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    1. Prince 11 yrs ago

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The year is 1920. The era is known as the Roaring Twenties, and for most is a time of excitement. New journalism techniques have brought forth a surge of attention to sports, with famous athletes like Babe Ruth being heralded throughout the states. Jazz music has swept through most of the nation, eating at fundamentalist ideals while simultaneously giving birth to a whole new generation of swingers and parties. The invention of the radio, although a slow integration for America, has even allowed the spread of news and culture to diffuse from coast to coast faster than ever. Many claim there will never be a better time to be alive. Many ignore the obvious faults of the generation as well. Crime and poor work environments are often covered up or gone entirely unattended. Prohibition brought forth a whole new insurgence of gang activity, with new mobsters such as Al Capone leading the forefront in bootlegging, prostitution, murder and even drug trafficking. Child workers still fill the labor force, although efforts are slowly being made to improve those situations, and the entire nation allows its Rose Colored Glasses to keep it from seeing the faults within it. Without a doubt, this era is roaring. Not just with loud music, but with gunshots and sirens as well.




The Roaring Twenties gave birth to far more than regular criminal syndicates. On the horizon was a whole new national threat: mutants. Almost every major city was slowly becoming infested with them, and there was no pinpoint reason. Federal scientists from city to city found area-isolated leaks, traces in tapwater and even drug distribution of a substance known as BZ014, also called Bolt. The substances gave the user a euphoric high in large enough doses, but its true purpose was significantly different. Synthesized near the end of World War I in attempts to create a super-soldier serum, the substances was mass produced to be mixed with amphetamines and shipped to European countries to aid the war, but its long-term side effects halted that project and furthermore forced the United States to enter the war. Bolt, as it became called, worked by altering the DNA of homo sapien to a superior construct, eliminating defects such as asthma, cardiac disease and other often-genetic issues. The problem became that genes often didn't 'stop' mutating and often became unstable. Mutations included deformities and death, but more notably, some included what could only be called magic. Abilities ranging from telepathy to self-multiplication to the manipulation of fire, water or air and even the ability to almost instantly heal from injury. These alone were the side effects of Bolt, the most common variation. Test subjects for later substances, proven stable, such as BZ015, 16 and 18 all mutated even further. The project was put on hold, shipments were stalled and a new plan had to come into action. Several of these shipments and samples were stolen, leading authorities to believing that is the cause of many of the outbreaks we see today. Several were disposed of improperly. Some are even picked up genetically from carriers. All of these cases gave birth to a secret, new branch of the military...

H.A.N.D. (Homeland Armament and Neutralization Division) was created as a result of the mutant outbreaks. It is a secret organization within the United States with connections in almost every major branch of the government and every other department. Its purpose is to keep the mutant outbreaks hidden from the public and preserve the image of the Roaring Twenties. Prohibition itself is claimed to have been passed by the request of H.A.N.D. as to create a criminal diversion to cover up these outbreaks. H.A.N.D. is now in charge of all mutant-related research and activity. H.A.N.D. has even successfully stabilized the formula into the new CA04, known as the Cat serum, which is now administered to its agent. Their goal is to perfect the super soldier serum while also hunting down and controlling the mutant outbreaks, using media manipulation via the radio and tabloid prints as well as dubious methods of eliminating threats to public welfare in the case recruiting targets or neutralizing them peacefully is not an option. The Agents of H.A.N.D. are some of the most well-trained and capable in the world while others have been outsourced or recruited and/or requested for personal reasons or interest in the mutants. The ultimate goal of H.A.N.D. is to uncover those who stole the BZ014 and eliminate any and all causes of mutant outbreaks.
Tony Stark said "There is no such thing as magic, just science I don't understand yet."


