Avatar of RoflsMazoy
  • Last Seen: 8 mos ago
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    1. RoflsMazoy 10 yrs ago

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5 yrs ago
Is there a way to clear all your statuses from 3 years ago :| I don't want this stuff on here
8 yrs ago
RIP MY THROAT X_X
8 yrs ago
I just remembered that I once read a creepypasta about slenderman killing Hitler and it was actually pretty good. Grammar-wise and stuff I mean, but it was about still slenderman killing hitler :|
5 likes
8 yrs ago
I wanted to find out how to communicate to wild Buns that I am their ally but it's a bit late because there's only one around our house now ;_;
1 like
9 yrs ago
"I'm pretty sure if a Panther could go golden after slitting the throat of an Antelope and watch it bleed to death, it would." - youtu.be/sD_92oGkDXI?t=54s

Bio

Something something it'll be years

Most Recent Posts

Well if you wanna know at least on the NPC side I don't think I'm planning to have any. Not for any particular reason, I just don't envision one amongst the NPCs I already have in mind.
Hey all I made the OOC thread.

I am not done yet but I freakin' need to sleep. I would also ping you all but I need to sleep!!

@Crowvette @Hyyde322 @sassy1085 @VeyrinDay @Bartimaeus @Vega7285 @OwO @TheMushroomLord @Dog @Theyra @Koffee

well I guess I did it anyway
What is Akasha Agency?



Akasha Agency is a modern day supernatural Agency RP which draws on Japanese myths to form a different world, which is halfway between our world and the world of the Yokai, almost exactly in fact. The outbreak of a deadly illness known as the Akasha Scourge weakened the walls between the Spirit World and the human plane, allowing Yokai to walk freely among us. At the same time, the illness continues to elude all attempts to completely eradicate it.

Even after 50 years, it still continues to appear every so often, infecting human and Yokai alike. The infected go berserk, and their physiology is irrevocably changed. Those that survive the infection find themselves unlocking a new psychic potential, but whether or not they can realize, or even control that potential is often not up to them (at least, on the surface). In this world, Operatives are front and center in dealing with the new frontier that the Scourge has made rise to the surface.

Whether it's your skill and physical capabilities as a Fighter, your knowledge and expertise as Arts, or your instincts and self-control as a Specialist, the Akasha Agency has a place for you. You'll find help you with your journey and what lies beyond.

You'll face many challenges along the way, but you can do it Operative. We believe in you.



Current Setting: Sentouji City

Our story opens in Sentouji City, one of the first places in which the Akasha Scourge struck. What had once been nothing more than a rural farming town, is close to being a small city. Students of all ages will walk from their suburban houses, past old farms and traditional shrines, as a backdrop of apartment buildings and high-rises begins to fill the horizon. In the North of the city, you'll find it like the heart of metropolis anywhere else. And though modernization has been slow to reach other parts of the city, it's now considered fully modernized and it can no longer be described as "rural".

But there is still a legacy that the city will never forget.

Sentouji City is split into two districts, for a very obvious reason if you know the history of the town. The north-side is where most of the development of the city ended up being focused on, and many of the traditional places and the remnants of 'old town' reside in the south. This is because the North had once been the quarantine zone for the Akasha Scourge.

The quarantine was placed quickly enough to contain the Scourge to a certain part of the city. The phenomenon which allowed the Yokai to cross over from the Spirit World to the Human World was not localized to the North of the city. The south became one of the first Yokai Villages as Yokai fleeing the exlcusion zone sought refuge, and stranded Yokai also found they had nowhere to turn to.

The inhabitants of Sentouji, after initially being fearful of the Yokai, after a while welcomed them as they proved to be a means to fight the Scourge. A type of technique which would later be known as Arts were taught to any with the aptititude as an early defense against the Akasha Scourge.

After the tide of the Akasha Scourge had been eliminated, residents returning to the North of the city decided it would be easier to rebuild it from the ground up. The rest as we know it, is history. The Akasha Agency have a long past with Sentouji. Though the threat of the Akasha Scourge has greatly, the Akasha Agency has never left their post.

The local training center is still one of the largest the Akasha Agency has to offer. It relocated from the south district, it now occupies a high-rise building in the north side of Sentouji, and features several different Fighter Dojos on each level, as well as some of the best Arts training Japan has to offer.

