[center][h2][i]C o l l u s i o n[/i][/h2][/center] [center][img]https://philosophadam.files.wordpress.com/2015/08/fire-1.jpg?w=850[/img][/center] [center][sup][h3][i]An Original Roleplay By[/i][/h3][/sup][/center][center][sub][h3][i]icmasticc[/i][/h3][/sub][/center] [hr][center][sup][sup][h3][i]" For some offenses . . . There is only retribution "[/i][/h3][/sup][/sup][/center][hr] [color=firebrick][center][sup][b]Key Points: {} Co-GM - Noxious {} Wide Linear Narrative featuring "Pass The Baton" system {} A mature, dark fantasy set in a modern world where the heroes have already won {} A roleplay following a group of unabashed villains {} Magic and all its wonders abound {} Character-focused with player contributed lore {} A vengeance fueled tale that will explore the limits of morality[/b][/sup][/center][/color] [color=firebrick][i][sup][h3]" This is how the world came to an end "[/h3][/sup][/i][/color][hr] " Humans have always been a resilient kind. Even though the species is prone to war and a constant struggle for superiority, they always seem to be able to come together when the threat proves great enough. At one time, this situation came to pass. And, as is their wont to do, humanity came together to repel the threat of self-proclaimed god-beings which, in turn, brought them a unity the likes of which had not been seen before. Seemingly a gift from fate, it was the sudden appearance of magical energy that allowed the world of humans to succeed in protecting their planet and it would be that same magical energy that would spur the creation of the largest peace-keeping organization ever established. Humanity prospered and with the addition of magic, life became easier and much smoother for all. This was not a way of life that was meant to last, however. As time passed, the conglomerate that called itself the Executives Consortium grew larger and more influential. And as time passed, those born with the innate ability to use magic became more divisive in their intentions. The Consortium established branches in every major country of the world and, alongside regular governments, they made decisions that would impact the needs of the many. One of their primary roles became to police the members of the magically inclined community, or more specifically to punish the criminals who sought to use magic in a way that harmed the safety and stability of others. Under their purview, magically inclined criminals--Casters--were subject to a range of punishments spanning from imprisonment, to exile, all the way to the death penalty--that's when it started. Everything began when they executed [i]that[/i] group. Back then, nobody knew just how everything would change after that fateful execution day. I'd say that's when they doomed us all, even if they didn't know it yet. This is how the world came to an end. " [color=firebrick][sup][h3][i]Welcome to your tale of vengeance[/i][/h3][/sup][/color][hr] Hey everyone and welcome to my roleplay! I've created an array of group roleplays over the years, but this one is a culmination of all my favorite aspects. As is stated near the top, this will be a mature narrative set in the uncommonly used dark fantasy genre. What's more important is that this is a story where the protagonists are actually the villains of the plot. Now, we're not talking about mustache-twirling supervillains, but flawed characters that have decided to take their vengeance against an organization that actually saved the world from the usual grand threat years prior. In this story, you, the players, have been executed. For varying reasons that you will create, the Executives Consortium captured and sentenced you to death. However, a mysterious force resurrects this cast and sets them on a path in which chaos follows their every step. Although the narrative is a linear one, I have implemented a system that I call Pass The Baton. After a certain point, the players will be able to actually become temporary sub-GMs and lead the group in a sub-plot of their own creation. This will not only allow the cast to add meaningful story to the world, but it will also allow everyone to get a deeper look at the characters that come to be. This is a character-focused story where three dimensional, sophisticated people are the stars of the show. While there will be action and there will be set-pieces, good storytelling featuring equally well-made characters is the focus. In addition to this, players will also be able to contribute to building the world and adding to the lore as well. I want this to be a true collaborative effort and though I've laid the groundwork for the universe, I want everyone to feel involved in making this as successful as it can be. This will be a small group roleplay. Me and my co-GM are only looking for four to five interested parties who will be here for the long haul. It will not be first come, first serve either; we will be judging who to add to the group through the character sheet submissions so everyone has a fair chance at making it in. Below is some information I have provided to help you get a sense of the world and if this should garner enough interest, there's plenty more in the OOC. As of now, this is just an interest check so no commitments are required. [@Noxious] and I just want to know... Who would be interested in blazing a chaotic trail with us? [color=firebrick][sup][h3][i]Magic[/i][/h3][/sup][/color][hr] [hider=Magic] Nobody knows how magical energy began to permeate Earth's atmosphere, but historical records claim that it was discovered just before the god-beings arrived. The energy exists as a naturally occurring phenomenon in the atmosphere and is absorbed by the human body in trace amounts. At first, these trace amounts had no effect, but it was not long before humans began to produce unbelievable and impossible feats due to this energy. However, it was discovered that only some bodies could