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A World of Progressive Magic: The Magical Peace Corps

I. Intro

In the 2010s, the world seemed as though it was on the brink of disaster. The present crises threatened to bring the national order down, but in the end, the nations pulled themselves back from the precipice of apocalypse, and, in 2022, made an accord in Geneva. Mankind eventually clawed its way back to prosperity and relative peace, but spent the next few decades dealing with its obsessions and its prejudices. Scientists, Visionaries, and Activists, anyone can rule with the power of the pen.

Science, Technology, the infrastructure that created the Global Economy and Computer Technology was preserved, and advanced. The Age of Reason continued on. Humanity finally began to accept each other as family. In the 80 years after the Treaty of Geneva, the nations of Humanity began to cooperate and unite as never before, in order to conquer its own effects on the Earth. But, all wasn't well, for in the quest for peace, the quest to eliminate human trafficking was neglected. New ways were found to enslave humans, either in cyberspace or in the real world.

Then... something changed. In the laboratories of Pittsburgh, something extraordinary happened. A person only known as the Neuromancer accidentally tapped into a source of energy that can transcend the normal laws of the world. The Age of Reason may have survived, but the Age of Mystics was still approaching...but this time, it will be a World of Progressive Magic.
In 2087, the United States Government, under the urging of Arthur Winters, created a 'Magical Peace Corps', in order to improve the image of magic, as well as spread its 'gifts' throughout the world. The MPC's purpose is, simply, to help people, either by healing them with both Magical and Technological means, or replanting forests, or repairing infrastructure both in the US or abroad. Not merely that, but as reports of undead and hostile spirits increased, the MPC also acquired the role of exorcists, helping to destroy undead (Ironically with Death Magic) or calm down Spirits.

Armed with the best Magitech and Pure Tech, the MPC, even more than the Agency, helped in the improvement of Magic's image, even in the most Antimagical regions...
Basically, guys, this is a lighter and softer RP than its predecessor, A World of Progressive Magic: An Arcane 2100s. Instead of playing members of The Agency or various criminal factions, you get to play members of the Magical Peace Corps instead. You get to help people, plant trees, sing 'kumbaya' with each other...and then fight off the forces of Organized Crime and Terrorism even though you're not supposed to. So Yeah.

Mods:

Letter Bee

Joshua Tamashii(?)

Aqutanama

II. Magic

Magic can be learned from a mentor, or be received from a traumatic experience, but what doesn't change is that one can do things that are outside reality's laws with it. Bascially, you just describe what you can do under 'Magical Powers' (see below), and we'll see if it's too overpowered or not. Note, however, as a rule, that Magi from the Empire State University for Magi and Nonmagi use the Codified Magic System (See below).

Also, magic gained from traumatic experience varies in power: weak traumas produce weak powers, while strong traumas produce strong powers.

III. The Codified Magic System (Optional, Lore Only)

In New York, Magic is divided into several archetypes, or 'Schools': Life (Healing, Buffing, Controlling Plants and Animals), Energy (Control of Heat, Light, Gravity, Magnetism, etc...), Mentalism (Mind Control, Illusions), Timespace (Superspeed, Teleportation, and Scrying), Fate (Increasing or decreasing Luck), Death (Necromancy and Anti-Necromancy*), Otherness (communing with Spirits, Transformation into a Spirit Creature), Matter (conjuring non-organic, non-undead matter, turning solids into liquids) and Law (making Magic permanent; making Magitech).

The Codified Magic System is seen as a good thing because it grants consistency to the different systems of doing magic, as well as makes learning and categorizing it easier. However, you are not obliged to abide by it, unless you come from the ESU or live there.

*This doesn't seem to make sense, except that in AWPM, Death magic encompasses everything to do with death, including making sure that people die naturally instead of being turned into undead.

MPC Members can have Four Schools of Magic; my GMPC has Six because he's a carry-over from the previous RP; but both him and the other PCs are bound by rules of Technical Pacifsm (see below), making things balanced, somewhat.

Also, if you can find a plausible way to have your PC from the previous RP join the MPC, you can have Five Schools; due to the fact that your character is already an experienced Mage.

Sample: Raymond can change solids into liquids (Matter), teleport, do scrying, and use superspeed (Timespace), and make his items and buffs permanent, and make magitech (Law).