My most effective retort is simple: if magic can be taught and has dependable cause-effect relationships, there is no reason it couldn't technically be labelled a "school of science." The Oxford Dictionary definition of science in its noun form is as follows: "The intellectual and practical activity encompassing the systematic study of the structure and behavior of the physical and natural world through observation and experiment" Although one might think that "magic" would be metaphysical, 'real' magic would actually be far from it. The definition of metaphysical is "Transcending physical matter or the laws of nature" to be be "based in the abstract", but if 'real' magic were to have tangible, repeatable results, would it not be physical? We cannot see magnetic forces, but does that mean that a metallic object floating is magic? Hundreds of years ago, chances are, yeah. If we postulate the existence of mana, chi, etc. - life energy - then at some point that energy has to be physical to some degree, thus making it a physical force. Think about it like this: look at the different fields of magic in the popular Warcraft Franchise. Druidism, Shamanism, the Arcane, Summoning, the Dark Arts, Fire, Ice, Healing, Holy, Light, Shadow -etc. If those are taught as "classes" with specialized knowledge, how are they any different from branches of physics such as nuclear, thermodynamic and kinetic? There isn't a whole lot of difference. Magic itself is not its mechanics. Magic is an atmosphere. Magic is a literary technique. It's an enigma that is meant to have few understand it, even fewer use it and have no one true master. So basically, no, the idea of magic being linked to genes and having a little scientific background doesn't defeat the whole purpose of it. As long as the IC doesn't provide a definitive answer to the 'strongest possible magic' or the 'best possible outcome', then there is no reason you can't have abstract methods of practitioners using odd and mysterious rituals and techniques to perform spells or even just recite incantations.

Anyway, I'm going to begin a real quick mock-up for the RP.
As someone inquired earlier, I believe a type of "pre-mutant" or set of abilities that may exist with non-manipulated genes might fit into the RP, and there's plenty of room to make these natural mutations and possibly genetic capabilities more like magic. You could actually set aside, using this logic, isolated genes for abilities associated with more cultural aspects, such as chi or other life energies, especially for isolated places of worship such as monks. That's a single example of many. If you want a dose of the supernatural and metaphysical, simply implement a character with genes and abilities the genetics at the time can't understand or replicate, and I'll likely allow some lee way. I'm more than happy to delve into adding an element of "metaphysical" energy, much like chi, mana, chakra, etc. that also works in terms of physics to give the roleplay and equalyl scientific and fantastical element.

Note: Anyone that wants to PM me anything is more than welcome to.
Sorry then. Your tone of writing and emphasis on words, such as "NOT" and "AGAIN" alluded to what I believed was frustration or a defensive nature.
Alright, there is no need to get defensive. You purposed and idea, someone else disliked it and I as the coordinator of this stated that the specific standard you use for tournament and arena play isn't quite what we're looking for here. I wasn't ostracizing you. I wasn't berating you. But, it's my job to actually state things as to progress group endeavor. We will get nowhere if every time someone presents something and it does pan out, they become defensive.

What I went out to explain is that there is a category system I set forth earlier and that there might be an in-character ranking system set by objectives made by an in character organization, but not an OOC one. That's all. I also showed an example of the methods I would use to attempt to "equate" and "balance" two characters if we required a numerical or tiered system, but we don't.

You're right. I asked for suggestions. I'm glad you provided them, but I assure you that no one was ostracizing you for your suggestion. It's just not ideal for what we're doing at this time.
I don't believe I'll be implementing a system like that. I created subtypes of characters; just four. No need to measure the gaps of power between them even further. I'll likely set a standard and allow some diversity from it and allow creativity to only be leashed by a specific pool of vague resources and flexible descriptions, not so much a tiered system with definite units.

