DECEMBER 29TH, 1999. Scientists began to notice there was an increase in tidal activity across the world but they couldn't figure out why. NASA reported that the Moon’s distance to the Earth was decreasing at an alarming rate. The leaders of NASA declared that on midnight, December 31st, the eve of 2000, the Moon would collide with the Earth, its point of impact being New York City. All of the scenarios the government created ended with total annihilation of all life on Earth. Reactions to the prediction varied from calm acceptance, to confusion, to rejection as falsehood, to religious evangelism, to criminal anarchy.
The oncoming collision of the Moon into the Earth is believed to have been the work of a mysterious cult of magicians who worship the Moon God. The collision is said by scientists to contradict known laws of physics and theories are being hastily developed to explain the phenomenon.
Most magicians of Earth dwell in a parallel, hidden world known as Ascena Merculos. C'est la Font is a great city in Ascena Merculos corresponding with the New York City of the human world. C'est la Font has little effective government, being a kind of hyper-capitalist dystopia.
Great magicians of the city have realized the oncoming destruction of the mortal world, and are working to prevent the destruction of the magical world. So far all they have been able to do is to allow the world to be mostly destroyed every New Year's, to be reset to 72 hours before the impact each time. Whenever the world is reset, almost all of the world is exactly the same as it was. People lose many memories formed after December 28th and most of their property acquired after December 28th. Those with powerful enough magic can protect some items and themselves in the reset, however. Because of this, while the Earth year is always 1999, technology has advanced far beyond that due to some of it being preserved each reset.
Due to the apocalypse that is continually occurring, C'est la Font is a city wrought with crime ranging from petty theft and mugging to murder and kidnapping providing an ample source of income for those on the right side of the law.
The detective agency of Magus Machina makes its home in C'est la Font, owned by an ex-military police officer and operated by nine persons who have proven to be reliable assets; while they are known for their excessive bad luck, they still receive copious amounts of work due to their policy of taking on any case no matter how small. Magus Machina employs some of the few people that can preserve most of their memories. In addition to fighting crime, they do "memory detective" work. There are many people who have tokens preserved in the resets, but are confused about their origin and value to themselves. Magus Machina tries to help people adjust to the world when it is reset, using the few preserved things to piece together what their lives are.
The Geist Syndicate is one of the most prolific organizations in Ascena Merculos criminal underworld notoriously known for their involvement in dirty politics and selling weapons through the black market. The legal activities they do dabble in, as Geist Corporation, pertain mainly to pharmaceuticals, urban construction, and weapons research and development. As a large crime organization, they are a prime antagonist to Magus Machina.
There are many questions to be asked: What has been happening behind the scenes with Geist? Who is responsible for the impact? What is the truth behind people's memories?
GMs: Helter Skelter; AkaneM
Historical/cultural adviser(s): [open]
Magic/technology adviser(s): [open]
World Mechanics (subject to change)
1. The human (non-magical) world known as Earth operates in coordination with the magical world known as Ascena Merculos (AM). Some parts of Ascena Merculos correspond directly with Earth, but with the additional of hidden regions that do not fit in the spacial dimensions familiar to Earthlings. The city of C'est la Font (CLF) on Ascena Merculos is directly connected to New York City (NYC) on Earth.
2. Most magicians live in Ascena Merculos, though some live in mostly in the human world. There are also humans that live in Ascena Merculos, usually due to them using advanced technology. There is some tension between older magicians, newer magicians, tech users, and standard "unskilled" humans. For now, however, they live in cooperation.
3. There is a human calendar that operates on New York City on Earth, which is stuck in the year 1999 CE. Almost all human world activity is roughly the same as in 1999. There is a magical calendar that operates on C'est la Font on Ascena Merculos, which is in an unspecified year that is progressed passed 1999 CE. Magical world activity is sometimes the same as in human calendar 1999, but there are frequent differences.