The local scene is also thriving in the South, with many local certified training dojos which offer more specific training and fighting styles to master, and many Yokai in the temples and hidden places of the South District still ready to teach students the ways of Arts Masters.

The Night Mandate


Sentouji City's population of Yokai isn't as numerous as it used to be. The reason is something known as the Night Mandate. Eventually a method had been found to return the Veil separating the Human World and the Spirit World to a more stable state. This meant no Yokai was ever stranded on the other side any longer.

Still, many didn't want to leave. They had good memories of the Human World, and wished to stay. However, the rules and values of the humans and Yokai were fundamentally incompatible. Not all Yokai are inherently 'good', and in the Spirit World there's hardly such a moral compass amongst the more comomon Yokai. The wrong kind of Yokai allowed to live permanently in the human world could cause untold chaos.

To remedy this, the Yokai treated with the Japanese Government and formed something called the Night Mandate. During the day, no Yokai would be able to cross over into the Human World, but at Night the gates are let open, for whichever areas still have them. Yokai can choose to cross over and stay indefinitely if they like, as long as their application is approved by the Japanese Government. But only at night can they make the crossing, and many mischievous Yokai will choose to come along for the ride.

The Akasha Agency helps with managing this issue on the human side. Mostly it's just to make sure Yokai don't get into too much trouble. The Kami passed a decree saying that Yokai entering the human realm must abide by their rules as part of the Night Mandate, but Yokai being Yokai, who can say how effective such a decree really is? Any Yokai caught breaking the rules is returned to the Spirit World to face punishment there, or at least any the Akasha Agency can get their hands on.

This takes us to the likely scene of where our protagonists will be, the night of May 4th, 2020. The Akasha Agency's local Shokuden職田 for the night, the place where our Operatives will be assigned their very first missions. Shokuden職田 are repurposed civilian facilities which serve as the local hub for missions in a particular area. This particular Shokuden職田 is located in the South side of the city, close to an area which has proven to ne a popular place for Yokai to appear.

It promises to be an eventful night for our Akasha Operatives. If their skills are up to the task, they may make it just as uneventful a night for the townsfolk as any other night for them is.

((Sentouji's Shokuden職田 doubles as the training facility for Specialists. At night Fighters can challenge the local more physically inclined Yokai in Yasugi Park for training. Arts users can come to the local shrine for training in a selection of Arts, including Seihon(製本), Sonshō(損傷), and Uranai(占い).))


Akasha Operatives


Akasha Operatives are the Agency's elite agents, sent directly on the field to combat the Akasha Scourge. Or at least they used to be. Now it's a much more widely reaching field of experience, separated into three distinct classes depending on the field they most excel in. Each class corresponds to a certain type of expertise which each represent one field which the Akasha Agency has jurisdiction over when it comes to its affairs.

Fighters specialize in direct combat and pure fighting skill. They are the frontline in a squad of agents. Assignments that require Fighters are ones that require the quick application of force, which often can't be achieved as easily by other classes.

Arts is an umbrella term used to describe the various techniques and types of Magic the Akasha Agency employs on its missions. It can be anything from exorcism, divination, seals and talismans, to direct elemental manipulation and the like.

Arts practitioners generally take on a more expertise heavy, investigative role compared to Fighers. Bringing their unique knowledge to solve problems which may have more to them than meets the eye.

Specialists are unique, in the sense that this is the class for those who have Mutations. Mutations from the Akasha Scourge can make it difficult to practice Arts, and while it never stops them from being Fighers, their methods for engaging in combat often go against the grain and require a different kind of training.

In the past they were vital to rooting out the Akasha Scourge due to their ability to sense it. However the role hasn't vanished because it was discovered that Mutated humans possess a sort of intuition. If it's something at all remotely to do with the Akasha Scourge, they tend to gravitate towards it. Not to mention that their unique abilities mean, more often than not, they can suit any team composition.

An Operative can train in all three styles if they are so inclined, (Specialist's have an extra condition of if it's possible), but career Operatives can also specialize in a single one.

