Diana's corner of the mouth turned into faint, vindicated smile as the outcome of the battle seemed to be decided by that one blow of the electric man. Truly, the foes were beaten, on the brink of exhaustion. Now, everything crashed down in full force. She tried to answer Brutus' words, as muddy and uninteligible they were, and Ria's jeers, who were a distant sound amidst the blaring ringing of her ears. Her feet failed to suport her, and she dropped on her knees. A faint,warm trickle run down her mouth. Bleeding, she saw, in the corners of her blurrying vision. She tried to call for her, but even her plight was drowned in blood splattering cough.
There was so much one could cheat, reinforce and resist, before paying what was due. Numb and cold and exhausted, she sank into oblivion, the world around her turning into darkness. She saw a light a light... and felt a presence. "Well, Diana... Tis a pity, but I've come to claim you. Short but remarkable." The disembodied voice said, in a tenebrous gutural but sombre tome.
"The...ferryman." Diana added, and gulped in her mind. So that was it. 18 short years. She did not regret fighting those who fouled creation and the magic arts.
It was then when the voice turned into a rather indignated and feminine squeak."What? No, I am not the old man! How can you assume my glorious self is like that brute, temperamental oaf!" So it was a female grim reaper? Well not that mattered much in the end. "Actually...that reminds me of something, Diana. Can I call you Diddums?"
"Only my family calls me that."
"Well, I am a Moira. I can call you what I want, really. Let's say that I have a way to bend the rules, and since I am fond of your struggle I might be able to bring you back."
"What's the catch, divine Moira?" Diana said, a path out of this situation appearing before her.
"I can bend the rules a bit and say that since this was something related to a demonic incursion, you've earned a reprieve. In return I want part of your lifetime"
"But i am about to die."
"Not that kind of life time. Truth to be told the underworld is a droll place full of rules. I want to spend my afternoons sometimes eating ice cream and doing girl things. But I need to borrow a body so that the higher ups don't notice." The Moira stated.
"Fine then I accept." Diana said, resolute
"So I want a few days a month- wait what, that fast?"
"Not like i can bargain much now."
"That's my little Diddums, resolute and determined to the end. I will be borrowing it now, you're in no position to even continue without a little mending..." The spirit said, and the darkness disipated. Diana's vision was restored, and her aching body seemed to be back to her. Except for the reason she could not control it. She could feel and see and hear... but her body was no longer her own. Something else was moving it, making her to stand tall once again, before staggering to Ria.
"I am sorry, Ria... I am a bit faint now." She added, her hands and head resting on the other's girl chest without any kind of shame or bashfulness. "But I can continue." She eyed the blood on her mouth, and wiped it off elegantly. "For a bit." Not-Diana said, smiling somewhat.
Diana wanted to scream. But she could not. Out of all things, she had just relinquished control to a pervert.
Wang Kai / Kai Wang aka "Pork Bun Freak", "That idiot who keeps challenging Alto" and "Meathead fist justice fighter"
Age:
18
Grade:
3rd Year St Laurels
Biography:
Kai was the youngest in a household of five siblings and the only boy of Rhean immigrants. He had an strict upbringing, overseen by his grandfather, a rather known martial artist. Ever since he was a little kid, he had to go out of his way his manliness, and he kept doing absurd feats of persistence one after another. His grandfather, far from trying to stop the little boy and knock some much needed common sense, actually encouraged to follow the path of martial arts and set himself even more absurd goals as time passed.
Even so, while his grades weren't exactly stellar (his habit of punching math books was really hard to fix) he eventually managed to become a fixture in St Laurels, because his BURNING SPIRIT OF JUSTICE could not be quelled (and his grandfather shared the habit of punching problems in the face) and the fact such a straightforward strong man would make a good recruit for Saint Laurel's (Actually, his parents made a killing with several oriental restaurants.)
