A long time ago, it was said that magic and control of supernatural powers couldn't be possible, and that science was the maximum point of reference to explain any strange phenomenon in the forces of nature. These foolish people were proven wrong with the consequent appearence of
Blazers in the world, humans who were capable of summoning a physical manifestation of their souls called
Device in the form of weapons, armors and tools, which served as a medium for them to use their powers.
Before their existence was officially acknowledged, they were called magicians and witches, the strongest of them being even capable of controlling the flow of time to their will. Even the weakest among them could be considered superhuman. Unfortunately, many of them were persecuted and killed, product of the fear of normal men that saw Blazers as pariahs, ignorant of the great deeds these people could have done for the world if they were accepted earlier. After all, magic is the means that humans have to reshape it to their image.
In modern times, The governments didn't want these kind of people using their abilities to cause havoc on society, so the "Mage-Knight" law was implemented. This law gave the Blazers the opportunity to enrol on police forces and armies when they were adults, so their talents could be used for the sake of others, effectively introducing them into some sort of "modern knighthood". However this led into another problem, which was the fight for dominance between the nations with the aid of their respective Blazers.
Over time, many organizations were formed just for the sake of controlling the flow of Mage-Knights in the world.
The League of Mage-Knight Nations, formed after the World War 2 by numerous and small countries like the UK, France, Japan, Italy, Poland, and the northern european kingdoms of Vermillion and Cradleland. They wish to stabilize the chaotic situation that is occurring due to powerful and influential people wanting to use Blazers as tools of mass destruction, wanting to give them protection and to ensure normal lives for them.
The Union, formed by super countries like U.S.A, Russia, China and Saudi Arabia, and have the support of the U.S.A special elite supernatural powers unit named Scion. Incredibly powerful and ambitious, the Union wants to expand it's influence across the world and to control every matter related to Blazers. Old rival countries have united into a nigh unbeatable alliance, posing a steady threat against the League and its project of "peace".
And between those 2, there is The Rebellion. They are a international crime syndicate that believe Blazers are the chosen new breed of humans, and refers to other non-Blazers as the inferior breed. They resort to use incredibly violent methods to achieve what they want and ironically, if not for them, the Union and the League would be fighting in a WW3.
But, outside of the rules of nations and men, outside of the bindings of fate itself, there exists a certain group of Blazers, stronger than any other. Beings who have trascended the weaknesess of the humans, and achieved a
brute soul, discovering insurmountable amounts of magic potential within themselves. When everything is in shambles, they will surely fight against each other to decide the future of our world...
INFORMATION
Concept
The idea for this came from the anime/manga/light novel named "Chivalry of a Failed Knight". The roleplay will take place in its world, but it won't be chained to the great majority of Canon events, meaning that the players can run wild with their imagination as much as they please, to a certain extent of course. Everyone is welcome, regardless of tastes.
Players
All the players will play as Mage-Knights (Blazers). The race is locked, meaning that everyone will be human. They can play as part of the
League, the
Union or the
Rebellion, or they can go as their own person without having to answer to any of the aforementioned organizations. Bear in mind that if you chose the last, you will have literally all the world against you, and the chances of your character being captured or worse are very high. The factionless players can form temporal alliances with other freelancers, but I won't allow it to go any further than that. If you want permanent comrades, choose the principal options.
The action takes place in a modified version of today's world, with certain tweaks here and there. The principal objective is to obliterate each other's faction, be it directly or indirectly, but the players can expand the world even more through their actions.
Depending on what you choose, access to certain countries or places will be a dangerous thing for your character.
Players can create as many characters as they want.
Golden Rule
Some time ago I read something on how, not matter what you do in a roleplay, even if you're the GM, the players will find the most bizarre and ridiculous ways to break your game. This is highly encouraged to do. Within the limits I will give the players, I want them to break the roleplay one time after another. Humans are supposed to evolve, learn from their errors, and that's what I want you to do. Evolve, grow stronger, and take the top. Personal glory and self-challenge against all odds are some of the main cores of this roleplay, but that doesn't mean that team play is bad. I only ask you to be dynamic, to "get out of the box"
But, the more obstacles you tackle, the more that will come your way later, and you won't be able to pass through all of them. One can wonder what would happen if you keep pushing regardless of everything...
And... that's that. Feel free to ask! I'll try to answer your questions without delay!
(This may be updated in the future)