4. The apocalypse is completed when the Moon impacts the Earth. Keep in mind that this is due to magic so do not worry about incidental world disturbances that movement of the Moon would cause scientifically. Also keep in mind that the Moon only becomes close enough to significantly affect human activity during the final few minutes to impact, due to magical acceleration. The world resets at 12:00:00 AM midnight of December 31st, 1999 / January 1st, 2000. When the world resets, the time changes to 12:00:00 AM midnight of December 28th / 29th. Resets include the majority of everything, whether physical, mental, or magical.
5. Resets have been happening continually for an unspecified amount of time. Some people know the exact amount of times but most people have no idea.
6. During a reset, most people lose almost all memories formed after December 28th. During a reset, most people lose almost all property changes and bodily changes gained after December 28th.
7. Some things, including both objects and memories, are seemingly randomly preserved during a reset, and find themselves out of place as artifacts. These artifacts are the cause of confusion and mystery.
8. Some people can deliberately preserve things during the reset. Usually this is through magic, the level of magic and difficulty of preservation increasing depending on what is to be preserved
9. A very small number of people automatically have their memory mostly preserved without the active use of magic. These people, known as mnemosyne (ne-moh-si-nei) or mnemos (ne-mohz) have a significant advantage in life through their increased accumulation of knowledge. It is, however, a mixed blessing in that experiencing the world repeat itself can be tiring.
10. If you die, you stay dead until the reset. After the reset, if you died you lose everything gained after December 28th. Memory artifacts are almost nonexistent for people that die. Exceptions are made for memories if there's some special powerful magic involved, which is extremely rare. Exceptions are made for physical things if someone else preserves them on your behalf or you go through the work of preserving them in advance, which is a significant investment since time is limited.
Affiliation: (Mage or Tech User)
Specialty: (Your main reason for employment)
Sub Specialties: (Two specialties you are good at)
Lock Picking - The ability to open any and everything with a lock, even crack safes.
Sub - Basic knowledge of lock picking that allows you to bypass basic locks.
Marksmanship - Master handling of firearms, there isn’t a gun you can’t handle.
Sub - Basic knowledge of firearms allowing you to defend yourself as well as subdue suspects.
Interrogation - Extensive knowledge of interrogation, you can get information without laying a finger on your target.
Sub - Basic knowledge of interrogation, you can beat the answers out of someone or trick them into a confession.
Information Gathering - You have a finger in every pie and a nearly limitless supply of favors that can be called in at any moment.
Sub - With sources in the police department or from your dark past, you can usually find what your looking for.
Perception - Possessing an unnatural awareness of everything around you, rarely does anything escape your sight.
Sub - You notice small hints here and there, spotting something anyone else would have overlooked.
Computer Skills - The cybernetic infrastructure bends to your will, whether it’s your neighbor’s wifi or the governments database you can get in and out without being noticed.
Sub - You have no idea what C++ is, but you can log into others’ personal computers and bypass low scale security.
Physical Prowess - You may not look it, but you possess knowledge of multiple fighting styles and know how to handle yourself.
Sub - You were in a fight maybe once your entire life, but that doesn’t mean you can’t put up a fight.
How about both?
Name: Mina Granger
Personality: Seeing the world as nothing more than a mathematical formula and everything in it as countless variables, Mina can be quite cold and blunt when dealing with others, even those she is well acquainted with. Although, it is this same indifference and view of the world that allows her to remain calm in any situation no matter how the bleak the outcome appears to be.
History: Taken in as an orphan at the age of 13 after her parents were killed in the war between Asteris (America) and Puresia (Russia), Mina found solace in the cold mechanical arms of technology. In the coming years she became a technical genius learning the ins and outs of the of every software that caught her eye eventually learning that she could access other people’s files and programs from her own personal station. At the age of 18 when she opted to leaved her adopted parents homes in search of the man who killed her biological parents, a soldier named Yuri Ustengrad, she wasn’t interested in revenge, but wanted to hear his reasoning for doing so. The girl found him in C’est La Font working as private investigator about two years later, confronting him in the small office space about the size of a jail cell he revealed to her that he was not the one who killed her parents, but he was part of the squad who did. After a long explanation and a sincere heartfelt apology Mina forgave him and even offered to assist him in his PI work.
