[center]“Magic's just science that we don't understand yet.” -Arthur C. Clarke[/center] Imagine now if man had taken as close a look at magic as they had at chemistry, biology, or astronomy. What possibilities could be true if science was taken hand in hand with magic rather than using it to supersede it? In truth people have. Only a thin veil lies between the life of modern people and the magic they left behind. Sometimes that veil tares. It’s that blurry shape in a vacation snapshot to Loch Ness, it’s the chattering laughter in an empty old building, it’s the strange man on the corner with glazed over eyes speaking only gibberish. People would much make up excuses. Write it off as a log, a creak in the floors, and the failure of the mental health system. Not everything can be denied though. When that shape gets too close, when the laughter becomes curses, and when the old man begins to summon and old god you may find yourself needing the assistance of the men, women, and others at Wells & Raick. With the choice between an asylum and the private investigation firm most cases tend to walk in anxious and unsure. Some hope to be educated while others hope for everything to go back to the way it was. No matter how much they believe or deny no one is turned away. Money isn’t even required if certain criteria. Even in strange turns of fate those of a magical nature turn up because others have drawn too close. People always think they can just bulldoze any old thing or rip up a patch of forest. While they deserve their blissful ignorance it is still ignorance. With study you have gained the knowledge and aptitude to work at Wells & Raick at a three floor and basement office in the little town of Belfast ===================================================================== [center]A Summation of the Status Quo[/center] Magic has always been there. A subterfuge to our reality. It has guided the course of man for centuries. It fascinated our ancestors, but eventually we came to understand it. At first it was barbaric imprecise ritual and rite, but with study we refined the techniques. Eventually schools of study were defined: Shamans or Rituologists, Alchemists/Alchemologists, Arcanists/Arcanologists, Hunters or Beastiologists, Shifters or Morphologists, and Demonologists. Thanks to the advantages of magic it is able to counteract some of its complicated nature when a student is dedicated enough. Usually around fifteen years of education is enough to educate someone to a basic to average level. Talent and the quality of the teacher will make that vary. Shamans / Rituologists: This is the oldest school, but its doesn’t mean it is outdated. The school has refined the art over millennium. It is highly connected to nature and is by far the most powerful school when looking at the raw ability of it all. A Shaman can take control of the elements in all their forms and accomplish great feats, but they have two fatal weaknesses both combining in the ritual. As the name suggests these specialists require a ritual to channel their magic, and while some are as simple as shaking a talisman others are grand multi-day works with hundreds of ingredients, actions, and sometimes even many shamans. Once in 1906 a shamanistic cult decided to try and eradicate the city of San Francisco to drive people away from the area they declared sacred. The group caused the massive earthquake and fire with a ritual that lasted a whole week. If certain powers hadn’t come together to deal with them it could have been far worse. Alchemists / Alchemologists: Alchemy is the most scientific study. While all magic is a science really this is the only one that involves test tubes. Alchemy is the method of using arcane ingredients and other materials to synthesize different concoctions. Alchemy has many internal fields, but any dedicated practitioner knows a fair share of each. Some of the most popular are metallurgy, equivalent exchange, and brewing. Metallurgy is the traditional metal changing talents, but also does some work with magically imbued tools though most is done by hunters. Equivalent exchange is the mages alchemy the ability to alter materials into equivalent objects requiring massive focus and a precise knowledge of not only the materials and magic but of what the mage intends to make. Brewing is the making of all kinds of potions, concoctions, and poisons. In a sense an alchemist can brew a ritual for later use, but there are limits on how much can go into a stable brew. Arcanists / Arcanologists The traditional witch, warlock, wizard, mage, and sorceress fit here. With knowledge of the raw arcana and mana that permeates reality they can affect the world in precise ways. They carry spellbooks in some form or another (masters doing it mentally) and an implement of some sort. Brief combinations of words and actions give them control over the arcana to do with as they please. Such simplicity and precision comes at the cost of greatly depleting their mana, a magic life force in all things. To cast spells without mana would cause great harm to a person possibly even death. The spells cover near everything and as such arcanists usually pick one or two fields. All the elements are fields, nature magic, utility magics (lights, telekinesis, telepathy, etc.), and more. Hunters / Beastiologists These men and women may never cast a spell in their lives instead they