The purpose of this system is to be able to quickly determine a prospective agent's strengths and weaknesses, streamline the process of assigning Operatives to missions. Each Class has a standardized baseline to compare with other classes, and separates the various levels of strength displayed in each Class via Rankings, starting at Rank 1 and going up to Rank 9.

Breakdowns on each class, including how to write one into a character sheet are listed below.

Fighters



Arts



Specialists


General Class Addendums





General RP expectations

This section will contain some of the early RP structure and some general expectations going into the RP. I'll go through the expectations first, but there might be some stuff that slips through to other sections so it's better if you read all of it. Being 'General' expectations there's always gonna be exceptions to the rules, so don't take them as a too set in stone type of thing. It is mostly an advisement type of thing anyway, though.

1. Be in it for the long haul.
While the RP may move quickly in the beginning, a lot of us can get busy after a while, or maybe something about our mental health might just snap and it gets difficult to continue posting for a while. That's why I advise you set your mentality to be in it for the long haul. Momentum inevitably fizzles out at some point, but as long as enough players remain, the RP doesn't dies. Which is why a good secondary expectation to set is...

2. Communicate.
You perhaps don't need to be talking all the time, but if you never raise concerns then they'll never be heard. Feel free to judge anything and everything about this RP, including maybe the way it's conducted and even any elements about the story you really want to because at the end of the day...

3. Everything about the story is made up.
Anything can be changed if people want it to be changed. Sometimes it needs changing, sometimes it doesn't. Sometimes it's not necessary to change it, but the story would be better if we did change it. You'll never know unless you ask, and we start a discussion about it.

4. Just don't be a dick. Please.

Thank you.

Structure

A lot of expectations are tied into how early stuff is going to be structured, also the stuff above is kind of the most important and I can't quite spare the brain power to separate these out properly right now. Anyway, this RP is going to follow a sort of Mission-based structure, in sort of one-night story arcs. All of the missions take place at night, since that's when the Shokuden is open. We will largely not be RPing the daytime. I'm aiming for a tigher sort of story structure with smaller things going on in general on a night by night basis, and slowly over the course of several nights the mystery will be revealed.

On a given night, Operatives will either conduct missions, or do some training.

Missions follow a certain structure, so let's start with that.



Once the mission actually begins, things might start to look a little different from the usual.



Missions will basically be a 1x2 kind of deal(as opposed to 1x1) where I as the GM provide the background and setting for you to traverse into for the specific mission you're in. That's about it for missions, so I'll go over training next.

Training


Training is sort of like a mission but a little more free-form, and a little more about personal development. I personally run games on a sort of 'soft-exp' format where we take into consideration whether we've spent enough time and really 'done enough' to level up our abilities. Training will help out a lot with this, and Specialists in particular will need to go through with it for the program.

Here's a little skeleton breakdown for how training should likely go if you decide to do it for a particular night.

  • Start with a direction for your character to go in for the training. It could be as simple as wanting to try out a new move you've come up with(this could be sort of using the training as an excuse to 'debut' the new move in the RP), or it could be something to do with your character's story arcs and/or motivations.
  • We'll once again, skip ahead a little in the first post. Unlike with Missions, training may only be one or two posts depending on the purpose of it (look to the above examples as... well examples of that).
  • If you're training to gain experience, it may be to fight some enemies, or even spar with an ally. In the case of NPC enemies, you'll have to ask the GM for those. That's about it!


You can decide to do training for a particular night instead of doing a mission if you want you want some alone time to develop your character. There are other reasons but that's about the intended purpose for these. You can also use it not as a set of posts, and instead as a 'break' for your character, so they'll be training for the particular night/multiple nights until you feel ready to come back.

The purpose of training is to develop your character, and flesh out some of the things they can do, so they're a little more free-form, and much shorter than mission posts most likely. Rope in some other characters to have some fun shenanigans with, because you may be done long before a given mission will finish.

Different towns will have different training grounds. Training isn't specifically restricted to those grounds, but those are basically the defined stuff we have at the location to give an idea about what's available in the immediate area. You could perhaps find a way to train in other ways than the ones listed, it'll depend on the GM most likely. The current training grounds locations are listed underneath the town description (in case you missed them).



Character Sheet Template




Here's a to do list for those who stuck it out to the end so you all know what I still have left to complete.