Secondly, I don't do arena roleplays. Combat is fun, sure, but I believe combat is half pointless without context. On that note, I do have a system laying around somewhere that I worked with several others to create that actually makes a 'real' standard. The amount of effort put into it was atrocious, but it's founding principles were like so: all matter and energy are at some level equivocal, thus all things can be converted into a "unit" of energy or measured by a unit that can be converted into energy. For example, physics presently actually doesn't understand enough about electromagnetic forces or gravitational forces to make a formula to equate them; same with strong and weak nuclear forces. In such scenarios, any abilities relating to and thereof must be measured using a method that results in a unit that can be converted, eg if Magneto lifts a bus, what is the weight of said bus? Weigh can be converted into mass and kinetic energy can be used to equate overcoming the downward force of gravity. Anyway, it's a whole bunch of science. The purpose for it was that if you have a firemage, pyromancer, sun warrior that manipulates fire, they have to either create or manipulate fire, which would in theory result in the use of energy. Knowing the temperature of the fire, its size and radiant heat, you could calculate the needed fuel by using several different possible known materials, which would equate to mana. In most cases, you assume mana is "best suited" or "nearly optimal" for the desired effect, as per the effects of training. Anyway, the point is, you could calculate the actual amount of energy it would take to create and launch a fireball, which then could be compared to a completely different field, such as super strength that is lifting a heavy object. How much energy is needed for a fireball compared to how much energy is needed to augment strength? Again, it's terribly complex, but it's meant to be. It could be applied to ANYTHING and assured in almost every scenario there was a numeric value or variable that could be estimated for the sake of calculations. You can measure anything, literally, if you know the physics behind it. At that point, we would just cap energy amounts, set variables, create a metric standard for general energy; I believe somewhere there is a list of "tweaks" we made for conversions to kinetic energy and heat as well as other things for fairness, as practice showed that if you actually measure out some powers, they're far more unfeasible than others.

Back on topic, there's no real need for that level of structure, and if we do create it, I would prefer it to be in a more classy rank style such as Rank E, D, C, B, A (S) mutant or something like that, just for a standard of comparison. Still, there's a world of difference between that and tiered system. I believe as long as we know the standard "rank" our characters should be and their general character type, we should be fine.
Now, there is potential in that idea, but I don't think we should dictate the whole RP around it. First and foremost, there are a lot of roleplayers. Approving powers? Fine. Balancing powers? Also fine. Creating a cool, individual power or skills for each character? No. Not doing that. Besides, it cramps creativity. I'm going to jump in on this one and say that immediately delegating all powers to me and my choices is a no go.

But, now let's say we have a super soldier beginning to mutate, I might choose the mutation. Or let's say we have a hero with the formula who has an ability, but he's mutating further as well. I might choose how that power "evolves" - that's fine. That's cool. That adds a really neat environment character that a roleplayer can adapt to, but I'm not going to do something like that before the roleplayers are even comfortable with their characters.

I like that idea. I'll even shelf it for later, and let you guys go over it, but that is my stance there.
You can go ahead and do that, but we're still piecing together elements of this RP, so it's not like anything I can say is definitive yet.
But I seriously lack the knowledge and experience of RPing in the 20s


Roleplaying in the 20's wouldn't be terribly hard. I'll pick a year our and then send some reference links. Historical roleplaying is a bit tough at first, but once you get the hang of it, it's really fun to have that much depth to toy with. And, I'm fairly sure we won't be sticklers about inconsistencies. If that is your concern, that is.

Also, I personally dislike the idea of allowing a "god" in anywhere. For instance, give one character Thor. You then have an outlier far outside of Captain America. I mean, Thor and the Hulk box for fun. So...
So far, I've got two people up for the nineties, two people (including myself) up for something earlier like the Roaring Twenties, and three people interested in a more simplified, controlled plot. I'd like a little bit more input and the balances to be swayed slightly before I go on, but we are heading in a constructive direction.

Additionally, I want you guys to make some contingencies for if things don't quite go your way. Plan for yourself, "Well, if it does turnout this way" what will you do? What would you like to see in the other setting or style? What kind of compromise might you like to see to make it more enjoyable for yourself if you weren't initially keen on the choice made? For instance, I was ready to try and define the aspects of mysticism and the paranormal, and still am, even though this roleplay appears to have a more scientific twist to it. What plans and compromises do you have and what can you offer to the table?
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