Hidden 11 yrs ago Post by Letter Bee
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A World of Progresssive Magic: An Arcane 2100s

An RP by Letter Bee

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 New Delhi. 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 New Delhi, 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.

Mods:

Letter Bee

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. However, PCs, for now, are confined to Magi who learned magic from mentors; this is to prevent characters who are deliberately screwed up in order to gain more power.

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, launching bolts of Silver/White light that harm even High-Level Mages).

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.

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

IV. 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 Ruins of the 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.

V. The Societies of New York

Empire State University for Magi and Nonmagi: The Neuromancer discovered Magic, and is the most powerful Mage in existence, but he/she didn't develop the present knowledge of the arcane arts. Rather, that task was left for various academics and scientists all over the planet, and foremost among them were the professors of Empire State University, once known mainly for the pursuit of history and literature. It was they who developed the Codified Magic System, offered formal courses to teach magic, and developed sophisticated Magitech, as well as making predictions and commentaries about the effects of Magic on the world. And the best part: the head of ESU isn't even a Mage, but rather a normal human, Arthur Winters.

Arthur was a visionary who saw the possibilities and conflicts of magic early, and dedicated his life to minimizing such conflicts, rallying activists, scientists, and politicians into securing rights for Magi, developing task forces to deter terrorism and crime using magical means, and speaking out against human trafficking. Due to his work, the world began to take on its present, semi-utopian shape.

The Agency: Founded by the United States Government at the discovery of Magic, the Agency is a special organization tasked with stopping Magical crimes and terrorism, sometimes even before they start. With broad powers, both political and magical, and unorthodox methods of action, the operatives of the Agency are frighteningly effective at their job, putting down everything from blood cults to sex slavery rings, and defeating would-be mad scientists and their inventions. While a few criminals do slip past their net from time to time, their efforts have made magic less feared and more loved, which is presicely their goal.

However, the Agency's very effectiveness is its very weakness; by choosing the best of the best, it has left itself with too few operatives, with too much workload. Its enemies grow more numerous by the day, and include more and more magic despite the Agency's efforts...

Arcana Unlimited: Like its namesake in another Canon, Arcana Unlimited wants to take over everyhing. Unlike its namesake in another Canon, Arcana Unlimited doesn't do anything unethical on American soil, but rather does its dirty work in the Developing Countries (the former Third World), which, though more prosperous and more happy than in the previous century, still has laxer laws than the First World, and plenty of corrupt officials who would overlook abuses for money. In places such as Madagascar, the Congo, and India, ArcU buys power over governments, develops new weapons, and does inhumane and illegal biological experiments, all for the purpose of creating an army to dominate the world.

The Mafia: As the world learned to sort out its problems, the Mafia feared loss and irrelevance, but the coming of Magic, although it did much good, also paved the way for a new golden age for organized crime, allowing them new ways of hiding, coercion, and killing. Now, in New York, the crime families run a secret network of slave rings and torture factories, where people let out their desires on the unwilling for money.

VI. Rules:

1.) You can play either a Hero, a Neutral, or a Villain once there are two Heroic characters already (see Rule 9). However, I might rescind this rule should the population of heroes dip.

2.) If you're playing a villain, plots that affect an entire major city, or larger, have to be cleared with me and ajm8888, first.

3.) This world is much, much better than the present, and I want your backstories to reflect that.

4.) The world may be much better than the present, but we'll be visiting the parts of it that are still crapsack; there will still be plenty of mature stuff best left to PMs and Sync.in/MeetingWords.

5.) No godmoding, and no controlling player actions.

6.) I reserve the right to ban players known for godmoding.

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

8.) Yes, you can make up your own custom factions.

9.) New Rule: No villains until we get at least two competent heroic PCs. Competence and Heroism are defined by me.

10.) 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.

VII. Character Sheet:

Character Sheet
Name:
Age:
Appearence
Personality:
Magical powers/ Physical Abilities
Flaws:
Side: (What faction are you aligned with.)
Bio:
Hidden 11 yrs ago Post by Tyrant from the West
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Tyrant from the West Antagonist Punk

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I am extremely interested in this! However I won't be able to get a cs up for a bit, and could you possibly tell me more about fate magic? Because that piqued my interest!
Hidden 11 yrs ago Post by Letter Bee
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Fate Magic is basically the ability to improve luck, to inflict bad luck, to magically binding an oath, and influencing random events.
Hidden 11 yrs ago Post by Tyrant from the West
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Ok, im sorry but could you give a few examples of how it may be used in the roleplay? And Also, in your example for the magic types the example character had multiple magic types, will our characters also be able to use multiple types of magic?

