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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 Geneva. 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 Geneva, 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.

You can only have Three Schools of Magic as a normal PC; Agency PCs have Four; unless you have 'Bureaucracy' as a weakness like my GMPC.

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; (Edit: the still-intact) 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.

Edit: ArcU's ideology is a mixture of Technocracy and Magocracy, believing that only those who master both Magic and Science have the right to rule 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 the other mods, 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.) (Revised Rule: This is not Shadowrun; the Grim Darkness of the setting will eventually fade by the end.)

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:

VIIII. Established Characters

Heinz Harper

Ascot Harper - Heinz's Nephew

Silas

Catherine Williams

Omega

Joshua Tamashii, Amelia Averyona, and Jack

Balthazar "Thaz" Carlton

Conor Verade

Eise Varia

Roselatta Aurora Van Isis

Amaya Yashia

Lucus Griffonbane
Hidden 10 yrs ago Post by Letter Bee
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Character Sheet

Name: Heinz Harper

Age: 45, but looks 25

Appearence:



Personality: Heinz Harper is a man who knows he holds the Fate of the World in his hands, and is proud that he has kept it there without shattering it. He is moderately kind, moderately courageous, and a father to his men; however, as the Head of the Agency, he is not immune to ruthlessness. In fact, he is someone who, if you threaten those he holds dear, would come at you with disproportionate retribution, in order to turn you into an example.

Magical powers/ Physical Abilities: As the head of the Agency, Heinz Harper has access to all Nine Schools of Magic, but favors Fate most of all, giving him a whole slew of abilities he can use in intelligence gathering, battle, and support. Not merely that, but Heinz is also physically well-trained, able to use a whole variety of guns, knives, and swords in battle.

Flaws: Heinz is prevented from using many of those aforementioned abilities by the fact that he is the head of the Agency, and has to do paperwork and bureaucracy instead of fight. Not merely that, but despite his powerful abilities, Heinz is only one person, and can be swarmed under by sheer numbers and ordnance. And, finally, there's specialized Anti-Mage weaponry, Microwaves and such, that can prevent him from using his abilities.

Side: The Agency.

Bio: Heinz was born 15 years before the Awakening Surge, to a family of ordinary bakers. His life was that of a normal person of average intelligence, a life of playing and studying and making friends. However, all of that would change once the Awakening Surge struck the world, and everything changed forever, including his life. For Heinz was struck by the surge, giving him three types of power.

The first was his ability to alter Fate, which won him several games in a row. The second was his ability to read and manipulate minds, a power that surprised him and made him uncomfortable, but which he managed to hide. The third was the ability to create Spirits, a type of creature that, prior to the Surge, didn't exist, as well as see and enter the Spirit World, which was a blank space in the very beginning.

However, Heinz was unable to keep things secret for more than a few months, because in the frentic days after the Awakening Surge, Governments took action in response to the Coming of Magic, Magic being something that did not exist before, but existed now. And, one day, the government operatives came for Heinz, and took him away from his parents for 'reasearch into the phenomenon'.

If the Government's approach to such things had been the same as it was in the early 21st Century, Heinz would have been treated inhumanely, being subjected to painful and humiliating tests before being tortured (if such tests weren't torture) and locked away forever - or killed. But, thankfully, 70 years of progress had made the CIA more refined in its 'methods' and only the Magi who had done anything wrong were subjected to unethical experiments.

Eventually, Heinz was released back to his parents, to his joy. His life continued as normal, only now he faced the temptation to use his abilties for his own benefit, a temptation that he rejected. Not merely that, but while his life was normal, the world had changed. 70 years of progress had ensured that the first firestorm of prejudice was as short as it was sharp, especially as it was learned that Magic was open to everyone. However, that still left the threat of terrorists and mad scientists, as well as magically empowered criminals. So, when Heinz grew old enough, he joined the Government that had refused to treat him badly despite temptation, and so he became part of the newly founded Agency.