actually convert the energy into a state ready to manifest; in laymans terms, only some people could actually use magic while others were not as lucky. After the threat to the world was quelled, magic was studied in more depth and as time passed, people learned how to manifest this magic by way of spells. Spells cause specific effects and was determined to be the best way to utilize magical energy because it was also learned that this same energy is dangerous to human beings in large amounts. The body is basically being poisoned over time, but the natural absorption amount is so small that most people can live a normal, full life if they limit their magical use. The problems arose when some tried to become the wizards they had read about in their favorite novels and upon attempting to completely manipulate aspects of elements with magical energy, they developed a disease that severely shortened their lifespan or outright killed them. Presently, it is a worldwide known fact that magically inclined humans--or Casters, as they are called--are only able to manifest two spells naturally. Any more would cause more energy to be absorbed and the threat of magical poisoning to become a reality. Coincidentally, because outright manipulation of fantastic power is extremely dangerous, there are no potential threats of sorcerers or highly proficient casters who would have used magic for something as petty as world domination. The Consortium sees this as a fine trade-off for only being able to use two spells with energy manifested from the body. [b][u]Talismans[/u][/b] To combat magical poisoning--and to provide normal people a way to benefit from magic--the Consortium developed means to use spells without using the human body as a medium to manifest the energy. They created and mass produced talismans that crystallized specific spells and allowed people to enjoy the ease of life that magic brought without the hidden dangers and provided they could pay for the spells they wanted. The introduction of talismans curbed the rate of magical poisoning due to absorbing too much energy and the majority of the magically inclined lived in relative peace. On the flip side of this coin, there were those who decided to use their innate magical ability and even the talismans for criminal means. All in all, the world eventually returned to a normal state of being with law-abiding citizens living alongside those who had less savory machinations and those who could not use magic naturally were still able to use the talismans alongside those who simply wished to avoid poisoning. Both communities are protected by a combination of regular law enforcement and law enforcement supplied by the Consortium to go after criminals with innate magic ability or who used talismans to aid in their crimes. [b][u]Spells[/u][/b] Spells are the manifestations of concentrated amounts of magical energy. They vary greatly and can literally manifest as anything the caster desires as long as they absorb enough energy. The problem lies in the fact that absorbing too much energy can bring about the disease of magical poisoning which results in a slow shutdown of organs at the least and outright death at the most. Due to this, it is a general rule amongst the caster community to avoid attempting to completely manipulate any element or force because absolute manipulation leads to outright death as proven in historical record. Instead, spells that have a specific use and effect are employed. In addition to this method of harnessing magic, it is also generally accepted that a caster should only ever hone two spells to use consistently. Developing a wide array of different spells results in magical poisoning because the energy absorbed to use them all is too much. As such, even those in the Consortium are relegated to two major spells in the name of safety and a long life. It is also because of these reasons that guns and other standard weaponry did not fade from the world. With magic being as restrictive as it is and highly destructive talismans not existing due to the same safety concerns, standard weapons remained as prevalent as they were since before magical energy existed. It is just as likely, if not more likely, that crime would still be committed with a gun versus a constant barrage of spells. No one wants to die the painful death that magical poisoning affords.[/hider] [color=firebrick][sup][h3][i]The Setting[/i][/h3][/sup][/color][hr] [hider=The Setting] I mentioned above that this takes place in the modern world. The setting for this roleplay is a more fantastical, fictionalized version of Earth. What I mean by that is although this is indeed Earth and all the present locations exist on it as they should, there are also fictional locations (which you can create) and fantastical beasts that exist on it as well. I felt like this would ground the roleplay in a semblance of realism while also providing a nice fantasy slant as well. To that end, the technology level mirrors our present reality as well. Guns and projectile weapons, like in real life, are going to be better weapon options than anything melee-oriented and even a martial arts master can be killed by a bullet or two. Cars exist and still drive on the road with four wheels and smartphones and computers are as prevalent as they ever were. This is pretty much the world of today that also adds magic and fantastical beasts into the mix. You'll see it in the character sheets, but as a player, you will be able to create locations for this world as well and using the Pass The Baton system, we might even be able to visit that location and run through a sub-plot within it if you choose to become a temporary sub-GM and take on that mantle for a little bit. This is why I have provided no map of the world or anything because it's literally just the world we already live in. You're free to find a globe or atlas though.[/hider]