Character sheet template done! I'll put it under the class descriptions but I'll also leave it here for easier copy and pasting.



There's also a new addendum for Class Names and stuff. Just a little extra bit which'll also go in the post for now.

Addendum: Class names
You can think of alternate class names as something Operatives would make amongst themselves/their friends as a bit of a joke, and ending up catching on for one reason or another. The official card (or I guess the Agency's file on you) has your listed roles as coloured triangles on the edge of your card. The Agency accepts informal class specifications and writes them on file, as in the past it it has often led to regional variants of classes rising in popularity, leading to improved outcomes in other regions.

It doesn't really mean anything IC since it's not something I'll enforce super hard. Consider it something like the Spellcasting styles I said about or something along those lines. Just a little added flavour in some direction or another, which may or may not do something for you in the long run.
SPECIALISTS FINALLY DONE!! MIGHT BE A LOT OF THINGS OFF BUT I GOT BLOCKED REALLY HARD IN THE MIDDLE SO I WANTED TO GET IT OUT AS SOON AS CONFIDENCE ALLOWED.

As usual, I'm open to any feedback on it. After this I think I'll try to do all of the proper thread trappings and maybe draw up a quick character sheet skeleton while that happens. Sorry it took this long, it's been hot which has been making it hard to write (southern hemisphere weather).

One other thing is I'm thinking of adding a little extra to Arts sheets. I'm thinking of separating spells out into Spells and Rituals. So spells you can kinda use anywhere off the cuff, you just specify what the spell does, kinda similar to fighter techniques so players can react to it (or just get hit!) without needing too much extra input. But with Rituals, (if you have any) you could go into detail about how to cast it and whatnot, or I guess you could not and just say that you can do it, what components it needs, and the effect, and just go into casting it if you really need to when you actually do cast it.

Once again, it's not a decision that affects me much as a GM so I'm putting it to you all. I personally think I would like to see it because I could use the rituals you have to set up for story solutions.
Alright, I think I'm getting back into the swing of things. I'm on track with this last bit of info, not sure how long it'll take to finish but I'll be done with the Specialists description soontm! I suppose I may as well say in advance but if your character struggles with some kind of inner powers then Specialist is the class they'd generally fit into first. It's the class where you go in there to learn how to control innate powers of any kind, before potentially shifting to other roles.

That's about all I've got for right now anyway. More's written but it's not finished yet. Still plenty of time before we start so, uhhhhhh yeah... idk how to end that statement. (This has been late night updates from the GM... not sure how to end that one either)
Sorry for the delays guys, I ain't been feeling the greatest lately and I've not been able to work on stuff to any reasonable degree for a while. I'll be another couple of days still, most likely, so please be patient a bit... :(
@Hyyde322 The gods are the literal gods of Japan, so Izanagi, Izanami, Amaterasu, Susano-o, and all that sort of stuff. They don't worship them and stuff nowadays though. IRL and in universe the Kami haven't touched the Human World in a very long time, not until the Scourge happened. If you do want to know though there are very few evil gods, although there are some deities where it's up for debate. I'm probably sticking pretty close to IRL for this one but still, don't expect it to come up much if at all, and the Kami themselves aren't teaching Arts directly to humans.
@Dog Uhhhh... there could be? I don't personally have any plans for it

@sassy1085 I want to say not definitely not in the modern era. I would say if it existed back then (which it probably would have) it would have fallen off quickly over the years. I wanna say partly due to the Gods coming down and telling them to get along, but mostly because at least a decent amount of movement was trending towards reconciliation in the first place. Places like Sentouji already had good relations with the Yokai beforehand due to their shared history together, so there would've been less before such movements existed.
@Vega7285 The setting's super grounded as far as how things actually occur, but I was gonna leave it up to you all on why your character can do some of the things they can do. On relfection though, it does feel like at some point a person just becomes an Arts/Fighter mixed class. Since elemental magic is mostly Arts in this setting... Maybe I'll add a little extra section on Fighters who mix Arts into their technique? Since to become a proper Arts operative takes more knowledge than in just one school of Arts. It takes a lot to be both fully a Fighter and Arts operative, after all, so it's not a complete cross class without a lot more training.
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