rely on the magic in other things. They study magical creatures primarily and usually hunt or tame them. Alongside that they craft magical weapons and devices. They tend to work closely with or become alchemists, at least a metallurgist a small way, as well. They have by far the widest variety of options with all sorts of magic weapons and enchanted tools as well as hundreds of magical creatures to use (either alive or as materials). They do have the ability to use mana/magic, but it is usually used by their bodies to be slightly better than normal people overall and manifest a helpful trait or two like instincts or enhanced senses. Shifters / Morphologists Shifters do not use their mana in outward projections, but rather affect themselves in various ways. The three main groups are werecreatures, enhancers, and clerics. Werecreatures are straightforward enough this shifter can take on half or full animal forms based on skill. The number of creatures also requires a lot of training. Most average shifters take about three; a land, air, and sea creature, but there is no requirement of any sort on what are chosen. Enhancers keep their human form, but mold it in many ways. They can alter strength and proportions gain special talents and more for a short time. Talented enhancers also can change their full appearance for a long time to imitate others, but it takes a lot of their mana to hold the form. Clerics are magical healers that can use mana to cure disease and mend wounds. Demonologists While some have given the school a bad name Demonologists work both with and against dark magics. They work with the mysterious ether from the infernal plain to do fantastic feats. Using ether and mana is agonizing for the body and as such demonologists need a familiar from the infernal plain: imps, hellhounds, and such are popular choices. Some demonologists want more though and make bargains with greater demons. It has never been known for this to work out for the mage in this case. The magics granted by ether include: minor divination, raw magical control (blasts of raw arcana and other ways to weaponize it), spatial alteration (blink and portals), and the ability to commune with demons. Bargains with greater demons can give much greater powers, but are certain doom to any fool who would try to make such a deal. EDIT: It seems I have been hoisted by my own petard. Upon review I found that I never said it was required and as such the familiar requirement. For further reference casting without a familiar is akin to lighting your body on fire. It not only hurts like hell, but is terribly at risk of infection. Channeling raw ether is just something people aren't meant to do. The primary injuries hurt, but the steady onset of madness and infernal plagues usually are worse. Because Poly created a character before I made this change, though I thought I added it, he has earned the right to run a character who can use infernal magics without a familiar. I'm just intending to classify this as a rare and difficult method that few would choose even if they had the choice. Now while these are guidelines I haven't defined every last possibility. These are more meant to define how you can work with magic. If you want to make golem then you might combine demonology and alchemy or if you want to be a straight elemental mage you might do arcanist with one or two rituals. I do hope you have the self control to not do anything ridiculous. If you have a specific magic that you don't know where to put it ask me and we can figure it out. While no physical schools have existed since the sixteen hundreds the studies remain passed on by groups who remain in the shadows. Man would rather forget magic and it’s chaotic ways for a facade of normalcy and control. That is why the studies remain. As much as some wish to leave the past behind it always wishes to catch up. In the modern day organizations have formed to tend to issues of a magical nature. To try and keep things subtle it’s largely small groups acting on their own volition. ====================================================================== [center]Wells & Raick Private Investigations[/center] The company takes its name from the duo who began it. Joseph Wells and Miranda Raick. The two were well studied in all the schools of magic, and for a time were the premier Arcanologists of the western world. The business was created in the mid seventeen hundreds when the two arrived from England to study the native people’s magic as it was far more connected to nature than anything seen before. Being on the frontier many people had use for the two magicians. Magic was far more common and the natives frequently used it to fight the invaders gunpowder and technology. The business was officially started by their apprentices when Wells and Raick retired and went back to England. Since then the business has traded hands to apprentices through the centuries. Now it has offices in most of the states and the leadership is held by Seph Kane, a Morphologist and Hunter, and his long time partner Markiel Relovski, an Arcanologist and Demonologist. Always in search of new talent the two have recruited from throughout the world seeking those who may have the talent to carry the name. So when you feel like you’re losing your mind let Wells and Raick give you peace of mind ====================================================================== [center]Employed