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Sex Magick - Interest Thread

Joined
Jun 1, 2014
Location
USA
EDIT: This main post will continue to be updated with more world details until I start the game. Last edit: 6/12/14


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. I can allow starting players to start up to level 2-5 if they don't want to RP the whole "discovering your new powers" scenario. Starting at even higher levels might occur at a later date, depending on what is needed for the RP.

- 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.

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.

PLOT IDEAS

- The CIA, with help from the NSA, are intensely watching the DC area after the capture of a local novice magician, meanly referred to as the Snitch. It is assumed that she was interrogated, and the presence of other magicians in the area confirmed. The few who had contact with her fled the city or went into deep hiding within the city. The CIA do have leads though, and reconnaissance drones and blimps hover over the city, watching. Some of the more altruistic magicians want to rescue her, but face a near complete disapproval from the city's magicians, for fear of more secrets being discovered. Thise that wish to assassinate her for safety reasons are likewise shouted down, since she knew very little. Ideas of any substance to solve this problem are lacking.

- A regular night at Le Pivert Soulevé is a delicate dance of secrecy from the outside world, regardless of the drama happening within. How can magicians have spats without burning the place down? Will the Framea show up tonight and try to get in again? Did the Snitch know about this place? The place is part orgy, part bar, part bazaar. Each night will have multiple rabbit holes a player can go down. (Hopefully, in time, players will create more rabbit holes in their own storylines that could be picked up by new players.)

- The Framea are in civil war. Normally, magicians would be happy to let their rapist brethren kill themselves off, but the violence may cause the wrong people to notice them, which would then threaten all magicians. Reluctantly, the other organizations are getting involved. The Coven sticks its nose in to try and calm the Framea down, but end up getting sucked into violence. The Citrine look to avoid the conflict, but watch it closely, covering up all evidence as best they can, uncaring who wins.

- The Freemasons go from magician to magician, attempting to lure each person away from the magick that begs the caster to fornicate so freely. Their insistent but pseudo-caring methods, much like an evangelical religion, invokes the ire of the more idealistic of the magicians. The Freemasons take such abuse like martyrs, wanting to show the corruption of the soul possible through unnatural means. They non-violently crash orgies, stalk and accost magicians any time of the day or night, and generally cause a nuisance. However, a Mason has been killed by a magician. There are some freemasons that seek to take more insistent action. Mark Sutton, head of the local Citrine order, seeks to come to an agreement with the local Masons. There is to be a meeting between the two leaders. Every facet of the meeting - from the people, to the location, is guarded and watched. Even the guards are guarded. There is plenty of "employment" opportunity in this plot.

CHARACTER SHEET FORMAT

Name:
Age:
Sex:
General Description: Include clothes, scars, mannerisms, personality.)
Motivations:
Relations: (Friends, Allies, Lovers, Relatives, Enemies.)
Group Affiliations:
Career/Finances: (Include income, savings, debt, assets, and property.)
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.
 
RE: Sex Magick

Anyone else? Is it worth it to go ahead and make a Character Profile and Game Setup thread?
 
RE: Sex Magick

Well, I'll continue to post things about the world I've created, and then at a certain number of people, I'll post it. What's a sufficient number of people to show interest?
 
RE: Sex Magick

with a system style. Three to however many you think you can handle, the higher the number the better, since your likely to get people to drop. I wouldn't post at three but hope to keep atleast 3
 
RE: Sex Magick

I'd like to do a system-based RP in general, and so, I'd like to join in just to boost interest in system-based rps in general. Buuuut I have some fears about this system.

Main fear is the 'energy recovery through sex' system. By the sound of it, it's almost as hard to gain sexual energy as it is to gain experience - this doesn't make a lot of sense. You're going to want to encourage, not discourage, the players to use spells and such, as it's the center of the RP.

Secondly, it doesn't seem like there is a plot or drive as of yet - but I guess you'll fix this one in the future.
 
RE: Sex Magick

Thanks for the interest, Laa. I greatly appreciate those who take interest in the creation of game systems; game system design is a hobby of mine. You are welcome to voice all and any concerns, and I look forward to more input.

Let me answer your second concern first: there will be plot, no worries.

