In Character | Interest Check
Status: Started and Accepting
Writing Level: Mid Free
Genre: Supernatural, Adventure, Action, Slice of Life, Romance/Friendship, etc.
Yes, I know there's a huge load of text down there. Don't worry, I've compiled a bunch of TL;DRs for everyone's convenience. Here's to hoping the sheer amount of text doesn't scare anyone off.
Feel Free to Use the Thread as a Chatroom By the Way
The year is 2073. The ice caps have melted, submerging a significant amount of the world's landmass. In this world, the magical and supernatural not only exist, but are a part of daily life as we know it. Through the combined efforts of many scientific researchers, humanity has unlocked the latent psychic abilities that thousands, if not millions or even all, of humans possess. In the same vein, the esoteric teachings of magic, once a reprehensible and degraded art, have become a commonplace, to the point that one out of every seven-thousand people has the capacity to cast even the simplest spell. Both of these have granted humanity the ability to surpass the natural limits placed upon us and may possibly allow humans to reach godlike levels of status. These supernatural abilities granted to us have created great good... as well as great evil. Like any other powerful resource, there are people who would abuse these gifts, and try to become powerful by using morally reprehensible means and unethical methods.
Due to this, the governments of the world have come to an agreement and have allied themselves with various organizations dealing with the supernatural, all to prevent the abuse of these abilities. But not everyone is in agreement with these restrictions and rules placed upon them. Despite our best efforts, there are rebellious organizations and unauthorized unions that care not for these treaties and agreements.
Insert the Ability Research and Education Area, or just AREA for short. Made up of the remnants of what used to be the British Isles, AREA was established in the year 2020 with the dual-purpose of 'holding a neutral monopoly over supernatural resources' and 'to provide a safe and suitable environment in which young ability users can hone their skills.' Within its borders lies a sort of 'academic paradise' for the population of approximately 2 million students and researchers/teachers; a veritable collection of schools and research facilities dedicated to the study of the occult abilities of its students, as well as the development of new technology.
However, despite its much higher technological level when compared with the outside world's, AREA's true claim to fame is its population of empowered students. Out of the 1.5 million students, ~60% have undergone the experimentation necessary for the development of psychic abilities, dubbed 'Advancements'. The other ~40% consists of the students that practice the arcane arts. However, despite their supernatural capabilities, life on AREA is a lot like one would expect out of a place dedicated to research and teaching: much like a normal, mundane boarding school, but with a campus consisting of what amounts to a small country/very large island and full of students who can Teleport or cast fireballs with a single word.
For whatever reason, this is where you are found. Whether you came because of the potential of obtaining an Advancement or because you wanted to learn more about magic, or even if it was because you were born here, this is where your story unfolds.
TL;DR: Basically the setting is Britain in 2073 after people stopped taking global warming seriously, and decided to put a bunch of superpowered brats in a high-tech metropolis the size of a country of reduced size.
In essence, this RP will basically consist of the adventures of the citizens of AREA, who, over the course of the RP, end up going on some crazy shenanigans and stuff. While there is an overarching plot that I'm currently working on, I figure the RP will mostly end up following repeating courses of slice of life with some people deciding to do actiony things. Since I don't feel like railroading everyone, player-submitted subplots and arcs are A-Okay with myself, in fact they're recommended. I just want a heads up before you begin implementing them in the RP.
TL;DR: Plot? What plot?
Roleplay Information/Useful Notes
Basically an encyclopedia and miscellaneous world-building guide to the roleplay. It's recommended that you read through everything here at least once, or you'll be lost. Really lost. This section will be periodically updated, but you won't have to read it again and again every 30 minutes since I'll announce what I changed/added after I did it.
I'm about 90% sure all of you have at least heard the rules once from an entirely different RP, but let's have a recap shall we?
- Obey and respect GM/Co-GM and his/her decisions, calls, and judgements.
- No being a power gaming, auto-hitting, godmodding, character hijacking dick without express, public permission from the person you're doing it too.
- Having romantic relationships between 2 characters is absolutely fine. What isn't is forcing us all to read your sex scene (or scenes, if you're like that). Put that crap in PMs, thank you very much.
- The only character limit is the amount you can keep track of.