He rose quickly up the ranks, learning new magics, defeating many criminals, and saving many lives as he did so. He also learned the mechanics of bureaucracy and paperwork, which readied him for further promotions. During that time, however, Heinz made enemies not just in the criminal underworld, foriegn countries, and local madmen; he also drew the ire of the more harsh of his peers.

Nevertheless, he eventually became head of the Agency, finding out that this greatly limited his ability to go out to the field, but at the same time increased his ability to save lives, and gave him a gang of people that he saw as his proxy children and siblings. So, Heinz reconciled himself to his new legal bindings, and became good at his job, sending people out on missions with high success rates.

This didn't mean that he was not immune to tragedy, as, sometimes, people would get injured or killed even under his watch, and even with his powers of Fate guarding them. As expected, this saddened the person, but also made him inured to dealing out disproportionate retribution. Nevertheless, it seemed as though the numbers of the threats facing the nation were increasing, and Heinz had to face facts; the Agency, and his', policy of recruiting only the best had not left them with enough numbers to guard against all dangers, even with such things as precognition and fateshifting. Thus, he had to cooperate better with other branches of Intelligence, and humble himself before them. And, surprise, surprise, the number of his enemies decreased.
Hidden 10 yrs ago Post by Letter Bee
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Character Sheet

Name: Ascot Harper

Age: 13

Appearence:



Personality: Ascot cares for people, to the point where it can get him hurt. He values his friendships, being willing to go to great lengths for even relatively new friends. While he has the fears and insecurities of someone his age, he can overcome them if people are at stake. You do not hurt innocents around Ascot, nor should you threaten to, because Ascot will fight, and he will give his best.

However, he also has a streak of rigtheous indignation, which borders on ruthlessness, when encountering enemies that he deems hard to redeem.

Magical powers/ Physical Abilities: Outside of battle, Ascot is a good scryer and mind reader, able to scan the present and predict the future. In combat, however, Ascot prefers to use Eskrima in conjunction with Timespace, Energy, Mind, and Law Magic, taking out an enchanted sword from a dimensional pocket, alongside other weapons and objects. Not just that, but he is able to buff others with Superspeed and Bullettime, protection from mental effects, and fire/lightning/ice attacks.

Flaws: Ascot tends to overwork himself, as well as overrely on speed, magic, and his immense knowledge of history, magic, and stories; he is not prepared for an enemy with the same resources as he does. Not merely that, but although a genius, he is very emotional, and can be manipulated through that.

Side: Agency (grants him four Schools of Magic).

Bio: Ascot Harper was born in a small city, Radiant Falls, in New York State. Radiant Falls was a kind town, a kind community, and it was one of the first places to open itself towards Magi, in the brief 'Magic Controversy' that happened after the Awakening Surge. Thus, Ascot spent his early life in a safe place, a privileged place, one that sheltered him as he grew into his gifts, history and stories.

It was just his misfortune that he had to be related to Heinz Harper, the head of the Agency. Normally, Heinz would be offended by nepotism, but, he needed someone smart and someone caring for his newest charge, a child named Amelia who can see Spirits and Ghosts, who was attuned to death. Ascot was 11, then. Heinz offered to take charge of Ascot's education, in exchange for his help with dealing with Amelia, who was a traumatized kid.

Ascot accepted, because even a genius cannot refuse the head of the Agency, and so, began his (not so legal) career at the Agency...
Hidden 10 yrs ago Post by BioHazard
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I'll repost it here:





Hidden 10 yrs ago Post by GreenGoat
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Working on a cs now
Hidden 10 yrs ago Post by GreenGoat
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Character Sheet
Name:Catherine Williams
Age: 24
Appearance:

Personality:Cheerful, light hearted, and polite, she is friendly and easygoing, often frequenting a maid cafe after long hours working as one of the attendants at a cosplay bar-cum-karaoke place. Her friends often mention her moods and expression only ranges from happy to ecstatic, and a light smile to a grin. In short, there seems to be nothing that fazes her. She likes cosplaying as well, sometimes dressing up as any favourite character of hers and role playing as that character for a day. She does dislike people who are pushy however, and especially loud people who says hanky instead of handkerchief.