Specialty: Computer Skills
Sub Specialties: Information Gathering, Lockpicking
Name: Yuri Ustengrad
Affiliation: Tech User
Personality: Despite his military background, Yuri isn’t cold and hardened, on the surface, but warm, caring, and compassionate. The thought of people taking advantage of those weaker than themselves enrages him and was one of the reasons he left the service.
History: Yuri was born in Puresia and raised by his father to become a soldier who would be the pride of the motherland. At the age of 18 he enlisted in the army and four years later was placed in the military police where he found his calling as a detective, investigating out of the ordinary suicides, scenes where special operations went wrong, and even theft of secret information. During this period he became well versed in the art of interrogation ranging from physical torture to psychological to chemical, earning him respect and fear equally from his peers and foes. At the age of 23 he was assigned to accompany a squad to perform reconnaissance in an enemy base, upon finding the base mostly empty the soldiers took it upon themselves to kill any of the remaining enemy force they could find, the casualties were a single guard and two scientists, wife and husband. Infuriated he returned to base and brought this crime to light, but the murderers he revealed were praised instead of arrested, in that moment he knew what he had to do. In the middle of the following night, he stole away each member of the squad and gave them a first hand experience of his skills, the damage he had done to the men left them scarred both physically and mentally; while they were begging for the sweet release of death, he left them broken and unfit for duty and life. In the next 24 hours he fled Puresia for Asteris where he set up a private investigative service, unnamed when he first established it. Five years later, he ran into a young woman by the name of Mina Granger who revealed herself to be the daughter of the two scientists who were murdered during his time in the service; he told her the entire story from the beginning right to the gory end and then apologized to her for his own incompetence. It was then that she offered her assistance to him in return for what he did and even came up with a name for his business, Magus Machina.
Sub Specialties: Marksmanship, Perception
Name: Tony Midwich
Appearance: Slim and elaborate, with steel-grey clothing. A gentlemen through appearance, though with a flamboyance that often shows him up.
Personality: Though he is often arrogant, and lacking in common sense, Tony works through life with undying energy and sharpest wit. He sees little in magic nor technology, though his roots are inclined slightly towards the latter. He'll use sarcasm to express obvious points, though he is also capable of mixing well with an equal team of agents. He is intelligent, though this knowledge is expressed in strange ways; often missing obvious key details in exchange for deeper, more elaborate details. His theories are repeatedly outside of the box, and he never takes any evidence at face value, even when the logical answer is painfully clear. His skillset stems from Tony's ability to smooth talk, and investigate in incredible detail. He can turn even the strangest of leads into a pathway to the answer, however his methods require large amounts of time. He has a limited perception with regards to the main details of a crime scene, and he is capable of picking up basic points that others might miss, though his primary focus is upon the finding and gathering of information, rather than the examining. Regardless of this, he'll regularly give his instinctual views upon the case at hand, albeit vaguely warped views that often border irrationality.
History: Born and raised in the distant city of Gillchester, Tony gained a degree in law at a relatively early age. His skills were sub-par compared with his peers however, and Tony quickly turned his attention instead to detective work. He opened a small agency titled 'Atlas Investigations' in his home city, though low crime rates reduced his workload heavily. Seeking a larger audience, Tony moved to C'est La Font, hoping to continue his business there. The competition quickly swamped his small agency, and Tony decided to temporarily abandon his business in order to earn enough money to keep it afloat. He joined Magus Machina reluctantly, as they had been one of his main rivals, hoping that his sharp wit, and informational skills would carry him far. He has no image upon the city, and is known by relatively few of the inhabitants due to his far-off origins. This can prove a double edged sword at times, giving him a clean slate amongst the populace, though losing him any connections with the inhabitants of C'est La Font, regardless of their allegiances. In their eyes, he is just a vague detective; a factor that clashes with his flamboyant nature and desire to impress those around him. Instead, Tony relies on his team-mates for public relations.
