Magic. It's real. Hidden from the eyes of "mortals", kept secret to all but the lucky, or unlucky, few, it's been influencing history since its discovery, so long ago no one even knows which millenium it was in. It's always been relatively small-scale, a tool that influential individuals have used to tip the scales in their favour... until recently.
For the first time since the Ancients, a sorcerer began gathering an army. Mevolent, a mage of extreme power, prepared for war, aiming to kill those who opposed his beliefs so that the evil gods, named "Faceless Ones", could return unhindered. If they do return, it's game over for the world. No one, not even their worshippers, can survive the insane power of the Faceless Ones.
Immediately, Mevolent gained enemies. Previously, organisations named "Sancturaries" were unnoficial safe havens for mages and sorcerers to practice their craft, away from the mortals. This ended with Mevolent's rise. Now they are a united, worldwide force dedicated to stopping Mevolent and his followers. Lead by Eachan Meritorious, Grand Mage of the Irish Santurary, they are the only line of defence the world has against the worshippers of the evil deities.
The war went well for the Sanctuaries, at first. Though Mevolent is believed to be the most powerful sorcerer alive, his armies were smaller and suffered numerous defeats during the early decades of the war. However, in 1700, after fifty years of fighting, Nefarian Serpine, one of Mevolent's most dangerous followers and a general of his armies, killed Skulduggery Pleasant. Skulduggery was an excellent warrior and tactician, and his team (later called the "Dead Men" for surviving suicide missions) had been an almost unbeatable force in the battles against Mevolent. His death was the beginning of when things began to turn around for Mevolent, and now, he's at the height of his power.
Alongside Serpine, Mevolent has another famous, powerful general - Baron Vengous. However, in the past few weeks, rumours have been confirmed that Mevolent has recruited a third. Lord Vile, a necromancer of unmatched power.
Ireland, 1850. Grand Mage Meritorious has ordered the formation of a new team, their goal to sunder individual components of Mevolent's force, and, eventually, cut off the head of the snake. "The Deicide Squad", skeptics have called it, and the name's stuck. A handful of specialists from every corner of the world, gathering together to do the impossible. Better get to work.
Most people have two names - a given name, and a true name. Mages have three - a given name, a true name, and a taken name. A given name is the name a person's parents gave them when they were born, and it is the one most people go by. Some sorcerers know ways to gain basic control over someone using their given name. This is why they all have taken names, names which they chose for themselves - these break the spell that would control them. Choosing the correct one is important, as it needs to succinctly represent a person's identity, or part of it. Normal names are sometimes used (e.g. Dexter Vex, Anton Shudder), as are words (e.g. Ghastly Bespoke, Valkyrie Cain). Lastly, a person's true name is entirely unqiue to them. It's very difficult to find out someone's true name, so most people don't have to worry about it. However, if someone discovers their own true name (as in the case of Darquesse and Argeddion) they gain huge, almost unstoppable power. But, if someone else discovers their true name (as in the case of Laudigan) they can control the named person completely, and not even a taken name can prevent it.
Magic, at its most basic, can take one of two forms - elemental and adept. Elemental magic is based around the four elements - air, water, fire, and earth - and, though overall less powerful, is far more versatile than adept magic. Adept magic is described like a tree, as it encompasses many different "disciplines", such as necromancy, wall walking, or energy throwing. However, when a sorcerer becomes an adult, they go through a "Surge", a sudden increase in magic power, but at the loss of all but either elemental magic or one discipline of magic.