Now for the first concern. The system (which is by no means complete) does, for the moment, make it hard to gain Energy. I thought to myself - how easy is it going to be to cast magic, once you have the gift? I never want to hear a player say, "oh, I just go have sex with my wife" and go cast spells about. It would turn sex into a chore. This is, in part, why I put that sentence in there about gaining more points of Energy though different actions. Perhaps I may even bump it up to refilling all Energy if you fuck another magician, as opposed to one point for a mundane. This could promote what I am trying to say in the game - that if you just go find some plain old sex, you won't be rewarded, but if you have sex a certain way, you will be rewarded greatly.

On that subject, what system could I put into place to show that it is more important? The "meaningful, mind-blowing sex" should have a benefit. So should sex with other magicians, and explicitly roleplayed scenes, even though that last one is an OOC-IC crossover mechanic.

Lastly, I do not want to do anything dealing with an array of points for this or that action. Regaining Energy should be one point or all points, or leave the exact amount nebulous. The LAST thing I want is an Excel spreadsheet giving the values of various sexual acts.
 
RE: Sex Magick

Game system design is also a hobby of mine. :p

Anyway, I can see the idea behind all of this, and have thought of a way that would make it possible to easily regain sexual energy - building a harem.

The idea would be that you'd enter into some kind of contract or something with some humans, who then transfer gained energy to you. This isn't easy though, as not all humans are capable of doing this - on top of this, you have to grant them one or the other kind of wish.

Rough idea, but I thought you might like it.
 
RE: Sex Magick

Thanks for the suggestion.

I would think that a harem of Energy givers - sort of like magician groupies - could help a magician, though I am trying to think of how the system could work. Granting a wish is an expenditure of magickal energy, so there's no net gain. The system is designed to be temporary in duration; Also, I do not want to see any sort of permanence in the magickal system, except for storing Energy within your person. This ties in to one of my themes - that sex, like exercise, is powerful only when you keep doing it.

However, I don't want to kick the possibility of a harem that has some magickal benefit totally to the curb. Perhaps a bunch of enthralled slaves, all surrounding the 'sheik', diddling/wanking themselves to the sight and thought of the sheik, and the sheik just sitting there and soaking it all up in a very short amount of time. It would have the same effect as a roleplayed session between magicians - full energy. I wonder if that would discourage 1 on 1 sexual roleplay. Hmm.
 
RE: Sex Magick

Whowhatwhere said:
However, I don't want to kick the possibility of a harem that has some magickal benefit totally to the curb. Perhaps a bunch of enthralled slaves, all surrounding the 'sheik', diddling/wanking themselves to the sight and thought of the sheik, and the sheik just sitting there and soaking it all up in a very short amount of time. It would have the same effect as a roleplayed session between magicians - full energy. I wonder if that would discourage 1 on 1 sexual roleplay. Hmm.

When I say 'grant a wish', I mean something like a quest of some sort. "Make sure my daughter isn't raped", "Give me the time of my life", etc. The idea I had with these were that they were in the background, giving you a passive income of energy once in a while after they've made the contract with you. (Once a week? Once every 5th page? Etc.)

What you're suggesting is of course also a good idea. :p
 
RE: Sex Magick

Laa said:
The idea I had with these were that they were in the background, giving you a passive income of energy once in a while after they've made the contract with you. (Once a week? Once every 5th page? Etc.)

But then it wouldn't be Sex Magic, it'd just be some sort of life-draining magic. I was thinking, in general, that the Energy came from the elation of the soul that came from both emotional and physical pleasure...this specific kind.

So far we have - a servant would trade participation in a harem for some boon (or even just money - I could imagine a movie star magician having a paid or star-struck harem). You don't have to RP it every time, but the process upon which the sheik would get the Energy still needs to be within the confines of the metaphysics behind the magick - emotional and physical release by the other person in the magician's presence, stemming from desire and arousal caused by the magician. Perhaps harems need to be cult-like; the servant love the sheik like a cult leader? Something to where they get so worked up over this awesome person that they don't even have to be touched by the magician?

Just throwing out ideas. If there's some other way to make it work that still keeps the main points, we'll find it.
 
RE: Sex Magick

This system is really starting to grow, but i have a question for you. Obliviously most (if not all of us) know how to use the 6 main stats. How do plan on making the Appearance stat work. You have to have so much App that this NPC would even consider to have you as a partner or how?
 
RE: Sex Magick

Except for the magic system, it is a freeform RP. No six stats (I assume you mean the D&D stats? STR, CON, etc?).
 
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