Cast (NPCs)[/center] Seph Kane: The Mastermind of the organization. The offices in all the states are managed by minor mages who can deal with everyday goblins and ghosts, but Seph is the one in charge of everything. You may not expect much from straight appearances with his shaggy brown hair and youthful visage, but in his actual presence there is an aura of command and intensity. To stare into his eyes is to look into the building tempest before the storm of the century. He is a highly trained shifter that focused on the creature and enhancer schools. Alongside that he has a rather impressive knowledge of magical devices and weaponry as a hunter. Seph has been in and around magic his entire life and knows damn well the dangers that come with it. He takes his job very seriously, even to the point that he doesn't interact much with the mundane world anymore. He has deeper links to the magical community than even the town he lives in. He's neither anti-social nor rude, but he's clearly left the mundane world for many reasons some obvious like his work others deeply private. All in all he's a good man carrying heavy burdens. Markiel Relovski: The face of Wells & Raick. Markiel is the friendly face you will likely see first when you arrive at the Belfast office, or if there is a matter that needs special attention elsewhere Markiel will be there as soon as he can. He clearly is driven by compassion, and he lets his emotions be known to all. He is rather strange for a demonologist. Typically those who study it are more reserved or intrapersonal. As an Arcanist his official designation is a Warlock. His magic centers around the alteration of the flow of space and time a very difficult to use field even with a life long dedication to the study. Kelvin: A hellbeak owl and Markiel’s familiar. It has fiery orange and white plumage making it look like a two foot tall and more vibrant eastern screech owl. The bird’s screech is more akin to a blood curdling scream, but it usually will just chatter and snap its beak. Most days he will be very close to Mark, but he will also watch the office if Mark has to run errands.Being a hellbeak Kelvin can also light himself on fire and do simple fire magic. The hellbeak tends to dislike everyone, but is very easily bribed with spicy foods. Maria Yung: W&R's quartermaster and enchantress. While not a field agent like the others Maria is an integral part of W&R serving as the resident crafting expert. While many of the crafting studies are used as sub fields to offensive methods Maria is purely a crafter and has learned how to make all sorts of magical devices and arcane weapons. She will do custom and specialized work, but it is not at all free. You will have to pay for the materials and time. Basic repairs and such are free of charge. ====================================================================== [center]Job Applications (character sheets)[/center] [hider= CS]Name: (Please provide pronunciation for words used to summon old gods) Age: (Age is usually irrelevant to being employed by W&R, but too young or too old and you’d probably be unable to participate in most cases.) Gender: (Please put down the gender based on the physiology of the character. This is just so I know what others would refer to them as on first meeting. Do whatever you want really otherwise.) Species: (I nearly forgot this one. I’m open to most of the humanoid species. That really is the only limit is that you need to be able to pass as human. Pixies are too small, and centaurs are too big. Werecreatures are all covered under shifters. Lycanthrope is not a thing in this world.) Appearance: (Some measurements are a good starting point. A general description of how your character looks. You should also cover their typical wardrobe. Any physical quarks like body language that really stands out. Background: (Your history, defining moments, family, and the setting you grew up in. The core moments I want to know about are your first interactions with magic, the characters training, and how they got involved with W&R. Do try to explain where you came from here. I want to know the physical background that influenced you.) Current Life: (To better explain how your character acts I would like to know how they act on a day to day basis. What do they spend time on? What makes them happy? What drives them nuts? This category also gives you a “run up” where you character can show current thoughts and such before they even post. This can help a lot for people who are supposed to have been working together for a while. I don’t mind if one or two people use this to explain them joining Wells and Raick recently, but it is a limited group.) Personality: (This is the combination of your characters typical behavior and the much deeper parts of their psyche. I want to know motivations, values, hatreds, and fears. What makes your character tick? People are more than just extremes and caricatures even when they lean one way or another. Try to be more than one emotion embodied.) Schools of Study: (Rituology, Alchemology, Arcanology, Beastiology, Morphology, Demonology. Remember the more schools you choose the less you have in each. Jack of all trades and master of none is very real here.) Specialization: (The studies are still very broad categories. Within all of them are many different ways you can specialize. The