- Kinda like #1, don't go off murdering people's characters without the owner's permission. Unless of course, they quit or something. Then they're fair game.
- There isn't a post order, but avoid spamming it with 1x1 or flooding it with uber-fast posts. Give other people the chance to respond and react.
- IC Drama = Fine. OOC Drama = Not Fine. Take that unsavory business elsewhere
- Any questions/plot ideas, ask/suggest through the OOC or send myself a VM, PM, or Skype message, if you have mine.
- Being a dick to others in general is not advised
- While I prefer more than one line, I will allow the occasional one-liner.
- STAY FRIGGIN' ACTIVE. If for some reason you can't be active during a part of the RP's progression, please inform me of your reason(s) via the previously designated contact methods. If this happens, please choose whether you want me, someone else, or nobody to use your character while you're gone.
- No, I'm not going to make you put a phrase or whatever in some random color in your CS.
- I swear to fucking God if you make me TL;DR the rules of all things
The science within the rest of alternate Earth of this RP is essentially very, very similar to our own, with very a very few amount of changes within the scientific community. However, that is only speaking in part of the rest of the world. In AREA, several new and improved advances have been created; miracle drugs, power armor, advanced robotics and prosthesis, among other things to be shared with the rest of the world. However, the exclusive scientific advancement within AREA that became the reason that many have flocked to its shores, is the ability to bestow upon humans psychic abilities. Unlike magic, which is hard to even learn and much harder to master, the procedure that grants these psychic abilities, known as the 'Advanced Mental Development Procedure (AMDP)', is faster and much more accessible, given that you live within the only place that it is available. However, the Procedure isn't without its faults. As brain development slows down, also known as 'you getting older', the AMDP gets less and less likely to yield useful results. The chance for better abilities is at its peak if the AMDP is administered before the onset of puberty, and rapidly drops around age 16-17. Although, the Procedure has been going on long enough that there are some adults with powers, though not many and those that do have powers have very weak ones.
While the exact details of the AMDP are highly classified, but the primary consensus is that it rewires the 'circuits' of one's brain to create brainwave patterns different from those of regular people, allowing one to utilize the latent abilities they have. The powers gained by people who have gone through this procedure are dubbed 'Advancements'.
In its most basic description, Advancements can be described as minor, extremely specialized reality warping facilitated by using altered brainwaves to reject reality as normal people see it, and replace it with one where their power can manifest. However, this doesn't allow an Advancements to go around doing whatever willy-nilly, the user still needs to know exactly how their power works in the way they're going to use it. To provide an example, imagine an Electrokinesist who puts all his time into learning about how use his Advancements for physical purposes like throwing lightning bolts. Because he devoted all of that time into excelling at throwing lightning, he didn't get any time to figure out how to hack into a computer. Similarly, the reverse also applies; an Electrokinesist who studies how to hack can hack almost anything, given necessary personal skill at using his power, but probably could only be able to produce unstable sparks. Furthermore, a person can only have one kind of Advancements because, despite the fact that an Advancement user has an altered brain, their brain is still human and cannot handle too many abilities. So unless someone were to have a power that screws with their own brain, no doubling up on powers. In addition, all Advancements are calculation-based and require a sufficient mental processing capacity to even use their most basic function. While visualization does work for certain types of abilities' functions, such as moving a stone with Telekinesis, other abilities require precise calculations in order to avoid catastrophic consequences, like a Pyrokinesist manipulating specific particle movements to avoid setting his own house on fire. In addition, familiarity is a problem for 'visualizers' because Advancements are all about what you believe and think, associate giant balls of napalm too closely with 'fire' and your Pyrokinesist is going to be in a lot of trouble.
TL;DR: You get a power that runs on super-math/physics/technobabble called an Advancement, and only one power. No, you are not born with it.
