Unknown to the general population, humans and other species have energetic bodies as well as their physical form. These energy bodies flow from within a person and out into what is known as their 'aura'. Using one's aura, one can alter many things about themselves and the environment around them. A user could, for example, amplify their strength, endurance, or speed. One could also create an energetic attack, using their own inner qi as ammunition.
Qi is present in all living things, literally 'life energy'. Becoming attune with one's own qi, a person begins to experience the world very differently. They can see auras, sense others, and perform feats some could only dream of.
But as the universe must always be in balance with light and dark, Yin and Yang, good and evil, creation and destruction, order and chaos, qi must also be balanced. Energy flows through the body through meridians, and these must be balanced with mental fortitude. Qi users must train their entire lives, constantly growing more powerful and personalizing their own unique qi techniques, or those taught to them by their masters.
Again, as balance must be kept, it is a small portion of the population that ever properly learns to use their qi. Certain species naturally display qi techniques. Among the population of qi users, there are those that seek to help others; including non-qi users. However, there are also qi users that seek to use their abilities for personal gain. Some will go so far as to ignore balance and use their abilities to overpower qi and non qi-users alike. The general population is unaware of how qi manipulators battle amongst each other or use their abilities to influence the general population itself.
Understanding that both sides of the coin are necessary to exist, there is an organization that seeks to retain balance on planet Earth. Secret from everyone but high level government officials, this is an actual institution known as The Arc Academy.
The Academy, as most simply call it, is more than a place of learning. Here, the most powerful and knowledgable people in all the world gather. They come from many different backgrounds and are specialists in many different fields. Many are great fighters and weapon masters, however others research dangerous areas normal humans could never reach, study creatures humans would never think existed. The Academy seeks to be well equipped to explain the most bizarre phenomenon and protect Earth from any threats that seek to disrupt balance in the flow of qi. As such, The Academy is not necessarily revered as a justice seeking organization.
That's not to say there aren't would be heroes in its ranks, but rather that The Academy does not discriminate against any associates personal desires and wishes. There is not an extensive list of rules or code for those enlisted in The Academy to follow. Once a person becomes an Academy Associate, they gain a special license that grants them access to incredible resources, knowledge, free transportation, and even special access to areas typically off limits to the general population.
The general most important rule of The Academy, is to not overstep the overall balance of qi but instead always use one's abilities to retain balance. This is very vague and does not refer to good nor evil.
The other, next most important rule and requirement of being an Academy Associate, is to answer the call to duty.
This particular rule may seem very binding, but in actuality it is very loose. While there may be times that Associates are required to service The Academy due to severe circumstances that threaten the world or its balance, they for the most part are free to go about their own business. An Associate more often than not can actually reject a job sent to them by The Academy. The rule more specifically means, one most always respond to the call of duty, even if not absolutely required to accept the job. So long as an Associate responds to jobs they receive, and complete jobs they accept, they will retain their license for life.
Academy Associates may also seek work from The Academy themselves, or offer their services to private groups that are aware of the The Academy (or at least qi's capability to be manipulated). Academy jobs range in reward, though they can be very substantial. Private groups range in reward as well, however Associates often only accept private jobs that pay highly in some form of value.
There are even further positions within The Academy than simply being an Associate. One can seek to be an instructor for example, and earn a steady income from The Academy while also gaining additional perks. Certain members serve The Academy as consistent researchers and ambassadors. Others attain to be regular contract workers by always completing a certain number of jobs monthly or weekly. Some levels require that a member accept certain jobs, whereas an Associate could easily decline.
The different positions all have different requirements and offer various perks, however majority of Academy members are simply Basic Associates or few tiers higher.
Becoming An Academy Associate
To become a part of The Arc Academy, one does not simply apply. Even if you have the rare knowledge that The Academy exists, the location and means of contact are secret. To even begin your application, you must somehow learn of The AAA Test, or Arc Academy Associate Test (AAAT). From there, you must learn the cycle of the AAAT, as it only occurs once every three years. Now knowing this, you must learn the location of the AAAT, which changes every time.
The AAAT is never the same, always changing in its challenges and sometimes instructors. Very few people are capable of finding the AAAT, even fewer will ever pass. Many take the AAAT over and over again, hoping desperately to get their Academy License.