References:

Spheres

Arcana

Spirits

IV. Magitech and Technology

Here's a list of Magitech and Technology that members of the MPC have:













V. Places of Power

Demesnes: Places that, because they were special before the Awakening Surge, form a reservoir of magic that strengthens one's spells. Desmenes are attuned to one School, for example; the still-intact Statue of Liberty are a Fate Demesne, while the Isle of Corregidor in the Philippines is a Timespace Demesne. Demesnes, to be fully used, need Manses, which are structures that are equivalent to a House, Factory, Power Plant, and Hydroelectric Dam.

Shadowlands: Demesnes made by killing lots of people. Shadowlands cause the dead to rise, creatures to mutate, the air itself to be filled with horror, and its energies can only be used by the most depraved of Magi. Due to the peace, few Demesnes are Shadowlands.

VI. The Factions of The Philippines

The Magical Peace Corps: Just like the Regular Peace Corps, the Magical Peace Corps has an immense presence in the Philippines, dedicated to helping people through natural disasters, fighting undead and spirit incursions, and eradicating diseases. Oh, and helping the local construction companies build and repair infrastructure. However, local crime groups, such as drug lords and the Yakuza, don't like them that much, as well as mad scientists and cultists.

Gutierrez Corp: A Philippines-based Shipbuilding company that combines both Magic and Technology just like Arcana Unlimited, and strives for much of the same power, but through ethical (or semi-ethical) channels. What magical experiments they have are conducted with informed consent, their weapons, developed openly and legally (albeit in countries that have laxer laws on weapons development than the US). Their services focus on providing both quality and quantity, providing cheaper alternatives to Arcana Unlimited. Instead of hiring huge armies of mercenaries and war machines all over the world, they focus on maintaining a small security force in the Philippines, backed by the Philippine Armed Forces, which had been much 'modernized' by them.

However, this does not mean that they don't have power projection all across the world. Instead, they employ lone cells of mercenaries and adventurers to accomplish their global goals, attacking the enemy before they can strike at them. Their motto is: 'The Best Defense against conspiracy is not to be hated'.

They also fund the MPC, and provide much pretty Magitech and Pure Tech.

The Yakuza: Based in Japan , the Yakuza is centered on the Kobe based Yamaguchi-gumi. It is headed by the 15th Kumicho Shinobu Yamamoto. It is by far the largest criminal orginization on earth close to 75,000 members. The group traces it's history back to before the First World War. It gets money through the following means; extortion, sex trafficking, arms trafficking, drug trafficking and sales, real estate, construction kickbacks, major forms of income from internet porn and the Stock Market.

With recent events in the Phillipines, Kobe has sent a new Shatei to Manillia, Ryoko Fujiyama: the Dragon Lady. A mage with fire powers she is not one to mess with. She has burned people's limbs to ensure payments. Many people are on the Yakuza payroll.

The Immortals: The Chinese Democratic Republic, though better than its Communist predecessors, and generally a friend to the Philippines (it buys a lot of its exports), still wants the Spratlys (which are now owned by the Philippines) for itself. In the pursuit of this revanchist goal, it has sent Special Forces Operatives, called the Immortals, to the country in order to instill subversion.

VII. Rules:

1.) The RP is set in the Philippines, in the year 2102, just so you know.

2.) All players are part of the Magical Peace Corps.

3.) Technical Pacifism is enforced upon the PCs. No killing, no permanent harm, no mutilations, no torture, no outright mind control unless your life is in danger (mental suggestions are okay). Part of the fun is finding ways to fight without doing those things. It's okay to go all-out when fighting undead, though.

4.) No controlling another PC's actions unless you're the GM and the player is absent. Limited powergaming is permitted as long as you stick to the bounds of technical pacifism.

5.) Yes, this is the Anti-Shadowrun.

6.) Rules for Conjuration: With Matter, you can conjure up non-living, non-undead stuff, but it's only temporary unless you have Law, even then, you can only conjure as much as your own body weight.

7.) In OOC Chat, don't be a jerk.

8.) New Rule: While the Magic System of AWoPM is based on Mage: The Ascension and Mage: The Awakening, I reserve the right to override their rules with my own houserules:

-Souls are now Immortal except for the Avatar, the part of said soul that allows you to use Magic. You can hurt them, you can control and bind them, and you can send them to the True Afterlife, but you cannot destroy them except for the Avatar.

-Cuffs enchanted with all Nine Schools of Magic in order to restrain Rogue Magi are not feasible in both Mage gamelines, but they are viable here, meaning that even Archmagi can be captured.