On the other side of the spectrum lies the arcane art of magic. In this world, magic is based off of refining raw magical energy into usable magical energy. There are a multitude of ways to refine magical energy, many of which are much like how magic is traditionally described as being cast, with incantations, rituals, magic carvings, etc. In fact, it is because people believe that magic is cast this way, that magic can be cast in that way. This is because magic spells in this world are tied to organized belief in something, whether it be a religion, a God, or any other concept that one can believe in. However, it isn't necessary for the caster to believe in the concept the spell was dedicated to. What's really important is that enough people held a belief in something and created rituals, spells, etc. dedicated to its power. Although, this doesn't mean that a widely used spell is more powerful or easier to cast, in fact it's quite the opposite. The 'cost' of a spell, or the amount of magical energy that it takes to get it up to base power, directly correlates with the rarity of the casting method. For example, casting a spell nobody uses anymore will be both cheaper to cast and probably more powerful, but using a spell everyone uses will be more expensive and probably less powerful.
To put it simply, imagine that a spell is a bank full of beliefs invested into it. Every time you cast that spell, you're making a small withdrawal. It's a very large resource for sure, but if people are casting/withdrawing from it tens of thousands of times a day, it'll never build up to useful levels.
Additionally, when casting the spell, the letter of the rules matter less than the spirit, e.g. a spell is based off of the Aztec practice of wearing jaguar skins to gain the animal's abilities doesn't have to use an entire jaguar skin, one could use a little enchanted jaguar skin wallet/belt, or even a different animal entirely to gain that animal's abilities. As long as you have the skin of something other than yourself, you're fine.
In terms of actually finding raw magical energy to convert into usable magical energy, there are three sources of raw magical energy that a person can tap into:
While the first two on the list follow a fairly uniform pattern for casting (gather the energy > refine the energy > use the energy), the latter is described as 'fast and dirty' because rather than following three steps, it just skips straight to 'use the energy'. However, the downside to this is that each object's enchantment has one fixed purpose. An enchantment that throws a ball of fire at an enemy just throws balls of fire, and cannot be "turned down" to light a cigarette, for instance. In addition, 'powerful' enchantments are quite a rarity.
- Mana. Previously known as chi, life force, or vital energy but referred to as 'Mana' since the term is in vogue within fictional works. Mana reserves vary from person. While everyone does have Mana within them, this doesn't mean that everyone can use magic. If the magical talent is rejected for more than 13 years, one loses the ability to refine magic altogether, and loses the ability to pass it on to their children, though this doesn't bar the untalented to have magical children with a talented individual of the opposite gender. Incidentally, the current probability of being born a magic user is 1-in-7000
- Leylines and Landmarks. Leylines are invisible conduits of magical energy that flow between alignments between Landmarks, while Landmarks describes locations of religious, mythological, folkloric, or otherwise legendary significance.
- Artifacts, Replicas, and Enchanted Objects. Artifacts are very similar to Landmarks in that they are objects of religious, mythological, or otherwise legendary significance capable of the powers that they are traditionally described of doing and are amplified by Landmarks generally associated with them. Replicas, on the other hand, are objects similar to Artifacts, but with toned down abilities because they were created and enchanted by humans, rather than created by... whatever makes the original forms of the godawful contraptions. These Replicas only receive a minuscule fraction of the power that the Artifacts they were modeled off of. The process is much like that of the Sun and solar panels. The Sun/ARTIFACTS provides energy to solar panels/Replicas, but the solar panels cannot reach or store the same amount of energy that the actual Sun provides. Enchanted Objects are just objects that have been enchanted. All Artifacts and Replicas are Enchanted Objects, but not all EOs are Artifacts/Replicas.
Unfortunately, because magic is based off of collective belief, using it will result in horrible consequences for an Advancement user, who's power is based off of personal belief overcoming collective belief. Unless of course, the Advancement user's power has something that can reverse the mortal wounds, but an ability like that would be very, very rare.
TL;DR: Magic runs on a bunch of people clapping their hands if they believe. If you don't clap your hands if you believe at least once every 13 years, you'll never be able to clap your hands magically. Enchanted Objects from mythology exist, and so do Made-in-China knockoffs. Yes, you're born with it, it's not Maybelline.
To be made at a later date. Consult Grey for information/ideas/etc. concerning user-submitted Factions.
What events? We haven't even started the IC.
This is actually important, so no TL;DR for you.
Feel free to throw a character quote up in here. Or down in the Miscellaneous section if you choose.
Name: Something realistic and proper for your character's nationality, so no Russian 'Ryo McDonald's or whatever.