Now, it is time for the next batch of Academy Associates to earn their place.
Name: Age: Species: (Human, Cyborg, Demon[Corrupted Human], Alien; Opening up the idea to other species but it must be a well written character and make some kind of sense for their rarity) Gender: Personality: (Write as much as you desire, but really try to flesh out your character and envision how they would react to various intense situations) Appearance: (Photo preferred, description optional) Level: (Associates start at Level 1) Abilities: (Characters will start at relatively low levels and thus know few abilities, so focus on non-qi abilities and then list 1-2 abilities you would like your character to develop quickly within their training) Equipment: (Any weapons or gear your character users) Academy Role: (Newly joined members start as Associate; also include desired role such as: Ecologist, Mineralogist, Wildlife Agent, Conservationist, Bounty Hunter, etc.) Background: (Brief history from time before Academy admission. Include why character wishes to join The Academy.) Extra: (Anything extra you would like to add)
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Elements of Qi Water, Wood, Fire, Earth, Metal
Generation Cycle * Water generates Wood -- Water feeds wood (trees, plants, etc.). * Wood generates Fire -- in the way that burning wood creates natural fire * Fire generates Earth -- ash is formed from burned wood and becomes a part of the soil * Earth generates Metal -- as metal ore is mined from the earth * Metal generates Water -- it's minerals call to and change the properties of water
Control Cycle Earth absorbs Water, Water quenches Fire, Fire melts Metal, Metal penetrates Wood, Wood separates Earth.
Discovering One's Element When one manipulates qi, there are many different abilities one can learn, create even. These are determined by their dominating element. Each element is associated with certain characteristics and personalities. Thus, one usually has a natural ability to learn a certain element easier than all others. Once one chooses an element and begins practice, they will eventually see great powers develop in this respective category. One usually begins with teachings from a master, learning techniques passed on from generations of more experienced users. From here, they can actually obtain the power of their representative element. This is due to the fact that humans have discovered their qi abilities by learning from the Earth and all its elements, thus becoming of the elements and picturing them when meditating and honing their skills.
There is much more one can do then generate their natural element however, and many qi manipulators in modern day forsake learning the elements altogether. Instead they focus on abilities representative of their element's strengths and archetype. They embody the traits associated with this element and manifest their energy into diverse abilities, some unique to their user.
In truth, everyone possesses every element within themselves. Hypothetically, the most balanced and conscious being would have near perfect balance of all elements and thus display powers characteristic of each one. Of course, no one is capable of such a feat in the natural world. Instead, living beings often are very dominant in one, two, and sometimes even three elements. Dominant elements even change over time and season, according to a user's personality, mental state, and fortitude.
To start a journey within one's self and the energy around them, one must focus first on one element, preferably their most dominant. The more one practices in one element, the harder it is to learn other elements, particularly those that are further away (closer ones thus being a challenge still, but easier than the furthest). For this reason, though one must always try to achieve balance and never forget to meditate on lower element meridians, users purposefully choose to keep their mind and energy in their first chosen elements; retaining the abilities they've learned and honed over time.
Element to Element When two elemental qi users face one another, though skill and ability will determine the victor, certain elements have a natural dominance over others. They follow the Control Cycle.
Likewise, elemental abilities also react in the way of the Generation Cycle. That means, certain elements are weaker against their child element (Water against Wood).
When allied, elements that aid each other in the Generation Cycle work well together. Instead of Wood receiving less damage from Water, Water can bolster Wood's strength.
Elemental Balance One must always try to keep relative balance of all elements. As such, having too much energy in one element can actually be damaging and negative for a user. Although their abilities may strengthen in said element, it will have harmful affects on the user and eventually if not immediately, their power will become uncontrollable and at some point useless. The ill effects of elemental imbalance are unique to each user. [This does not have to be memorized, but can affect the story at some point.]
Meditation is the best method of balancing one's elements. Training is also useful.
Energy flows through the body via meridians. They are associated to particular organs and touch points, and by stimulating these areas one can help balance and empower certain elements. Even should a user be balanced in their elements however, physical ailment and damage can also compromise a user's ability and health. Another elemental user or even someone knowledgable on the matter can attack a user's meridians to shake their balance of qi. Severe enough and often specialized attacks can harm a user to the point of disabling their elemental ability for prolonged periods of time.