schools define HOW you channel magic while your specialization is WHAT you do with your magic. Usually people can handle a handful of these or dedicate to one) Spells: (Here I want a collection of your most common spells. These are the ones you have down pat and the ones you go to without even thinking. They should display the average of your skill. You likely can do spells that are much stronger, but will take much more work and as such you won’t be using them very much. Anything less than this should feel obvious for you to do. Ex. If you can cast a fireball then you can summon fire. A list with descriptions after is best so I can compare quantity and quality.) Abilities: (This is talents/skills that are not magical. Hunters will have a varied collection here Alchemists and Hunters should put down the things they can make here. A list with descriptions after is best so I can compare quantity and quality) Equipment: (These are the tools of the trade that you carry. Hunters and Alchemists will carry much more than the other schools as they rely on spells. The 4 casting classes will likely have an implement (wand, staff, talisman, etc.). Ritualists will carry ritual ingredients. Arcanists will need some form of spellbooks. Demonologists can use their familiars instead of an implement if they desire. Pets can also be put here. Only hunters will have combat pets.) Other: (I feel these are rather thorough, but sometimes you just need a little bit extra that doesn’t fit right somewhere else.)[/hider] [hider=Jaklo Wright] Name: Jaklo Wright Age: Twenty one. Gender: Male Species: Human Appearance: Jaklo is 6’ 2” and around two hundred pounds.He has thick dark brown hair that is kept three or four inches long. He cares more that is is out of the way than how it looks. Most of the time it doesn’t matter as he’ll keep it under a cap. Jaklo has cold amber eyes. The irises glow when he uses his night vision. Jaklo has overall sharp features on his face. As for his build Jaklo is rather lean, but not scrawny in the slightest. If anything he has some trouble building up fat, and he always has plenty of muscle from work. Jaklo prefers efficiency to fashion. He grades clothes by pockets rather than people’s names. He typically will wear regular shirts with simple solid colors, cargo pants, a solid pair of hiking boots and a long trench coat. He wears hats almost constantly. It’s just a thing he does. Caps, wide brim hats, beanies, anything he can wear comfortably. Background: Born in Perry, NY to two completely average and oblivious parents Jaklo came into the business of magic through the work of an old hunter named Wulfegang Shelt. Jaklo was always a troublesome kid. Even in preschool he was highly aggressive and would fight the other children over even little things. He wasn’t cruel or evil, but his parents couldn’t channel his aggression through anything. This is where Wulfegang presented himself. The older man was known throughout the neighborhood. He was a retired park ranger as well as a big part of the community. He offered to homeschool Jaklo and try his best to help the kid. He remarked that “I was just like that at his age.” From there the story somewhat tells itself. Wulfegang did teach him all things he would be expected to learn in school, but he wasn’t just a park ranger. Wulfegang was a Hunter. Everyday, even weekends, Jaklo got to see just why he was so different. Hunters can come in all kinds of forms, but Jaklo had access to a powerful primal side of himself. With training and practice he could be an apex predator. Left alone he would likely tear himself apart. Training started simple of course. You don’t normally hand a five year old a sword and drop them in the woods to fight monsters. Jaklo stuck it out with Wolf, a simple nickname for his gray haired teacher, until he was eighteen when he struck out to really test himself. He used the cover of attending college to let himself explore around the U.S. and see what he was capable of. It was only a year later that he returned home for a break. He hurried to see Wolf, but found his house surrounded with people and an ambulance. Jaklo rushed in to find his teacher dead. He rushed to his side. Jaklo shook and shook Wolf grabbing onto his shirt. He was about to start doing chest compressions when an EMT pulled him back. “He’s already been dead awhile. He died in his sleep last night.” The EMT tried to console Jaklo. “What’d he die of? He’s been perfectly healthy. Just last week he was hiking the trails.” Jaklo growled, but there was far more pain than anger in his voice. “He’s also ninety seven. When you get to be that age you sometimes just pass away.” The EMT said in flat honesty “That’s bullshit.” Jaklo shouted before turning back to his mentor, “Wolf! God damnit Wolf! You can’t just do this to me. I’m not ready yet. Wolf!” Jaklo fell to his knees every emotion boiling up: rage, agony, despair. He could feel a void in his being opening up. The funeral went on a few days later. Wulfegang was unmarried, had no children, and no contact with other family. Everything in his will went to Jaklo who was labeled as “student and the damn near closest thing I have to a son.”