VIII. Character Sheet:

Character Sheet
Name:
Age:
Appearance:
Personality:
Magical powers/ Physical Abilities:
Flaws:
Bio:

List of approved characters (After the Restart):

Johnathan Alexander Vanderswift

Ascot Harper

Hibiscus

Myriad Chrollo

Danny Wenton

Omega

Serenity Arvennicus
Hidden 10 yrs ago Post by Yahtzee
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Really excited for this!! Couldn't wait to get a character sheet up. Let me know if it's okay or not. :)

Hidden 10 yrs ago Post by Letter Bee
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Approved, @Yathzee!
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Woohoo! Now we just need everyone else to put their CS into the mix...
Hidden 10 yrs ago Post by No Bite and All Bark
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Character Sheet
Name: Milo Brandanowitz
Age: 24
Appearance: Wears a messy white polo with a light blue tie, has short, choppy hair that he occasionally covers with a bandanna. his facial features show great maturity, but also some clear tragedy (Clearly related to his legs) has deeply affected him. his body is thin but short, yet he has long running legs despite his inability to walk.
Personality: Very friendly and competitive, he tries to be everyones friend and often gets stuck trying to get one person to like him, as he is very self-conscious about himself. While usually very calm, he can get a 'fire' in his eyes that causes him to lose his sense of pacifism and mercy, doctors described it as a sort of 'extreme bi-polar' sense of emotion.
Magical powers/ Physical Abilities:
Kinetic manipulation(Mentalism?): Able to move objects with his powers, around a range of 10-15 feet at the most, he cannot move things very fast yet.
Signal observation(Energy): Able to see electric and radio signals travelling through the air or through wire. Due to the many radio signals that travel through, this power is best used in quiet locations.
Transference (Matter): Can take properties of one object and trade it with another. For example: A knife and a pencil. Take the property of "Cut" from the knife and trade it with the pencils "Write", so someone who tries to use the pencil will cut them-self while the knife could be used to write a message.
Flaws: Emotionally unstable, physically unable to walk, requires to be in a wheelchair or carried, in emergencies. His power are abstract to sue in battle since his telekinesis isn't fast enough to hurt someone with very much.
Side: MPC
Bio: Lived in a small ranch with his father and brother, he dreamed of being a comedian, as he was a very optimistic and dreamy-eyed boy. He often did stand up in local pubs in bars, gaining some popularity. If you followed comedians, you probably heard of milo at least once. But his fame went to his head, and went over himself in mob ties and debts, who eventually decided to teach the world a lesson that they were still powerful, and had killed his brother and critically wounded his father. Milo walked in during this, and they shot him three times before leaving him to die. This traumatic experience of watching his brother die because of him and losing his ability to walk likely led to his emergence of powers. Once released from hospital, him and his father moved into an apartment in town. Milo was discovered by someone who knew his previous comedic attempts and found out about his powers encouraged him to join MPC, where he is today.
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Kinetic Manipulation is Energy, but otherwise accepted.
Hidden 10 yrs ago Post by Oskar DiLondra
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Oskar DiLondra The Eldritch Engineer

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I found it! Will work on CS.
Hidden 10 yrs ago Post by Letter Bee
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If I disappear tomorrow, my mom cut off my Internet.
Hidden 10 yrs ago Post by Letter Bee
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I didn't disappear, but I think I'm giving this RP up for lost.
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Guys; I'm reviving this RP!
Hidden 10 yrs ago Post by Aqutanama
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Name: (John) Jonathan Alexander Vanderswift

Age: 44 Looks 21
Full teacher mode
Now Class
Aura?
A gun!
Armored up
His teeth
Guns
More of his guns
and some more guns
Magical hair
Bloodthirsty
At War
His healing ability before being struck by lightning

Appearance: Stands at 6'2" with long hair as Black as the Abyss, His eyes are the color of the setting sky. He keeps his hair up in a Samurai hairstyle. His muscles are toned and there is not a bit of noticeable body fat on him. He wears a Black cloth shirt, White head sweatband, White Trench Coat, Black Samurai GI pants, Mugen's type of sandal, Black wristbands, Black ankle bands, (Vampire hunter d) hat, Samurai sword named Tensigumah or Tamashii Kyushu and Tensikumah a giant blade of dimensional Void (the Length of Sephiroth's and the width of clouds) all his clothing are magically imbued to make them weigh more. The clothing also increases in weight as he becomes stronger, but not too heavy, to where it burdened too him. He can also give a command word to make them weigh nothing, another to have them recommence were they were, and a command to multiply the weight.