For these reasons, though qi manipulators always meditate and train, they often do so in secrecy to keep their abilities and thus their weaknesses hidden from potential enemies and rivals.
Element Characteristics
Fire: The first element, fire, is the most masculine of the five elements. Fire personality traits are love, passion, leadership, spirituality, insight, dynamism, aggression, intuition, reason, and expressiveness. The fire personality is direct-right out front. A fire type succeeds by becoming warm- hearted and generous. Experiences of love, compassion, fun, joy, and pleasure are healing for fire individuals. The challenge for a fire type is to share joy and laughter without thought of reward. The emotion associated with fire is happiness. Other heart emotions include joy, vanity, jealousy, frustration, regret, grief from loss of love, and disappointment in relationships.
Fire Abilities are typically aggressive in nature. They rely on intuition and one's ability to express themselves. Loss of passion weakens a Fire user.
Earth: Earth personality traits are stable, practical, reliable, industrious, empathetic, honest, kind, prudent. Earth types value friendship. Earth individuals do well to meditate and nourish themselves physically, emotionally, and spiritually. They must learn to develop clear boundaries and take care of themselves. The challenge for earth types is to honor their sympathetic nature and show great kindness to others. The emotion associated with earth is sympathy. Other earth qualities are pensiveness, thoughtfulness, and reflection. Just as one assimilates nutrients through the stomach, one assimilates life experiences through the element earth. A strong earth element helps to digest and accept fate and expand one’s circle of knowledge.
Earth abilities rely on practicality and reliability, often favoring techniques of protection and support. Earth users' power is fueled by their emotions.
Metal: Metal qualities include strength, independence, focus, intensity, righteousness, and fluency in speech. The metal personality is very determined and powerful. Metal types succeed by being less opinionated, accepting change, and gracefully releasing the past. The emotion associated with metal is grief. Other metal emotions are insecurity, inability to achieve parental or spousal expectations, and lack of confidence. The challenge for a metal type is to learn how to express grief and find healing.
Metal abilities rely on overwhelming power and rigidity. Techniques are very structured and typically must follow a pattern or requirement. Loss of order and independence weaken a Metal user.
Water: Water is the most feminine of the five elements and therefore is considered very yin. Water qualities are creativity, sensitivity, reflection, persuasion, effectiveness, and desire for life and sex. Water types value family and social contacts and possess the ability to attract (being receptive, water can attract, rather than pursue). The emotion associated with water is fear. Other water emotions are indecisiveness, vacillation, and uncertainty. Those born in a water year succeed by not allowing fear to block the fullest expression of creativity. The challenge for water types is to overcome their fears and become active participants in life.
Water abilities are based on creativity, sensitivity, and often reflection. A water user succeeds in charming, persuading, and redirecting damage back to targets. A lack of creativity, loss of social interaction, and falling to an uncertain mind will weaken a Water user.
Wood: Wood qualities are bold actions, planning, initiating new projects, idealism, imagination, compassion, and competition. Wood types possess decision-making skills and the ability to create change. From an Asian perspective, the go-getter, do-or-die, pioneering spirit of American culture is very wood. The challenge for a wood type is to learn to control anger and channel it into positive work that benefits all people. The emotion associated with wood is anger. Other wood emotions are tension, criticism, discouragement, regret, excitement, dislike of self and others, negative judgment, and repressed anger related to thwarted affection.
Wood abilities rely on boldness, imagination, and one's personal ideals. Techniques vary greatly as Wood users are "idea starters", but typically focus on control and thus changing the flow of battle. Anger, though it will fuel a Wood user, can harm their ability, as well as lack of excitement, negative thinking on one's own ability, and feeling discouraged.