Specialty: Information Gathering
Sub Specialties: Marksman, Perception
Name: Ricky Tallon
Personality: The only time Rick is friendly is when he is trying to subdue a lady, He is a hard-man the wear and tear on his body and mind have left him like a stone, He is confident in all of his abilities but feigns that he's unconfident , he knows he is the shock and awe of any group he's in
History: Born to a family that had to steal their food and free load for homes. Ricky had a hard life and knew he could never get a good job with his intellect. When Ricky was 18 he joined the military and they put him through college while he was in service. He advanced in the military rapidly he was a natural with hand to hand and most other things they had him do. But when Ricky was approached to be subject to some "tests" by the military he heard the extra cash he'd get and took the offer. (Tests will be discovered in RP if thats okay.) He then left the military and decided he would use his skills against the side he thought was doing everything for the greater good. He took part in multiple heists with a black market team. He ended that career with 9 heists when he was betrayed by his team, they set him up so there would be one less cut. The team loaded the bags full of the loot into the getaway van and drove off leaving Ricky to fend for himself. Ricky had half of his cut left, he took extra in case something like this ever happened. He also had a bank offshore bank account that the team didn't know about. It wasn't much but it was enough to start something. After Ricky escaped the police (will be revealed in RP), all that was on his mind was catching his team. That's when Ricky found Magus Machina they promised to be the best. He wanted to be part of the best, he wasn't going to let his scumbag ex-team get away with the loot. He was joining the good guys again, it felt good.
Specialty: Physical Prowess
Sub Specialties: Marksmanship, Interrogation
Name: Jynmi Imsar
Appearance: Jynmi stands a little under 5'8 with a wiry build. He's got short, light grey hair, and silvery grey eyes. He's usually never without his trench coat.
Specialty: Computer skills
Sub Specialties: Perception, and Lock Picking.
Name: Derryl LaMonte
Affiliation: Tech User
Personality: Derryl is a complete nutjob if he's disturbed while doing things, which explains the headphones; they block out any sound from the outside. If he isn't doing anything relevant, he'll have the headphones on. Why? He doesn't care for a thing most people say. Because of his irritation with speaking with people, he's learned to read lips. Problem is, he can sometimes misread words, and will mess up a sentence. Overall, Derryl hates being social and loves complete focus.
History: Derryl was originally a normal citizen who did not like people. Very common for a person who lives in a New York-esque city. But what set him apart from others was that he, unlike many people, actually went in depth with things, and did not judge something by its cover.
This brought about Derryl's first occupation: espionage. People would pay him to spy on their wives, kids, uncles, ex-girlfriends, drug dealers, you name it. The reason people would hire him was because he saw more than what the normal eye would see. A normal person would see a man selling his leftovers to another druggie, while he saw a man desperate to get money for himself and his family.
Seeing the other side of the picture, he'd began to use this talent for himself, and thus became an extortionist and a con-artist. Greed knows no boundaries, and Derryl, noticing his flaw, soon corrected himself.
He then gave himself to the morally good side again, vowing never again to use this skill against the people.
Specialty: Information Gathering
Sub-Specialties: Perception and Interrogation
Name: Mickey...just Mickey
(From left to right; Casual wear, on the job, formal attire)
Personality: Some would call Mickey eccentric, or imbalanced, but that's putting it politely. Mickey is strait up insane, yeah most of the time he's your friendly neighborhood P.I a little weird but not overly worrying. However he has a lets call it special way of looking at the world, to him family, booze, and his bird come first, and right now Magus Machina is his family, you mess with any of them you mess with him. That includes snubbing they're bill, no matter how small that might be, and pretty much anything else anyone ever might have considered an insult. His second pet peeve is when someone lies to him, he always knows when they are so its just a blasted waste of time! Last but not least is when someone has the balls to mess with his bird Al, (pronounced AL for those illiterate few) the little canary doesn't leave his side ever, and he can often be found talking to Al like the bird understands him, and from Al's reactions its hard to tell if he actually can or not.