Bonebreaker - This is a rare discipline that allows the user to instantly break all of a person's bones through physical contact. Child of the Spider - The Children of the Spider are a reclusive group whose magic allows them to summon swarms of spiders, as well as turning themselves into a giant spider. Dimensional shunter - Dimensional shunters can "shunt" between dimensions, allowing them to discover new worlds unlike ours. They can also move other people and objects they touch into other worlds, and leave "echos", which will cause someone to occasionally swap between two dimensions over the course of a few weeks. Energy thrower - Energy throwers can fire blasts of hot, coloured energy from their hands. The ability is not quiet or subtle, but very often instantly lethal. Gist - The word "gist" is used to describe both someone who uses this discipline and the creature it creates. Essentially, they can summon a gist, a creature fueled by their hate and anger, to attack enemies. This is very tiring, and if used for a long period of time, the gist can take over completely, so it is typically a last resort. Hynotist - Hypnotist can make people believe almost anything they say. Though they are rarely seen in battle, they are instrumental in keeping the existence of magic secret from the mortals. Magiphage - A magiphage can, on contact, temporarily drain a person of their magic (for a few hours or so). In addition, they can fuel items with magic, to temporarily give them magical properties. Necromancer - Necromancer have the ability to turn shadows into sharp weapons, and teleport short distances. However, their magic relies upon an object, and is disabled when this object is not on their person (examples include Lord Vile's armour, Solomon Wreath's cane, and Vandemeer Craven's amulet). Sensitive - Sensitives' powers are entirely mental, but can vary wildly. Finbar Wrong and Cassandra Pharos can see the future, while Obluquy can inflict mental pain, and others can read a person's mind. Most, but not all, are non-combatants. Shield former - Shield formers can create energy shields of varying shapes and size, up to a dome around a single large building. They can stop small arms fire and weaker magic, but the shield former must be present for their ability to function in a given area. Symbol mage - Symbol mages can create magical symbols which can be activated on contact to produce various effects. A creative symbol mage can incorporate symbols into a building in many ways, from a tattoo on their body to a subtle layout of corridoors. Attacking the home of a symbol mage, such as China Sorrows, is notoriously difficult. Teleporter - A teleporter can instantly move to anywhere they can see, or can remember the appearance of. As such, they are very difficult to kill, as, the moment they feel in danger, they can teleport to safety. However, using this magic repeatedly is very draining. Tunneler - Tunnelers can burrow through rock, dirt, brick, and, in one famous case, even a person's body, to travel somewhere. All the pieces are magically pushed away, then put back afterwards, meaning that this will leave cracks in brick or stone, giving away the prior presence of the tunneler. Wall walker - Wall walkers have the ability to defy gravity, and walk on walls and ceilings as easily as the floor. They typically do this to fight an opponent on a footing they are not used to, and therefore gain the upper hand. Other - Besides these, there are several abilities which are shown but which do not occur often enough for me to moderate properly, such as Metric's unbreakable skin or Hieronymus Deadfall's hammer fists. If you have an idea for an adept discipline, ask me about it first, and if I think it's both fair and would fit the setting I'll probably allow it.
The energies released when using magic can rejuvenate a person's body. This means that the more often someone uses magic, the more slowly they will age. In rare cases, sorcerers have lived to nearly 1000, though, due to the war, there is no one in that group currently alive. The very oldest people currently are about 400.
It's a shame we need them, but unfortunately, there are too many morons in the world to not have rules. I will let anyone argue their case, as, since no one's perfect, it's possible I've made a mistake. Equally, if you feel I have treated you unfairly, please say so, as this is something I wish to actively avoid, and in such a case, it's much more likely to have been a misunderstanding than anything else. Finally, I get it. There is an exception to every rule, and in most cases, if there is a reasonable explanation, I will let you off. The reason for the existence of the rules is to make this more enjoyable, so if they stop doing that, they become a waste of time.
1) If you are intentionally trying to hurt someone, or verbally abuse them in any way, who is in this roleplay, you will be removed. No second chances with this, either, it is not something I'll tolerate. 2) I'd like at least one post per week. If it's been over one week since your last reply, we won't wait for you. Also, if you know you won't be able to post for a given week, please tell us beforehand so we don't waste our time waiting for something that's not coming. 3) If you will not be able to post at all for at least two weeks, please tell us beforehand. If there is two weeks' silence with no explanation, we will assume you have left the roleplay. However, if at a later date you can provide a reasonable explanation for your absence (e.g. internet was down unexpectedly) you may rejoin immediately. 4) High casual writing skill is preferred. 5) Do not post IC until your character sheet has recieved an approval from me. 6) If drama occurs, it stays between the people it originated with, and is resolved in PMs. I am an arbiter for things that happen within this roleplay, not outside of it. If it comes up here, and is not directly related to this roleplay, all of you are in the same boay regarding what I do with you.
With the exception of rule 1, infractions will typically be dealt with a "Dude, stop" the first time. Depending on how much trouble there is, anything more is grounds for being booted. Sorry to make this sound so serious but it's better than having idiots ruin this for the rest of us.
(Image of your character, if you have one)
Taken name
(Any nicknames or aliases your character may have. If they spend time with mortals, it is likely that their given name is an alias.)
Appearance: (Describe your character's appearance, you know the drill. Three sentences or so would be fine, but you can keeping going as much as you want.) Personality: (Similar length. Once again, you know what you're doing.) History: (Was your character around before the war? Where were they from? What were they doing up until the events of the roleplay?) Relations: (People your character knows, and a summary of their relationship. Players or otherwise, doesn't matter. Family, friends, love interests, enemies... the whole lot.) Capabilities: (Briefly describe any skills your character has. Include whether they are an elemental or an adept, and, if an adept, which discipline they use.) Equipment: (Anything your character owns that they would take into battle with them. The standard loadout for a mage in the war is a sword, a gauntlet, which functions as a hands-free shield, and possibly a gun. This is just what's normal, though; your character doesn't necessarily need to be restricted to this.) Other: (Anything else you want people to know about your character.)
Yeah, I would have an Adept Discipline if that's an okay opener here with you. That discipline would be Tectomancy, the art of commanding shockwaves in solid matter.