EDIT-

I guess i phrased that first question like a dumb ass, but idk how else to really ask it. Like, if i were just casually rping what kind of things would my character be able to influence on a post to post basis? Would they just bring people bad luck in general to someone? Whats the scale of some of the random events they can influence?
Hidden 11 yrs ago Post by Letter Bee
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Sorry for the delay; was engrossed in something.

Basically, here are some examples:

- Making bullets and rocket launchers turn out to be duds.

- Avoiding attacks, even if they are as fast as Light.

- Making Traffic Lights change color.

- Making your enemies unlucky, making them trip on things, light fixtures fall on them, or, if they're on a road, causing traffic signs to change to 'Go'...just as they're crossing the street, causing cars to nearly run them over.

- Making that same bad luck happen if a person breaks an oath (note, however, that this is only possible if you have the Law School as well, since its Law that makes things permanent).

Anyway, yes, you can have to three Schools of Magic; Agency characters can have four Schools. My GMPC will have access to all schools, but bureaucracy will prevent him from coming in and saving the day unless the circumstances are really dire.
Hidden 11 yrs ago Post by Tyrant from the West
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Sweet! Ok thanks a ton for the info.

Looks like making a fate character will be even more fun then I thought 8D
Hidden 11 yrs ago Post by Letter Bee
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Be warned, though, Fate Magic does not make you invincible; if you're reckless enough, not even good luck would save you. For example:

- If you go to Vegas and use Fate Magic to win yourself a jackpot, you get arrested for cheating...by police who are fortified against Fate Magic.
Hidden 11 yrs ago Post by IVIasterJay
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You had me the second I read that there was space-time magics. I love playing temporal magicians.
Hidden 11 yrs ago Post by Letter Bee
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Sorry for the delay; was busy with something. Anyway, Timespace's weakness is that it is the most common School of Magic; the majority of Magi have it.
Hidden 11 yrs ago Post by Marshal
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Interested. Otherness/Life magic seems to be rather appealing. o_o
Hidden 11 yrs ago Post by Letter Bee
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Edited the OP to extend the powers of Law Magic to include launching bolts of light fatal even to High-Level Magi.
Hidden 11 yrs ago Post by Krodin329
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Sounds awesome, question, what category would the control in of elements fall under? Specifically fire.
Hidden 11 yrs ago Post by Letter Bee
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Energy and Matter. Energy for Fire and control of elements that already exist, Matter for the creation of new elements. However, the latter is temporary unless you have Law, and even then, you can only make as much Matter as your own body weight.
Hidden 11 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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Could be quite interesting. My computer access is a bit up in the air at the moment, so don't entirely count Mr in, but I would like to join if I could. My character concept is something like a Chaotic Good street thug born into a long family tradition of magic. Thinking Otherness/Mentalism/Life for his specialty
Hidden 11 yrs ago Post by Letter Bee
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Cool, but remember, Magic's only 30 years old in this setting; no time for a long family tradition.
Hidden 11 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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Ah, my mistake. Maybe then magic gained from a trauma at a young age has been able to naturally develop through practice?
Hidden 11 yrs ago Post by Letter Bee
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All right, that works.
Hidden 11 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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Cool. I may shuffle around Mentalism, but I have some cool ideas for Otherness and Life. Particularly the latter; over-healing as a means of attack.

For now, could you give us some insight into spirits? What they are and how they function?
Hidden 11 yrs ago Post by Letter Bee
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A note on Spirits: When magic came into the world, human emotions, creative acts, and the birth of new life acquired their own power, affecting the world in some small way. Not just that, but the coming of magic brought Earth into contact with another plane, a blank space ready to be affected by events on the physical world. The combination of these factors allowed new beings, ephermal entities known as spirits, to be born.

Spirits are modeled after the emotions, creative acts, and living things that sparked them. Some of them are benign, others are malicious, but there are not too many of them, due to it being only 30 years since the Coming of Magic, and because there have been no previous ages or cycles of magic. It is only in Demenses and places where many Magi live, such as New York, that there are many spirits.
Hidden 11 yrs ago Post by GreenGoat
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Light magician? Light magician. Beware the Disco Mage, bringing the disco to you since 1989.

Interested in the light magi.
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