. Jaklo spent a good few months sorting through his mentor’s belongings as well as his own feelings. It was in the many collections Wulfegang had that Jaklo discovered a little group called Wells and Raick. Wulfegang was meticulous with journals and had a fair few photos. One that stood out was Wolf in his prime with a motley crew of men, women, and even some magical beings. They were all outside of a brick building with a big wooden sign that read “Wells and Raick Private Investigations”. The back of the old polaroid also had a note. “The gang from W&R after the big hunt.” It took a bit more searching, but Jaklo eventually found a phone number and a new path. Current Life: Jaklo moved to Maine over a year ago and has been working for W&R since then. He has a tiny home that houses just him. It’s a simple little place basically a rustic but modern log cabin. Jaklo does prefer to spend his time working on his weapons and such, but even he has to get out sometimes. His usual haunts are a pub on main street close by to the office called The Tavern and the waterfront. The Tavern isn’t exactly a fantastic place, but the beer is cold and the company doesn’t drive him insane. Jaklo grew up near Great Lakes so he’s always been used to seeing big bodies of water and something about being there does make him think of home…and chips. Personality: Jaklo has grown out of his overly aggressive childhood and become reasonably well adjusted adult. Wulfegang was right though Jaklo is not normal mentally. His mana is used to fuel his predatory skills and instincts. He seeks challenges and fights by nature. Age and wisdom lets him pick only fights that matter. Jaklo is a largely positive person who lives for his job and gains great satisfaction from it. He’s glad he can help people and knows his mentor would be proud of his choices. He can appear a bit gruff with first encounters, but that’s just him not being in a social mood.He can be a good friend but only when he wants to. Jaklo is driven by a strong sense of duty to his mentor. He could have had a really miserable life, and instead he gets to fight monsters for a living. He has plenty to be thankful for anf never forgets what Wolf did for him. Nothing disgusts Jaklo more than people with no regard for the natural world. Now he won’t punch a guy for littering, but there are serious troubles going on these days because of moronic actions of rich people. Jaklo has no extreme fears, but isn’t a fan of dying or anything horrible like that. At most he doesn’t want to let people down, and especially doesn’t want to fail hsi mentor. He wants to keep that legacy going strong. Schools of Study: Alchemology and Beastiology. Specialization: Arcane Firearms, Metallurgy, Brewing, Smithing, and Enchanting Spells: Jaklo has only one spell. It’s a spell that lets him gain night vision. Abilities: Tracker: Jaklo has been taught how to pick up on tiny details and follow trails made by his quarries. Crack Shot: Jaklo has been working with firearms since he was young and is deathly proficient. Ammo Assembler: Jaklo knows how to make magical ammo that will cause various effects when fired. Toxic Concoctions: Jaklo has been trained to use venoms and make poisons. Hunter’s Hand Grenades: Jaklo knows recipes for: firebombs, freezing catalysts, and smoke bombs. Back to basics: Jaklo has a solid education with the most common weapons and improvised weapons very well. Weapons not required: even with his bare hands Jaklo is a capable fighter. Custom Engineered: Jaklo builds all of his own gear specifically for himself. He can make all kinds of bladed weapons, firearms, and armor. The secret ingredient? MAAAAGIC: Jaklo can imbue his weapons and tools with magical properties. He can only get one or two simple enchantments to be stable on a tool right now. Thrill of the Hunt: Jaklo has a deep rooted need to hunt. He has an extra sense akin to instincts that give him a little extra insight into beasts and monsters. Equipment: Arcane Justice: A quad-barreled shotgun/blunderbuss made of metal as black as the abyss. The barrels are engraved with alchemical patterns, but also have some inlaid silver for certain sigils. It has a full stock made out of white ironwood. Each barrel can be shot individually and loaded with either shells or literally anything that fits. Despite its status as a shotgun Arcane Justice can be highly accurate when loaded with rifle ammo. Jaklo refers to it as the firearm equivalent of a swiss army knife. Ammunition Pouch of Holding: While true bags of holding are very very hard to make bags made to hold a lot of one thing or a lot of very similar things are much easier. The ammo pouch is about the size of brick and made out of dark red demonhide. Jaklo can reach into it and pull out whatever ammo he wanted to pull out so long as he put it in. Legacy: A magical blade that can take on the shape of for different weapons. A large hunting knife for butchering kills, a short sword, a longsword, a falchion. The blade was a gift from Wolf and the start of Jaklo’s carrying on of Wolf’s legacy. Visage: A long dark brown trench coat in appearance, but in truth it is a heavily enchanted piece of armor that protects every part of Jaklo even those not covered by the coat. There is a small barrier all around Jaklo when it is active. It is hardly indestructible and breaks easily to two or three good hits. The shield can recharge after a minute or two. Other:[/hider] Mention all storage: [@Polyphemus][@fdeviant][@Wraithblade6][@shinigami94][@dragonmancer][@HeirloomRoses][@Austronaut][@Witch Cat][@AdobeFlash][@R31GN]