Powers:
Core Power: Path of the Asura To dedicate oneself to martial arts, one must forsake all ties and embark in a journey of eternal self-developing. This means forsaking any divine gifts (in a way that is suspicious to how someone in black magic is initiated, but Kai is nonetheless ignorant of this detail) and attain enlightment on how to meditate and use ki techniques. The path he follows is one that even, according to legends allows to defy gods (but since nobody survived for that long it's pretty hard to tell).
1st Power - Trascendent Body: Kai's antics have allowed him to attain a body that is able to perform superhuman feats (if he pushes it, he can go as far as four or five times a normal human), as well as being ridiculously resistant to injury and malaise thanks to the ki that reinforces his very being. Worth noting that extreme exhaustion or grievous wounds can screw up his concentration and make him as vulnerable as any human. He is also able to punch things people shouldn't be able to like energy blasts and ethereal beings.
2nd-Power- Mind's eye: Kai has also learned to use a sixth sense to sense other people's lifeforce or ki and killing intent, effectively making him aware of all opponents and their attacks in his vicinity that his other senses cannot. This does not work against opponents who cannot produce lifeforce, such as machines and the like. Similarly, it has a more mundane utility as a lie detector, albeit good liars might be able to trick Kai.
3rd-Power- Asura's Roar: Kai can even manifest his inner energy in a highly powerful energy beam. As flashy and as powerful this technique is, it depletes his inner strength and stamina rapidly and it has a considerable startup time, so it's best used as a finisher.
Relationships:
Clara Deimos Erdrigan and her troops:" EVILDOERS, YOU SHALL MEET MY FISTS AND I WILL DENY YOU MY PRECIOUS PORK BUNS!"
Alto Ganze: "YOU HAVE WON, ALTO, BUT KNOW THAT IT IS OUR FATE TO BE RIVALS! I SHALL ASK FOR A REMATCH SOMETIME SOON!"
Katherine Abigail: "A fine woman. I would trade blows and kisses with her anytime!"
Meredith Blackgate: "I am told she is a half demon, but she also likes my pork buns and sharing her food. She therefore cannot be that bad of a person. Good Half Demon it is!"
William Ascott:"JUSTICE WARRIORS UNIT- wait what? Plans? We need those?"
Liselotte:"You have a funny name, princess, but my fists will always treat the princesses of justice corteously!"
Cassius:"Katherine's disciple I think. I would trade blows. But not kisses. That'd be awkward."
Michelle/Belinda:"Ying and Yang personified. I am fond of her. I think half of her might too. But i do not know which one. Women are so complicated, hah!"
Andreim Volkazar:"JUSTICE WARRIORS UNI-wait what? I should not talk this loud in presence of Lise?"
King and his companions: "Between light and dark a treacherous path lies, but also great insight and power. I would gladly challenge the ones who can bring Alto down and their followers seem strong too!"
I think this looks really interesting, getting some nice F.E.A.R-vibes from this. I also enjoy that it is not simply a good vs evil-thing, order vs chaos is a lot more interesting and it really helps the setting that we have magic users in the GRAM and the mention of witches out in the world having established societies.
However, magic is described as extremely powerful, a basic "do anything"-ability but with the fickle-rule applied to it. So I am wondering about exactly what a trooper (non-magic user) can do against a witch?
Well, it is theoretically do anything... so it basically boils down to three factors that can affect a witch powers: talent, discipline and experience. You can cross the discipline bit, they are an anarchic lot. Talent is an even spread: there are monsters but the vast majority is middling. And experience, only few have enough of it.
The reason they ruined the world was less of the sheer firepower and more of the world descending into chaos all at once.
A normal GRAM trooper has discipline, teamwork, intel and material weapons at their disposal. It's safe to assume that a team can dispose without much problem of the average run-of-the mill witch as long as they are sensible and aren't caught on their back foot.
(I will allow PC troopers to be better than average. After all, they should be a viable choice.)
GRAM have also sorceresses and enchanted armaments if the target is tough enough.