Epithet(s): Optional. Nicknames, aliases, titles, associated phrases, whatever.
Age: 10-19. The setting of the RP takes place in a city of people learning how to use their powers, so the range is mostly children, teens, and some young adults unless you're willing to play a teacher or something.
Gender: Male or Female only, please
Nationality: Anything goes, as far as ethnicity is concerned.
Appearance: Since the universe is quite animesque, I'm only taking in anime pictures or good descriptions
Backstory: I do want something here at the very least, I'll probably be pretty lax about how this is filled out. I mean, yeah, if you write me a novel you’d have both my respect and my gratitude, but yeah. How your character was raised, in what conditions, significant events, the reasons they took up (or didn't, in some cases) their supernatural affiliation, how they became as powerful/skilled as they are, and at least a minor justification for their actions and personality. Please use common sense in doing this.
Powers and Skills
Almost completely ignore if your character is going to be completely mundane for whatever reason. As well as consulting this guide, one should also review the Useful Notes concerning the ability class of your choice. Also, concerning the /'s inside sections, that basically means 'choose the one that applies and delete the other'.
Mundane Skills: All those non-supernatural skills your character's picked up, useful or otherwise. This includes things such as cooking, shooting guns, dancing, hula hooping for extended periods, etc.
Equipment: Stuff your character has that isn't their clothes, wallet, or 'normal' stuff. This can include weapons and magical items, among other things. Use common sense, you're not gonna be walking down a peaceful street full of civilians hauling a Panzerfaust or Excalibur around.
Power Basis: Advancements only, you mages can go delete this off your CS. Basically, this is what your character's ability ultimately boils down to. If your character controls computers, then you'd fill this in with Electricity Manipulation/Electrokinesis, or if your character controls heat you'd fill this is Pyrokinesis/Fire Manipulation. If you have questions about what to put here for your ability, then ask me.
Advancement Name:/Spell Specialization(s): For Advancement users: Optional. But it's basically what your character calls their own power and/or what other people call your power. To give an example, an Aerokinetic could have their Advancement be nicknamed 'Wind Shear' or a Pyrokinetic calling theirs 'Heat Wave'. Stuff like that. Also, feel free to use those names, as long as they aren't taken by someone else.
As for Magicians: this is basically where you put what type of magic your character studies, like Water Magic, Rune Magic, Summoning Magic, Healing Magic, etc.
Power Description:/Magic Description(s):For Advancement users: You make a paragraph describing what your character's power does and how it works. This doesn't have to be really 'scientific' sounding, though that would help. I just want more than 'Bob makes fire and throws it'. I wanna know the capabilities of your fire throwing, like how far he can throw it, approximately how hot it burns, and what shapes your fire can be thrown in. Oh, and weaknesses/limitations/drawbacks.
For Magicians: Basically describe your Spell Specialization(s) in an indepth manner. Include what rituals/incantations/whatever you need to do, as well as how fast it works, how much energy it costs, and whatever objects you might need, if any.
All are completely optional, hell, if you don't have anything to place here feel free to eliminate the section.
Character Theme(s): Songs that suit your characters, kickass fight music, and what have you
Trivia: Random character tidbits and fun facts that don't fit into any of the previous sections.
Other: Anything that doesn't fit in any of the above.Character CastHTML Code:[SIZE=3][B][U]Personal Characteristics[/U][/B][/SIZE] [B]Name:[/B] [B]Epithet(s):[/B] [B]Age:[/B] [B]Gender:[/B] [B]Nationality:[/B] [B]Appearance:[/B] [B]Backstory:[/B] [SIZE=3][B][U]Powers and Skills[/U][/B][/SIZE] [B]Mundane Skills:[/B] [B]Equipment:[/B] [B]Power Basis:[/B] [B]Advancement Name:/Spell Specialization(s):[/B] [B]Power Description:/Magic Description(s):[/B] [SIZE=3][B][U]Miscellaneous[/U][/B][/SIZE] [B]Character Theme(s):[/B] [B]Trivia:[/B] [B]Other:[/B]
- Nicholas Graham, Reserve Course Student
- Jason Bartley, Telepathic Advancement