Level 5+: For every 20EXP Earned, a new ability is learned or honed
*New ability learned with every level up
Battle Completion (Group) = 3EXP Battle Won (Group) = 5EXP Battle Completion (Solo) = 5EXP Battle Win (Solo) = 7EXP *Must be against player or GM/Co-GM controlled character
Master's Instruction = Earn bonus EXP by having Instructor's in party or partaking in their lessons
-High Casual Writing (1-3 Paragraphs Minimum) -This game is obviously action oriented, but character development beyond combat is encouraged; mature themes and romance are okay as well, but no smut details or obsessive foul language. -Player deaths are allowed if agreed upon by players. Respawn or new character available upon death. -No godmodding. -Respect other players. -Story will be player driven, while GM and Co-GM help shape story and scenarios with NPCs, instructors, and additional EXP bonuses /adjustments to help balance game and keep it character driven and moving forward -New players will be accepted after games starts (assuming spots are available/manageable) -New Rules may be added as GM or Co-GM sees fit
I'm going to repost my response from the interest check:
<Snipped quote by Solaris>
The powers and abilities are going to be heavily inspired by Hunter X Hunter and early Dragonball, as in meditation, training, and actual battle experience strengthen the characters. The actual techniques I'm leaving open, but up to discretion.
They can be based upon qi manipulation (energy projectiles, shields, etc.), weapon amplification (fire around sword, electricity infused daggers, etc.), physical enhancements (strength, endurance, speed), and even robotic (cyborg implants).
I'm leaving it open to imagination (for now). If something doesn't suit the style, then the Co-GM or I will say so.
So I didn't exactly picture stuff like Buu magic, as that's at the higher power levels of Dragonball characters.
I want this game to be influenced by the overall consensus however, so it will shift accordingly. The OOC is still technically a WIP as I get feedback from everyone.
I should also add, I envision the instructors influencing how the characters will develop at different times. For example, if an instructor who specializes in speed and agility teaches the party as they level up, they will gain improvements in this area. They would still be able to gain more EXP and lessons from instructors even after Level 5.
Name: Miki Melbourne Age: 18 Species: Human Gender: Female Personality: Bright, cheerful, playful and honest, she isn't afraid to say what she thinks to others. She can also get pretty flirtatious towards someone she's fond of. Appearance: Level: Level 1 Abilities: She's pretty proficient in hand-to-hand combat, specializing in kicks over punches. She uses her qi to enhance her feet, allowing her extraordinarily powerful kicks along with fast movement speed and high jump capabilities. She is still working on her qi control to achieve the effect of sending the force of her kicks from a distance without her feet actually touching the enemy. Her element is Fire. Equipment: Just a specialized pair of shoes she's wearing that can withstand the extra force her attacks give off. Academy Role: Associate. She hasn't decided yet what role she wants to become in the future. Probably will take the one that is most fun or interesting to her. Background: Born in a martial artist family, she has been taught combat ever since she was little. And with her grandfather knowing about qi, he trained her in the art before sending her to the Academy both to further her horizons and to train her even further, as he believed he had nothing more to teach her.
@Acid Hippie do you have an idea one where the IC will start? Will it start before, at the beginning of or after the AAAT?
I left that open for now to get everyone's input on the matter. I think it would be cool to start right at the beginning of the AAAT, before the instructor is even revealed. But, as this will make the leveling up/ability gain slower, I know some might rather skip ahead and get straight to admissions.
@Acid Hippie I'll be your Co-GM. I'm more of an idea guy and am fairly good at reviewing character sheets.
We actually have one Co-GM now (sorry I hadn't updated it yet) but as the game is getting a good amount of interest, if we get enough approved characters I may need some further assistance with instructor characters and other tasks. If that's the case, I'll reach out to you.
EDIT: But don't let that stop you from sharing ideas. Please share anything you think would be cool to add into the game/story.
If it helps, I've been in other things with @Vongola_Hasayo and can definitely vouch for skills and seriously useful creativity there. That said, I snatched the spot and will almost certainly go mad with power will be at least your first Co-GM for the duration! Feel free to direct questions and suggestions my way and I'll be doing the same for our GM here!
@Acid Hippie Then maybe we should have a vote before the first IC is up. Also I have an outline for my character's backstory and his abilities, but I think I should discuss it with you via PM, so I'll start one later tonight.