History: Mickey was born and raised in the notorious Galembino mob family, his father is a high ranking official and his mother the daughter of the don. Being the grandson of the don, as you can imagine, allowed him to live a rather privileged life. Mickey's early years were spent in prestigious private schools where he excelled in all his subjects because of his uncanny ability to notice the smallest detail and retain said knowledge for long periods of time. In his teens he was moved back to the family home and the ideas of family and honor first were drilled into him by his father and grandfather. Coincidentally this is also when his mother gave him Al, the little canary took a liking to him and they haven't been apart sense. As he got older the family started to trust him on with harder and harder tasks until eventually it was decided he would take over the families business in C’est La Font like everything else he jumped at the opportunity and left home immediately with Al on his shoulder. A year and eight months after he arrived in C’est La Font the Galembino family was the biggest gang in the city, Mickey had ran out every other gang in the city, but he got cocky and slipped up. The Geist Syndicate had noticed the families sudden rise to power and for reasons only know to them started to fight back, a street war ensued with the Galembino's getting the worst of it. Loosing turf and influence all around the city, and with the don breathing down his neck, Mickey tried to save face and invited his father and mother out to the city to see how well they're son was doing. Well by now you can probably guess where this story's going, while Mickey and his parents were out eating The Geist Syndicate decided to break him once and for all, his parents didn't survive the drive by. Feeling like he somehow had let the family down and crushed beyond reason by the murder of his parents Mickey left the family and dived into a bottle of scotch, four and a half years later he got in a bar fight with a fellow named Yuri Ustengrad. He somehow impressed the guy and was offered a job as a private investigator. To this day Mickey doesn't know why he accepted.
Sub Specialties: Marksmanship, Physical Prowess
Name: Damon Scallom
Appearance: Medium length, straight, black, hair. Stands at 6'2 and weighs 172. He has an average looking physique. Light blue eyes. He often wears a dark shirt under his light brown overcoat, dark blue jeans with a leather belt, and beige sneakers.
Personality: A generally nice guy but if he doesn't like you he won't other trying to keep on your good side. He usually remains positive but he can still snap in really bad situations. He cares for his friends and will do anything in his power to help them. While he enjoys being around people but still needs time to himself to relax and concentrate on issues at hand. He is the kind of guy that understands that sometimes you have to break a few rules to get to the right outcome. While he is a nice guy he isn't afraid of a fight and will fight back if you attack him first.
History: Damon grew up a normal life until he turned 16 and his uncle had started teaching him to open locks. Damon didn't question it as it was his family who were usually nice people so he tried his best to master it. After training nearly every day for quite some time his uncle told him he was to start stealing stuff back from 'bad people'. Damon had always been a good kid and figured that it made sense as there were a lot of thieves where he was from. He would sneak into people homes, grab some specified stuff and bring it back to his uncle who said he would then return it to the owners. After a while Damon noticed something was off so he did some investigating and found out his uncle used to be a thief but had gotten too old for it and was making Damon do it for him secretly. His uncle was keeping all of his stolen goods until he sold them. Damon quit stealing stuff, turning everything he could to the police anonymously. Disgusted at what he had done he decided to try and keep on the good side and not be tricked by men like his uncle anymore.
Specialty: Lock Picking
Sub Specialties: Information Gathering
Name: Aerin Noss
Affiliation: Tech User
Personality: She is socially blind to ridiculous degrees. Despite most thoughts on the subject she views magic and technology to be different degrees of the same thing. After all her opinion is magic is simply technology at a degree that cannot be easily understood. She is compelled to dress to the nines regardless of where she's going. She loves her guns. She tries to be as positive a person as possible, but her social ineptitude (and the fact she's unaware of her ineptitude) can put things at a bit of a detriment for her. She is also very organized.