Personality: Cool calm and collected. Years of training in many things including his mind. Before he found out about his power he heard a saying. With knowledge comes power. He is a bit arrogant and likes to test people’s abilities. Once he was a chaotic bloodthirsty killer, he tries really hard to keep that in check.

Magical Schools:
Expert of Life. Almost expert in Matter, Law/Prime,Timespace and basic really weak training in Death, Fate, Otherness

Knows several different martial arts. Brazilian jiu jitsu, Krav Maga, Aikido, bullet ballet(Gun kata), Muay thai, Kajukenbo, Judo, Jeet Kune Do, Bugei, Bujutsu, budō, bushidō and ninjutsu... Picture 1 Bullet Ballet Picture 2 Bullet Ballet "Bullet Ballet(GunKata)"

Flaws: He is reckless, doesn’t like to talk about himself. Can be an asshole.

Side: Magical Peace Corps.

Job: Teacher for the new mages.

Favorite Color: not a color but Imagine looking through an iceberg while the sun is setting on a somewhat cloudy sky.

Favorite Food: He loves food, that’s why this lifetime he chose to be a master chef.

Theme Song: Windpipe meditation type music. Ocean waves Acoustic Guitar.

Hobbies: Flower arraignment, anything need repairing? (if he can fix it he will) and looking for others like him. Likes to stretch and do daily Katas for his Martial arts.

Daily or weekly training: Many different Martial Arts training, Swimming and anything that will make him stronger without making him slower.

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Name: Ascot Harper

Age: 15

Appearance: Ascot is a teenage boy with black hair and eyes, with a face that could be called 'cute' in many quarters, and, as he grows older, verges on handsome. Lean and well-muscled, and of average height, he is also a person possessed of a presence that would fit a general or a president better than a child. His preferred clothing are T-Shirts and Jeans, followed up by a protective vest. He also carries around a set of rattan sticks - Eskrima gear.

Personality: Ascot cares for people, to the point where it can get him hurt. He values his friendships, being willing to go to great lengths for even relatively new friends. While he has the fears and insecurities of someone his age, he can overcome them if people are at stake. You do not hurt innocents around Ascot, nor should you threaten to, because Ascot will fight, and he will give his best.

However, he also has a streak of rigtheous indignation, which borders on ruthlessness, when encountering enemies that he deems hard to redeem.

Magical powers/ Physical Abilities: Outside of battle, Ascot is a good scryer and mind reader, able to scan the present and predict the future. In combat, however, Ascot prefers to use Eskrima in conjunction with Timespace, Energy, Mind, Life, Matter, Otherness and Law Magic, taking out an enchanted sword from a dimensional pocket, alongside other weapons and objects. Not just that, but he is able to buff others with Superspeed and Bullettime, protection from mental effects, and fire/lightning/ice attacks.

Not merely that, but Ascot also knows how to heal others, as well as himself, although his ability to regenerate isn't as good as Jonathan's, same for his abilities to control plants and animals, which is something that he frequently forgets how to do. His control over Matter, however, is powerful, and in conjunction with Energy, he can control the elements. As for Otherness, Ascot can use it with Law to create 'Technofetishes' that bind spirits to him, as well as talk to them.

Flaws: Although Ascot is, without a doubt, one of the most powerful Magi in the MPC, there are ways to get to him. Although a genius, Ascot is very emotional, and, although his recklessness has subsided a little with time, he will still protect innocents when he can. Not merely that, but despite his power, which is a carry-over from the previous set of adventures, Ascot sticks to the code of Technical Pacifism longer and stronger than other members of the group, refusing to kill at all.

Side: MPC

Bio: Ascot Harper's life before the MPC is shrouded in mystery; all that is known is that he came from Radiant Falls, New York State, one of the first cities to open itself up to Magi in the brief 'Magic Controversy' that happened after the 'Awakening Surge'. His father was an Acrobat, and his mother, an Eskrimador, and the boy was raised in a loving home.

However, there was a period of three years when he disappeared off the radar, which was explained away as Heinz Harper, his Uncle and the head of The Agency, the branch of the Government tasked with Magical Crimes, taking charge of the boy's education. What happened then was mysterious, but at the end of Ascot's 13th year, the boy reappeared at home, with a young girl named Amelia, who was two years younger than him, in tow.

