"From what we can tell, there are 16 schools of magic. Of these, we know of Earth, Fire, Air, Water - the base magicks - Metal, Sound, Electricity, Plant, Mind, and Body - the secondary magicks. Unfortunately, these are the only ones that have been discovered.
"Each of these schools has slowly and steadily migrated itself into a particular region on the continent. Water lies in the north. Earth to the northwest. Fire and Plant to the northeast. Body to the east. Mind to the south. Metal and Electricity to the southwest. Air to the west. Sound to the south east."
Feel free to do... pretty much whatever you want. You can learn magic (Usually from people that know it, otherwise, you'll have a tough and agonizing time), fight people, or... well, let's TRY to stay within reason. Besides, going insane is usually met with death.
This RTD has a few different rules:
Rolls follow this pattern:
1 - Epic Failure
2 - Failure
3 - Failure
4 - Partial Success
5 - Success
6 - Epic Success
There are no overshots, simply because it would clash with the next rule. You may use your level in a magic to add an additional die to roll. The highest result is used (You can put conditionals like, "I'll use 3 dice to defend myself if I'm attacked," but NOT like, "I'll use another dice to attack if I fail.") You are able to do this up to the level you are in in magic, but then you won't be able to until the next day.
It also doesn't really matter which magic you take, as they're all rolled the same way, but you are able to dodge and defend against magic you know better than others (Only the attacker's magic can be used to defend if you need additional dice.)
All attacks roll for initiative. Then, it follows this pattern:
Aim - Adds to or subtracts from the attack roll.
Attack - Amount of damage done.
Dodge - Adds to or subtracts from the defense roll.
Defense - Amount of damaged resisted.
Everyone has 10 HP. It can be changed using magic, but when it reaches 0, you're unconscious, and if it reaches -1, you're dead.
You'll gain experience in magic as you use, or get used by, them. Each level requires (level + 1) * 6 xp to level up.
You also start in the Air town. It's a small community of wooden buildings that have roofs slanted to one side. There are several children playing airball, something of a sport. There are a few older children watching a few mock battles between some adults.
To start post your action and put 5 points in any of these magicks (You can put all points in a magic or spread them out):
Earth
Fire
Air
Water
Electricity
Sound
Metal
Plant
Body
Mind
Limit of... 5 people. Feel free to give yourself a name, background, etc. but I'm not keeping track of them. I've learned that if I don't know who someone is, it takes about an extra hour of my life to figure it all out. So, if you use names, also use usernames.
Death Toll:
Body: 1/2 [7/18]
Mind: 1/2 [1/18]
Sound: 1/1 [1/12]
Air: 0/0 [3/6]
Struck by lightning for attacking a man mourning over killing an orphan.