History: When Aerin was little, she was taught by her father how to use guns. She was also taught by her mother to look her best no matter what. Somehow along the line she ended up going along with what both her parents taught her and mastered marksmanship while looking damned good while doing it. She earned her firearms permit as soon as she was of age and always took a gun of reasonable caliber around with her. Her mother also enforced her writing in a journal every night and she took that to heart.
With little other skills other than a minor technical skill with picking locks and the ability to notice small details but not the whole picture, Aerin ended up taking on a sort of bounty hunter job. This eventually turned into a bit of a private investigator gig when she ended up discovering a few crime groups and getting them turned in... sometimes in a bloody manner. Interestingly enough her jobs had no deaths, at most there were a few crippling injuries, but the times guns were drawn she dealt with it with style and precision. Her father taught her how to use a gun, but she mastered it by being a precision shooter capable of crippling targets without killing.
The job that got her into Magus Machina was probably one of their luckier ones. They both happened to be investigating the same person who had connections to criminal groups. They found him at the same time, but he began to run away. Just as he was going to escape she readied the .22 rifle she had brought with her and fired at his ankle taking him down letting them capture him alive. To this day she is working with them taking jobs and going through with them in non-lethal fashion.
Sub Specialties: Perception & Lock Picking
Name: Jana Cruz
Personality: Sarcastic, which is enough to prove he's educated. Won't speak on something he knows nothing about and won't do anything he can't win, his goals aren't sent to high, in fear of not being able to achieve them.
History: Jana was doomed for this job, being a highly praised sniper for his cold and emotionless tactics. These aren't uncommon for a person in his place, but to the extent of which he answers honestly to saying he doesn't care who jumps in front of the bullet, as long as it finds it's destination, is a big stretch. Jana was dishonorably discharged for the reckless endangerment of civilians during a spec ops tactical raid, into the safe house of tech chem distributors. Cruz had his sight on the head of a man holding a woman hostage, but he say's he was uncertain that the bullet would have hit as rainy as it was, so he took the chance without permission to fire while the man was walking back. The woman's shoulder was skimmed by the bullet, while the mans upper body was almost obliterated by the 50 caliber rifle. Guess people got tired of feeling like they were working with death themselves, wondering when their time would come, Cruz holds no resentment for what happened. Some people found his empty shell like attitude to make an efficient killer, if that's what the job called for, but that's not what the police department wanted.
Sub Specialties: Perception & Computer
Rules and Guidelines
1. Please post at least once a week. This is intended as a fast-paced RP so please post often while keeping quality decent.
2. Please keep average post length at at least 2 paragraphs. Shorter posts may be permitted for pacing purposes.
3. You can write for multiple characters, with the requirement of CS approval excepting minor characters utilized for a necessary purpose.
4. RP your characters realistically. They should act according to their personality even if it compromises or endangers themselves or their teammates, or works against the mission at hand.
5. Use the knowledge your characters would realistically have. Characters know the general way things happen and will happen in the future in CLF due to experience. However, they would not remember things a normal person would not remember unless they wrote them down or took the effort to memorize them. Also, there will be some variations in the world due to preserved matter, so they cannot predict chance events if the chance involved is affected by those preservations.
1. Keep in mind that the human world is stuck in 1999. Do not reference events that happened historically after 1999 or use historical foresight. Also, be careful when referencing anything after the 1980s so as not to make mistakes in your references.
2. Culturally C'est la Font is reminiscent of New York City in the 1920s-1950s. Therefore write with a Jazz Age/Noir setting in mind.
3. This is an action/suspense RP with comedy elements and a somewhat ironically surreal setup. It is not a high fantasy or hard science fiction RP. So do not excessively focus on magic or technology to the detriment of standard dramatic storytelling.
4. Keep track of time. The GMs will supply time information at regular intervals and upon request.