@Acid Hippie I'm willing to offer any assistance, anytime. Like I said if you need help reviewing CS's or just want to bounce ideas off me don't hesitate. I've been really craving a group RP for while but nothing was really catching my interest so I wanna do what I can to make sure this goes well. On that note, may I offer a suggestion on the leveling and experience system? I know that the numbers aren't meant to be taken in the way of "my numbers are bigger than yours so i win" but I have always found that it can still muck up things. Whether it be players who will take them in that concrete way or new players trying to come in but feeling like they can't catch up or they don't have the time to post often enough to keep pace with other characters. Instead of having concrete experience points why not let it just be based on character development and moderate it, ie what the character learns or overcomes during a certain fight or job. Make the levels more of a title system that denotes experience and/or strength. Keeps things flexible so while someone may have a higher rank/title it doesn't necessarily represent a level of strength. Just my thoughts on it.
@Rin I'm sure that age is fine. The RP is taking inspiration from both HxH and Dragonball, both series having children even younger than 13 being some of the strongest and/or fastest growing characters. Goku and Gohan being the strongest warriors on the planet at the age of 12 and 11 respectively. Goten and Trunks being arguably as strong as Frieza by the ages of 7 and 8. And Gon and Killua, though not the strongest, are highly skilled fighters with tons of potential at 12 years old. So 13 is probably a safe bet.
I'm fine with the rp starting either during or after the AAAT
Name: Nate Cooke
Age: 15
Species: Human
Gender: Male
Personality: Already knowing about qi manipulation Nate won't be shocked by someone using it. However when something does surprise him he is unable to hide it. While not the most active person ever he does have good focus, and when doing something important tries to block out all distractions. Despite his back up weapon being a dagger he tends to see those who focus solely on melee combat as taking unnecessary risks.
Appearance: Level: Level 1
Abilities: Nate is a good shot with his cross bow and can get 1 inch grouping from up to 35 yards. He is also decent with his dagger, but his archery skills are still better. He hopes to learn to enfuse both his dagger and bolts with elemental energies and to actually create qi bolts.
Equipment: Crossbow: This weapon was bought for Nate by his father.
Crossbow bolts: Because a bow is useless without ammo he carries ten bolts with him.
Dagger: Nate bought this weapon in case he run out of bolts or gets in cqc.
Academy Role: Associate, is thinking about either becoming a Bounty Hunter or a Wildlife Agent
Background: As you might have guessed from the fact that Nate's father got him his primary weapon, the Cooke family is already somewhat familiair with the Arc Academy. In fact his mother used to be a student there herself and while she put some slight pressure on her son to join, in the end it was still his decision. Despite her own powers Nate's mother made sure not to give him any qi training as she felt she wasn't qualified. Though he did learn how to use a dagger from her, while his father taught him the use of a crossbow.
@Acid Hippie I'm willing to offer any assistance, anytime. Like I said if you need help reviewing CS's or just want to bounce ideas off me don't hesitate. I've been really craving a group RP for while but nothing was really catching my interest so I wanna do what I can to make sure this goes well. On that note, may I offer a suggestion on the leveling and experience system? I know that the numbers aren't meant to be taken in the way of "my numbers are bigger than yours so i win" but I have always found that it can still muck up things. Whether it be players who will take them in that concrete way or new players trying to come in but feeling like they can't catch up or they don't have the time to post often enough to keep pace with other characters. Instead of having concrete experience points why not let it just be based on character development and moderate it, ie what the character learns or overcomes during a certain fight or job. Make the levels more of a title system that denotes experience and/or strength. Keeps things flexible so while someone may have a higher rank/title it doesn't necessarily represent a level of strength. Just my thoughts on it.
We can change the EXP system if everyone chooses to, and I'd have no problem with that if they're okay with @Dblade26 and myself having control over when they obtain new abilities, deciding if it is too soon to learn something.
I will say though, I made it pretty straight forward so that after a certain amount of battles, a character will always level up, even if they're losing. Some characters might level up faster (by partaking in solo matches and not falling unconscious before the fight is over) but the EXP rewards are all close in number and are gained simply for partaking in battles.
I also added instructor EXP bonuses, which will be given out by @Dblade26 and myself. That should help keep the game balanced, but like I said I don't mind scratching it altogether if everyone is comfortable with doing it on their own and having us oversee it.
I want everyone to really enjoy the game, anything that isn't character/plot driven is simply for fun and flavor. We'll edit/remove anything that becomes too complicated.