Approximatedly 1 in each 100,000 shows the genetic markers to become a Witch and manipulate arcane powers that defy comprehension (35,000)
Add that the ratio of arcane powers between women and men is 1000:1 (35,035)
This is a world where 90% of the wealth is accumulated on 10% of the people.
When these Witches awoke, be it because solar activity, climate change, pollution or cosmic alignments, how many of these were born in the 90% of the world who struggled to make a living?(31,532)
And... how many of those, having gained reality bending powers overnight, sought to overturn their situation?
The world as we knew... was torn aside in what we know as the Great Awakening, the Walpurgisnacht.
- Extract from the handwritten notes of a scientist found in Geneva, Switzerland
Witch Hunter - Apocalyse, as its name indicates, will be about hunting witches. But it will also be set in a world that is very much like our own, except it was turned upside down by the surgence of the supernatural, long thought to be just an old wives' tale.
As a result of a lot of people (the eponymous Witches, often women, but very rarely men) gaining game-changing power overnight, Governments collapsed, and the world was turned around in a state of disrepair and anarchy, where Witches like ages old warlords, or in this case warladies compete fiercely for resources and thralls, much like the ones before them. With this surgence of magic unto the world, creatures of myth that were thought to not have existed (what we will be calling supernals for the sake of simplicity, even if it's an eclectic group that includes from unicorns to undead) have returned.
However, not everything was destroyed. The embers of civilization still are lit, in the form of the Global Response Anti Magic troops, or GRAM troopers for short, who defend the very last stronghold of the old world order against the descent into anarchy and chaos.
You will be one of them.
You will hunt witches.
This is a tentative interest, we're not at the level of character submissions yet.
I will allow to play normal hunters as well a pool of magic-users. Supernal creatures are meant to be unplayable, but i am open to suggestions. I want to keep a demographic balance.
Themes are supposed to be dark. This is not a good vs evil setting, it's more Order vs Chaos.
I don't know much about guns and related, so the details on the militar side will be left quite vague.
Magic will be a "sky is the limit" kind of setting where any magic user is able to do anything without no rules or restriction... however there is a catch. I will also place the "fickle" rule. I reserve my right to make any kind of magic fail or even bounce back without warning nor explanation whatsoever. Magic is powerful, but dangerous. Also magic among GRAM ranks is both a boon and a curse. Magic users the best counter to witches, but they also face heavy discrimination and paranoia.
Play nice, play cool. I am not interested in antagonistic roles nor people who go solo for the time being. The whole world will be the enemy, no need to make more. Also, I doubt it needs to be said, but please be polite and respectful to fellow players.
I will stick to a bare minimum of a single paragraph every two weeks. I would also like to ask that if for some reason you are unable to post, please give me notice. Same for losing interest for whatever reason.
The world has suffered a tremendous geopolitical shift and even climate shift due to the sudden upsurge of magic. Humanity has suffered severe depopulation to an unprecedent scale due to the massive cataclismic clashes between the countries of old and the new powers of Witches and Supernals. Ironically, this seemed to allow nature to heal from the scars of the self-destructing consumism spiral of the late 20th and early 21st centuries... but barely any safe place is left, and people can die from plagues, disease or even predation by supernals at night. Practically no country has survived, except Australia and New Zealand. The combination of natural resources, sparse population and relatively developed lifestyle allowed them to agglutinate the last remnants of the old World's order in Strongholds, walled cities that are under the control of the United Nations (or what's left of it). These strongholds is where the GRAM draws its resources, funding and recruits.
Apparently, some Witches have managed to get something resemble societies working too, but they're hapzard, pale imitations of what used to be at best. (With the exception of Johannesburg, but that's a exception to the rule) Tales of hunters talk about dens of vice and abased debauchery, where life can be snuffed at the candle of the mighty and powerful, and sometimes inhumane, witches.