Ascot and Amelia, after a brief stay at Ascot's parents' house, then joined the Magical Peace Corps as its youngest members, which was accepted due to the former's prenatural intelligence and the latter's magical power, which lent itself into easy exorcisms (she was a master of Death and Otherness). The two quickly saw action in Africa, where the conflict with Arcana Unlimited, one of Earth's prime MegaCorps, with its own armed forces, was causing renewed suffering in the continent, and then to India and Bangladesh, where his powers grew further. He was making a name for himself, as not only a natural at Magic, but also as a leader of people, and one who genuinely wanted to help others.

However, he cannot shake off the rumors that he was somehow involved in the greatest magical crisis of the era, the Rider War, which shall be detailed below.

The Rider War began when members of The Agency foiled an effort by Akira Kariya, an MMO Maker, to create a game that traps people in the gameworld, where if their avatars died, they would die in real life also. This segued into a war with the Mafia, which was running a brothel, called Babylon, which thanks to Spatial magics, was larger on the inside than the outside, and was able to contain 500 Sex Slaves, 250 of them children.

This was followed up by a brief skirmish on Sicily, as the American Mafia magically transported agents to try and take over the Sicilian Mafia, but in truth, this was a diversion to get the Agency members distracted from their efforts at rebuilding. Then, came the Riders. The Riders were powerful Magi of immense power and ability, and they defeated the Agency members in a great battle outside New York City, in which their leader, Vladimir, defeated the former President of the United States, herself a Mage.

In response, the Neuromancer herself intervened, empowering Nine Magi with immense power over one School; these Magi were called the Sages. There, they fought a final battle against Vladimir in the Philippines, a nation whose captial, due to being in the centre of a geographic region and a centre of commerce, was a Mega-Demesne, one powerful enough to fuel a Portal to Mars, funded by Guttierez Corp.

The Riders wanted control of the portal by themselves, and were helped by Arcana Unlimited for their own reasons. However, the Armed Forces of the Philippines, as well as the Nine Sages, stood in their way. The former were gutted, and the latter were pushed to their limit, but they won, and the Riders were all destroyed. However, this battle was rooted in mystery, for there were three Mages who, although they looked like adults, and were masked, left no trace of their existence afterwards.

After this, the Philippines, which had before been a haven of progress and strength that was the opposite of how it was in the Early 21st Century, sank into a period of weakness due to most of its military and law enforcement in Manila being decimated, allowing lawlessness to flourish once again, as more police were drawn from the provinces to replenish the capital's forces, which in turn caused the lawlessness to spread to said provinces. And this continues to the present day.

Now, however, a contingent of the Magical Peace Corps has been committed into helping the Philippines restore itself, and Ascot is among them. For the stories were true; he had been involved in the Rider War, and helped defeat the great evil, although in what capacity remains unknown. Either way, the Philippine mission is Ascot's way of saying: I'm here to make up for what happened, Dear Philippines.
Hidden 10 yrs ago Post by Yahtzee
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Definitely still interested in doing this once it gets going! I think I'll stick with my character as is unless anyone would like me to tweak him up a little.
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Yahtzee said
Definitely still interested in doing this once it gets going! I think I'll stick with my character as is unless anyone would like me to tweak him up a little.


You can stick with your character.
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Aqutanama The Only Juan

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Black out... wonder if I should do a post about this... >.> Some free writing.
Black out
Darkness… all around was darkness. He awoke in darkness but he was use to this darkness. He didn’t fear it, he reveled in darkness. This darkness wasn’t like others, it was the absence of magic and technology. Wherever he went, a dead zone followed him. No magic or technology would work around him, which made him a great assassin. His contracts mostly came from an organization called Void. His missions usually consisted of him killing mages. Something he didn’t really mind, although he didn’t have anything really to buy. He just liked having money. All mages everywhere know of the stories of this assassin. None have seen his face or know his name, but they know of him. He hasn’t been able to find someone to best him in battle and perhaps that is his true mission.
Hidden 10 yrs ago Post by Amaya Tamashii
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Amaya Tamashii

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howdy
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Hello, Amaya. You joining?
Hidden 10 yrs ago Post by Amaya Tamashii
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Amaya Tamashii

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maybe seems interesting enough
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Thanks!
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The RP has begun!
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