most powerful one is Mark Sutton, a toned man of 30 who behaves deferential to his non-local 'superiors'. The Citrine are mostly men (85%). The local Citrine run Le Pivert Soulevé (The Raised Woodpecker), an magician-only social club that is openly orgiastic. For the most part, mundane individuals and rape magicians do not get invited.

The CIA must know enough to know these groups are dangerous, because the government is watching, and occasionally "sanctioning", almost every sizeable magick group in the area, and possibly the world. The NSA and FBI usually get involved too. There are no faces, no names that any magician could interact with - anyone compromised within the government is swiftly replaced.

FREEMASONS are exactly who you think they are - old men who use their exclusive club to desperately hang on to one of the last remaining all boys' club in modern society. Being centered around morality, the Freemasons have taken to watching and cataloging sex magicians, gathering information on the practice in order to understand it. It is not violent against magicians, but it does not promote the practice, nor help magical organizations. The only good thing that can be said about it, is that they work independently from the government towards their own ends - they do not report their findings to the CIA.

I do not want to fill in all the smaller organizations of the area. I hope that players will, in time, carve out their own niche in the city and make the setting theirs.

CHARACTER SHEET FORMAT

Name:
Age:
Sex:
General Description: Include clothes, scars, mannerisms, personality, relevant history.)
Items normally carried on you:
Notable Items you can run home to get:
Career/Finances: (Include income, savings, debt, assets, and property.)
Motivations:
Relations: (Friends, Allies, Lovers, Relatives, Enemies.)
Group Affiliations:
Power Level: (To the first decimal place, which denotes experience. If your character is PL 3 with 8 experience, your Power Level can be recorded as 3.8.)
Spells Known:

Note: The GM may make exceptions for those wishing to keep information about their character out of public view.

NPCs

- Harline Masanotti, 36/F. Harline exudes sensuality in spite of the extra pounds she has put on in the past 10 years. She considers herself the mother of all mothers, running the Coven as her own baby, angrily defending it from opponents, both within and without of the Coven. She plays a very political game, garnering favors for boons. She often has trouble thinking up of an appropriate boon - she has gotten wealthy and well-fucked from her time as the Coven matriarch. Her only need is the need of all magicians - to keep her and her 'family' safe. To this effect, most of her needs are protective or first-strike related. She could grant almost as many boons as a Congressperson, some of whom have been seen visiting her palatial home.

She normally wears the latest corset that she fancies. She has notes of Steampunk all through her wardrobe and home. She normally carries a huge purse of many items - a gun, mace, business cards (non-sexual Domination escort), the latest smartphone, even a tiny extendable tripod for her phone.

Her servants at home run the gamut from butler, to chef, to harem, to bodyguard. She is in possession of civilian assault rifles, not quite legal within the city limits of DC.

She is independently wealthy through long use of her magick. Professional Domme. Large estate (20 acres) with large, well defended mansion.

She is motivated by power and narcissism. In all, she is a very helpful ally, insofar as it promotes/protects the Coven or her personally.

Relations: She is polyandrous, sporting a different husband for each day of the week, all minor spellcasters. Her harem consists of new, fledgling, even younger spellcasters, eager to learn more in exchange for the sex, love, and Energy she needs.

Group Affiliations: the Coven
Power Level: 100
Spells Known: Pretty much anything

Mark Sutton, 43 M. Mark can be described as "casual", as it relates to men's fashion: khakis, polos, loafers. His angular face is clean shaven, and his hair sweeps back like he's from the 80's. He is a fit, lean, well tanned man. Forever a bachelor, he has gone from aging white collar worker to a confident, straightforward magician. He lives modestly, using his funding from the Citrine order only to promote the sect inside the city, and not usually for his own personal gain. His morality is matter of fact, never seedy but never of sterling character either.

Though he often courts many magicians, he still enjoys the thrill of pickup women in bars (without magic) and getting them into bed, in spite of the trickle of Energy it provides. Sometimes he teaches magic to a woman, but never can he give a romantic commitment.

What motivates him? Sensuality, mostly. The thrill of winning - not necessarily in dramatic conflicts, but in bed, in games, in conversations, on the stock market. His outward composure is like Jack Nicholson - always friendly but strangely menacing for no reason other than his looks.

His only affiliation is with the Citrine, though he is welcome within any of the Coven's gathering, since a man of his power is enticing to Harline's status seeking.

He has no relations to speak of. He might have a cousin living in Pennsylvania somewhere.

Power Level 60, many spells.


Shana Worcester, 28 F. Shana is a muscular cop who always seems to survive. She has a short, almost buzzed head of blonde hair. Her skin is fair, but freckled and tanned. She shows her "guns" off often, wearing a tank top, shorts, and sneakers most of the times she is not on duty. She magically turns away prying eyes from her police work, her BDSM activities (Domme, always Domme), and her Rape Magick. Too many men, down on their luck, enjoyed her aggressiveness to ever convince her that a woman, raping, was wrong. She uses the gender double-standard at the same time she breaks all stereotypes. She doesn't stand for anything except her own survival, her own power, her own status quo. She has struck a delicate balance with other magicians in the area - do not reveal her, and she will not expose the whole system. She'd just as soon call the CIA as have her empire taken down. Luckily, she isn't the sort of person to destroy other magicians on a whim - but many magicians' sense of right and wrong has made them try to stop Shana - with disastrous results.

She leads the Framea, though no one outside of rape magicians can say how or where. All signs point to her, but she does not appear in public outside of her "day job".

It is not currently known what her relatives are.

Power Level: 80, many spells.
 
Le Pivert Soulevé

[img=677x453]http://creativity103.com/collections/UrbanGrime/warehouse_ultimo_DSC4691.jpg[/img]​

An old brick warehouse sits on Kansas Avenue, housing many different products throughout its history. The front office secretary would tell you that their services are pretty dry right now, so they have plenty of space, should you wish to use their services. A few small clients have their wares stored here, small islands amidst a desolate sea of concrete.

The meeting spaces in the back of the warehouse seem barely used, with a few dusty accountants and maintenance people idly surfing the internet or chatting throughout most of the business day.

At night, every night, the alley doorway is manned while the front facade looks closed for the day. You can get in when you ring the bell, but if you knock they won't open the door at all. No sound or light emanates from inside. Once the door is closed, the inner door is unlocked, allowing you down a hallway. On the right are double doors, also with a guard, allowing you entrance into the main room.

There are no signs for Le Pivert Soulevé; it just is. You learn the name by word of mouth. Some people just call it the Woodpecker, but don't say that in front of Mark Sutton. He won't fly off into a rage, but he certainly marks, very closely, who makes the effort to pronounce things correctly.

If at any moment you think that you are not beholden to his whims, just remember - Le Pivert Soulevé is an social club with membership, as well as the only gathering of magicians in town of any notable size. Politics between sects happen here, and almost ever only here.

The large room with a high bay ceiling has techno music playing, but not so loud as to be a dance club; a normal level of conversation (and eavesdropping) is quite possible. A long bar dominates the right wall. It even has televisions over it, some showing sports, some showing news.

The left side has small, living room sized cul-de-sacs of couches and chairs. Various sizes of social circles can gather. In the middle of some of these, as well as along the wall, are the thing that show you that this club is for adults only - whipping poles, beds, cages, St Andrew's crosses.

The back wall of the club is a stage with red velvet curtains. There are side rooms for performers going on stage.

The establishment saw fit to tile the floor in the club and pad the walls with sound proofing material. The result is a cozy environment that doesn't echo. [/i]
 
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