Magical powers/ Physical Abilities: Energy Magic. All of them.

Flaws:She hasn't honed her body at all, so she isn't especially fast or strong like those who trained their body to the limit. Her repertoire of magic consists of only one school, namely Energy.

Side: Neutral. It doesn't matter as long as she had something to gain.

Bio: She was raised from an orphanage, before being adopted by a bumbling old lady. Catherine has this lingering suspicion the old woman, Reana Williams, was just adopting her for conveniences sake however, regardless of how many times the old woman denied it. Nevertheless the old woman provided for her, and she was grateful for that. Being taught Magic was a bonus, even if all she was taught was of the Energy school.

By the time she hit school, she was already hitting on creative uses of her skills, such as discreetly lowering the gravity during her physical exam, diffracting light to become invisible while sneaking out of school, and making someone's drinks cold. Which fond of practical pranks, she never went further than slight annoyance and surprises, though her friend was royally pissed when her long awaited Luwak coffee went tepid in just a few seconds. She had never went further even if she felt she could do more, because she respected the rules of the school.

Then comes graduation. She was approached by a man wearing the most stereotypical gangsterish outfit ever, complete with fedora and Italian accent. It was so ludicrous, people actually thought he was cosplaying. But he made an offer she could not refuse. A line of work where she would not need to limit her own magic, where she could expand as much as she was able. All she needed to do was take the contracts and decide how to fulfill it her own way, no need for the coverup as long as she was discreet about it. He gave her directions to a cosplay bar, and told her to apply for work there and tell them the Jack sent her.

With that Catherine started working in the cafe, feeling rather guilty about it all. Just as she thought it was all just a gimmick a request came in, in the form of a pink scented letter stuffed into her uniform the next morning of her shift. A few of the other maids and cosplayers there gave her meaningful looks and sly grins as she passed them, feeling as if she was in a dream. How many were there? Who were this people? Ultimately, as she stood over the bloody corpse of the person whose name, picture and location was inside the letter, she decided none of that was important.

It pays, and it allowed her to use her magic however she wished.
Hidden 10 yrs ago Post by Letter Bee
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GreenGoat said
Snip.


Approved.
Hidden 10 yrs ago Post by Lucek
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Character Sheet
Name: Omega (Formerly Lucius Dreigiau)
Age: mid 20’s (appearance)
Appearence






Side: (What faction are you aligned with.) Neutral. (for hire)

Hidden 10 yrs ago Post by Letter Bee
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As I said, @Lucek, Approved.

Now, all we need is a good Agency character, so that I can finally allow outright villains.
Hidden 10 yrs ago Post by Joshua Tamashii
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Joshua Tamashii

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These are WIP, due to my limited amount of time to work on them. Be patient.





Hidden 10 yrs ago Post by Letter Bee
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@Joshua, Approved.
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Sorry to double-post, but if no one else joins The Agency, then I won't be able to allow villains.
Hidden 10 yrs ago Post by Lucek
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If no one joins in the next while, just say that my char is currently under contract with them. Will be a wild card but at least we could get things started then.
Hidden 10 yrs ago Post by Letter Bee
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Thanks.
Hidden 10 yrs ago Post by Apokalipse
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Apokalipse AAAAAAAAAAAAAAAAAAAA!

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Hidden 10 yrs ago Post by BioHazard
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Joshua Tamashii said
These are WIP, due to my limited amount of time to work on them.