Tectomancy as an art allows for little fine tuning and is largely destructive in nature. As an example an elemental mage does not want to try to use the element of earth as defence against a Tectomancer, that is bound to end poorly. This type of magic works best on intact matter, for one with cracks and defects tends to react unexpectedly and perhaps even violently to the shockwaves produced. The main things one can expect from a Tectomancer is to break down walls and cause fissures, in addition to the accompanying minute quaking.
@Hekazu It sounds fine. However, it will be limited in the size of things that can be affected (though weaker materials can be affected across a larger area), and in that it can't be used on living matter (since, if it could, it would be inherently better than the bonebreaker discipline). Some items, such as a necromancer's power source, will also be especially hard to break, due to the magic within them.
Anyway an elemental could defend against it using air to deflect flying shards. Wouldn't be able to prevent it from breaking the object, though.
@Ciaran Yeah, no shockwaving an entire building down at once. Crack the basement and hope for the best if that's what you are aiming for. And not on living matter, hardly solid enough to really carry the shockwave through itself. Tectomancy works better on things that muffle the reverb less.
As for the air defence against flying shards, sure. But they better not do the hunker down trick with earth.
Appearance: Tremble is not a terribly muscular fellow, not really standing out of the crowd with that. He is notably short though, only reaching 165cm in length, but his weight remains rather proportionate so he is not pronouncedly lanky or large. As for his facial features, Tremble takes care to keep his face clear of his slow growing facial hair as well as trying his best to keep his hair short. Longer would only get in the way of business. His jaw is more rounded than blocky, not really adding masculinity to his face, but anything above that is easily recognisable as male. His eyes are grey and he largely prefers clothing he can easily blend into the crowd in.
Personality: Tremble is a social fellow who does not mind people making fun of his length. If somebody shows no other interest in his presence in the conversation other than making those jokes though, he is quick to lose interest in the person. He tries to learn all he can about other people and has a frightening memory for detail, often having to hold back on telling the other person they remember what they are being told or that they learnt it from someone else. These features tend to bring him towards densely populated areas. Beyond remembering information about people though, his mind seems to have difficulty committing things to memory. Thus he has a habit of making imaginary people in his mind to which he can attach these new facts. When it comes to his work ethic, a job is never left unfinished. Anything he has promised to do will be concluded one way or the other.
History: All things considered, one would not really consider to see Raigor Tremble himself, the famous hunter of elemental mages, on the side against the Faceless Ones. The man who rarely thought twice about a given job, as long as there was money involved. The man around whom only his two accomplices could genuinely know they are safe. Even now, the Sanctuaries could not place their full trust into the man, but one does not simply say no when somebody of his calibre walks in and requests to join the forces against Mevolent. And despite the man having been quite the bother to the Sanctuary in the past, he was given the chance. Expertise in hunting elemental mages was a skill that was less likely to get utilised in this war, given how elementals were generally more stable folk, but his Tectomancy could prove useful in other ways.
Relations: Tremble's closest allies have to be Dolph and Santviento, the two mages he used to do work with before this whole apocalypse thing began brewing. Dolph is a Shield Former Adept while Santviento is an Elemental mage. As for enemies, he undoubtedly has many but he couldn't name them if he tried, excluding a few marks that got away from him. But we do not talk about those. Capabilities: Tremble is an Adept of the school of Tectomancy, an art that focuses on causing shockwaves in solid matter, drawing inspiration from collisions between tectonic plates. His direction in the art has him focus on the shattering of the target matter, useful in breaking down fortifications of stone and digging out pesky tunnelers as long as they don't slip to softer ground. Given enough time, he could shatter enough of the supporting structures in a building to causer it to collapse, but he would need to move from one place to another physically. Due to lack of practice, the handling of shockwaves already inside the matter is a challenge to him. Equipment:
A small silver cross on a necklace, infused with Dolph's magic. Mostly of sentimental value while his partner is not around, but a rather handy tool against most immediate elemental attacks when he is.
An ordinary shortsword. There is nothing inherently special about the weapon and Tremble does prefer not using it. It is mostly carried for show and 'just-in-case' situations.
Baker Infantry Rifle, calibre of .75. As a flintlock weapon it is not the fastest one to load out there, but it is what he grew accustomed to using among the years. If someone were to hand him a percussion cap weapon, he would most definitely try it over the old hunk of junk, but he has not quite managed to get his hands on one himself. Importing from the West takes time.
Gauntlet with hooks on the knuckles. For both being defensive and being effective in combat up close. An unconventional weapon to be sure.
Other: He was born in Western England, near the border of Wales. I would recommend against being somebody he has hunted in the past. That would only spur IC drama.
EDIT, 7 DAYS LATER: I thus formally retract my participation on the grounds of the RP not going anywhere. Doing it this way to not bump the thread in the process.