Despite how dire the situation is, strongholds still have access to the main commodities of modern life, and there's little if any shortage of anything. However it comes with a terrible price. Big brother is always watching, and regulations and rules are everywhere. The greater good is used as umbrella term to trample over even the most basic personal freedoms. Because witch genes are among the populace, there is no small sheer amount of paranoia and distrust among people. So, while the society is modern, it is also oppressive and stale, and makes many people join the high-risk high-gain ranks of GRAM, the only ones who venture outside the Strongholds to fight witches.
Sometimes, people aren't even given an option. Any confirmed witch match in the strongholds is forcefully recruited in their magic ranks, and kept under tight controls with electronic shackles. Supernals, who are even rarer, are vivisected usually... Even the mere thought of one joining the GRAM ranks is rare.
The Global Response Anti Magic forces are pretty much the only force capable of trading blows with witches and not suffer the fate of the sundered armies before them. With cutting edge technology boosted by their own magic forces, these daredevils thread into the chaotic anarchic world of today to restore what once was. They have a looser structure than most forces, and at times they're little more than adventurers or guerrilla. Casualties are high, as expected, but successful GRAM veterans enjoy many boons that normal citizens cannot.
There are two branches in GRAM. The magic users, sometimes called the Sorceresses and Sorcerers (to distinguish themselves from the Witches and Warlocks) are often kept separated and trained by their own, and then lent to the normal branches, the Troopers, to offer their magical expertise as backup. There is no small amount of friction because of this formula, but this was the most sensible solution to avoid infighting that was discovered.
In this chaotic world, there are countless threats and war-drunk witches to count and classify. The usual formula is that a cluster of witches rules over a certain are like a city-state of old, and keeps acolytes and supernals under their thumb. Some witches are even nomads, which raid the corpses of the cities of Old and unguarded settlements for a living. It is worth noting, however, that there are four witches who have rose to prominence and notoriety due to their sheer power and followers.
The Witch of the North: Also known as the Winter Sorceress. Her stronghold is Iceland. She has relatively few people and followers, but has many dangerous supernals and beasts under her control. She is infamously for her ability to warp the weather and the climate to such an extent that men are frozen where they stand, as well as the only witch in the world capable of commanding an entire flock of dragons.
The Witch of the West: Also known as the Bloody Dawn. Her stronghold is Mexico. A sadistic woman who has a disturbing penchant for human sacrifice and blood magic. West is the most warmongering of all the great four, and the people she comands are feral reavers and pirates who abduct people for the mesoamerican gods of old, clad in feathers and pelt. She has a great cult and is worshipped as High priestess.
The Witch of the East: Also known as the Dead Queen. Her stronghold is Beijing. A powerful necromancer and spirit summoner, East is an eerie slippery opponent that rules a city where few denizens have a pulse, and can summon demons and spirits from unspeakable places. Dead Queen and Bloody Dawn have a long standing rivalry as they both compete for human sacrifices.
The Witch of the South: Also known as the Lady of the Flames. Her stronghold is Johannesburg. South is the only witch who has managed to retain a level of followers and management that match the strongholds of the the Old World order. Johannesburg can boast a large population and even trade, but it is a rotten city, a den of vice where all the worst cravings of men and women are sated, all overseen by the eyes of South and her retainers. South is also the most industrious witch, and is locked in an arms race with the Old World order. She also has a feud with North for unknown reasons.
The Fifth Witch: Also known as Morgan le Fay. An enigmatic Welsh woman who is currently the head of the GRAM sorceresses. For some reason she decided to side with the Old World order rather than start her own city country. While not widely acknowledged, many people think that Morgan was a keystone that allowed the survival of the Old World order in Australia and New Zealand and the creation of GRAM. To this day, Morgan is the only person who can strike any kind of fear in the other great Four witches (other than themselves).
Besides that, the world is pretty open ended, so don't hesitate to put forward ideas as long as they make sense. Other than that, i will push this rp forward if there's enough interest.