I think that the relationship between Silas and Joshua will be very interesting to say the least.
Hidden 10 yrs ago Post by Krodin329
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Character Sheet
Name: Conor Veradé
Age: 19
Appearance:
Personality: Conor loves nothing more than a good brawl, and that's what he's known for. He's surprisingly intelligent and level headed, however, the thought of testing his limits excites him. This causes him to seek the thrill of battle in an organized manner, systematically searching for foes via an underground street fighting group. He's very friendly and is incredibly loyal to the few close friends he has.
Magical powers/ Physical Abilities: Conor has trained in a variety of martial arts, his favorite being a combination of Eskrima and Tae kwon do, however, he's known to be a master of a few others as well. He uses these martial arts in addition to two Moro Binukuko as well as his Law, Energy, and Matter magic to use his magic as a bender would from "Avatar: The last Airbender" However, he does not merely control four elements, but any he can think of, provided he has the magical prowess to create it. His magic is only slightly above average in terms of power, this causes him to rely on his incredible martial arts prowess and sword skill to achieve victory in his fights. In other words his magic assists him, rather than him relying on it. When going up against opponents with timespace, however, he uses law to create a hormone that increases his reaction time exponentially to the fifth or sixth power. (He can dodge a speeding bullet)
Flaws: He can't stand doing nothing, he always must be on his feet. Whether it's fighting, training, or doing his daily activities, he never simply takes time to relax. This can get him into a bit of trouble.
Side: (What faction are you aligned with.): Lawful Neutral:If it brings a good fight, he'll do it.
Bio: Conor was raised by a Filipino mother, and an American father in upstate New york. They where non magical, but still believed that Conor should practice some form of discipline. When he turned five, he began training in Eskrima and Tae Kwon do. It was obvious the boy possessed natural talent for martial arts, so he pursued it. His training molded him into a disciplined, and perfectly fit young boy by the age of thirteen. However, his parents where murdered while on a trip to inner New York in order to help with relief work in the poorer inner city. He survived the assault by killing the magician who attacked his family with the powers gained by what his mind comprehended as only a "mid level trauma".

For the next six years of his life he took to the streets, using his natural martial arts and stealthy abilities to steal views of lectures in magical schools. However, the only way he could hone his abilities at first was to get in fights with other magicians. Surprisingly, these went well, as his opponents were not particularly on the side of fitness, but on the side of magical ability. He learned to incorporate his martial arts techniques with his magic, leading to close the gap between brawlers and deal damage with his fists and feet.

At the age of 17, he had created quite a name for himself, known as, "The bender", for being able to control elements at his will by using martial arts. He was then introduced to the Underground Magical Brawlers Guild to fight by a training partner. Dozens of the best magical brawlers in the city all were members, he couldn't refuse. He soon was able to prove himself near the best of the best, often leading his guild in tournaments against other guilds. The groups fame rose, quickly. Unfortunately, fame attracted the Agency.

On Conor's Eighteenth birthday, he underwent a particularly brutal Brawl with his best friend, Syrus. Unfortunately, this battle became out of hand, causing a large explosion in the central under ground plans of New York, miraculously, no one was hurt. However, agents of the Agency moved in to subdue the two combatants, and where successful after about a half a dozen showed up. Syrus and Conor had been unwilling to back down, knowing full well they could lose even in a one on one.

For about a week, Conor ended up haggling with the agency, desperately attempting to keep his guild alive. Finally, a compromise was reached. In return for Conor's service with the agency when he was called, the group was given it's freedom, and a safe ring to fight in. Since then, Conor has worked with the agency nine times in Spec. Ops. missions. After the first time he realized he enjoyed the work, getting to fight, while actually exploring the talent of the villainous scum that still inhabited the world.

He also is beginning to understand that through law and order, he is beginning to achieve absolute freedom to fight, while making the world a better place.
Hidden 10 yrs ago Post by Letter Bee
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Apokalipse said
Note: I didn't know what her magic specialty would be listed under (matter, energy, etc.). But this is the general ability that I wanted her to use; let me know if you want me to change it ^_^


It's both Energy and Matter; as a member of the Agency, you can have two more Schools.
Hidden 10 yrs ago Post by Letter Bee
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Krodin329 said
Snip.


Accepted, you and Balthazar are now the Agency's prime team; Balthazar's the leader, though.
Hidden 10 yrs ago Post by Letter Bee
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@Joshua, Ascot's the Nephew of the Agency head, not the son.
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