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Well, I mean for the characters to drive the plot for the most part. Towards that end, I am going to be a little picky about what characters I accept into the cast. I have no limit to the number of characters in mind, but I do want to have a wide variety amongst them. When characters start being posted, I'm going to start PMing between peeps to try to make little connections.

I want a sort of central hub for all of the characters. Something that they have in common, but not necessarily something they're always doing or being at. I was thinking a cafe, bar maybe even bookshop that they're all patrons of.

People can go ahead and give me the sort of character they'd have in mind, so that we can start bouncing connections around.

To keep the plot moving, I was thinking of having periodic "events" that everyone, or some of the people, can participate in. I also mean for this to be an RP where people can join at pretty much any time, or that they can leave and come back(with character excuses) without too much consequence. Or with heavy consequences, if that makes for a better story.

There may be some action and adventure on occasion, but the story will be primarily interpersonal.
Bear in mind that there might be some magic, too.

Also bear in mind that neither element will be the focus of the plot.
This is a slice of life RP not an action or adventure. I do not want to see characters who are inexplicably trained in combat, or hacking or lockpicking or anything like that. These are meant to be normal people(well, normal for this world). If you think your character should be an exception, PM me and we'll talk. I doubt I'll allow it.
The plot will be based on interpersonal interactions, drama, and every day challenges.

Magic: Magic is produced in stars, but there's a finite amount that can be used in a given time frame. A limited amount per day, as it were. People have a daily magic ration, which is set up through a system like tax and budgeting every year. People who don't use much end up having their ration cut, and will have to apply to have it increased again, with documentation of the reason they need it. Because magic is basically in the air, ration breaking is easy, but there's a sort of social contract that keeps most people from doing it. Ration breaking is also a very serious crime. Because it's considered disruptive, even damaging to society.

Magic congregates on objects in space, but it's like air in that it "fills the space." Any time magic is used it flows in from the surrounding area to fill the space. An abnormal usage can cause a massive movement of Mana, which can manifest in a "Mana Storm."

Most people use up their ration with magic utilizing devices. But not everyone uses such things, so a lot of people would actually have a Magic Ration of 0.

When magic energy(let's just go ahead and call it Mana. This makes sense in a way, because it's literally something that's coming from the sky) is used up, or "burned" it can be detected and measured with scientific devices. Anyone who has a magic ration must have one of these monitoring devices on their persons, which will tell them their daily ration, and how much they've used. It also gives this data back to the Mana Conservation Committee, which is a worldwide organization that was formed under the UN when human population started to grow and people realized that mana was limited.

Using the same technology, large amounts of untracked magic can be detected and an investigation can be made into who was responsible. Small breaches or overuses often go unnoticed, but long time ration breakers are difficult to hide.

Magic is the antithesis to logic. It follows its own nonsensical rules, and alters reality. Androids are in fact capable of using magic, but they tend not to be very good at it. Humans are capable of accepting illogical thoughts without relinquishing logical ones. Robots, on the other hand, cannot. The learning of magic tends to drive robots "insane."

There are three basic things that magic cannot accomplish. They are as follows.
1)Resurrection
2)Mind Control
3)True Creation: The law of conservation of matter and energy still applies, despite the existence of magic. You can turn one thing into another, but you can't create anything out of thin air. Magic can, theoretically, break apart the atoms that make thing ups and rearrange them into new elements, but it has yet to be accomplished, and for all intents and purposes the atoms that make up matter cannot be altered.

Technology:
The setting here is Sci-Fi, but near future, not far. Humanity has colonies on the Moon, Mars, and Europa. Leaving the Earth's atmosphere remains the most expensive part of space travel, and for the most part the other colonies attempt to be self sufficient. The biggest leap in space travel is actually magical in nature, and is the use of double sided portal gates that go between Earth and Mars/Europa.

One of the biggest differences in tech levels between real world and this is robotics, which has advanced to the point of humanoid androids. AI is sentient, but is an emergent phenomenon. True sentience cannot be intentionally programmed, but emerges naturally in learning-based AIs. Upon passing a Turing test, an AI is considered sentient, and given citizenship in either their country of manufacture, or their country of residence. Android Law is a very complex and important part of this world. Activists are constantly working to make sure that life is fair for robots, and certain companies are working against them to protect their interests(i.e. they don't want to have to pay their robots).
Love that there's a paralyzed character. Does he spend more time in the armor than the rest of the students? Could he just wear the leg portion in regular life?
Two reasons I can think of.

1) Security. That way only someone equipped with a reactor can operate a suit. Perhaps the reactors are even coded for the particular suit that belongs to the user.

2) I recall in the movies when Stark was working on things he'd often plug them into the reactor in his chest. It's a reliable portable power source.
Other questions, hope I don't get annoying:

1) What sort of format does the Academy have? Do the students live there, like a college campus? Do they go to normal formatted classes in addition to their practical tests?

2) Does that uniform have a picture of the arc reactor on it, or is there literally a reactor built into each one of their uniforms? I figure the latter makes the most sense, seeing as it's something they'll need and it's not built into them like Stark's.
Well alright then.

Tell me if it's accepted. It's still on the first page.

EDIT: Also, decided to go big or go home. Scramjets have a theoretical top speed of Mach 24, so that's what I'm going with.
What are the accepted stats of the baseline suit that we're working with here? Most importantly, how fast can it fly? I need to know so I don't over do mine, or under do it even.
My CS is finished, I think. Unless I think of more details, but that oughta give the gist.
Name: Bruce Bailey
Age: 23

Suit Nickname: Mark 40-B, "Blur"

Years attended TSA: 0, first year.
Bio: Bruce got a motorbike for his sixteenth birthday from his mechanic father. He immediately fell in with a rough crowd. Fighting, street racing, even petty theft and public intoxication were all under his belt by his eighteenth. He changed his tune when his best fiend wiped out and Bruce watched him die as they waited for the city's overtaxed paramedics to arrive.
Bruce turned over a new leaf, but his best skill was racing motorcycles. So he raised the money for an entry fee and put together a proper machine to try his hand at an organized track race. He won and has been doing that ever since. He donates every penny of his winnings to rescue organizations, and that is what attracted Tony Stark's attention.

Skill/Ability: His suit has the highest acceleration and top speed, both in flight and on foot. The Blur is a remodel of Stark's Hypervelocity suit, the Mark 40, or the "Shotgun." It's been slimmed down some, to reduce weight and drag in flight, at the cost of some of the weapon systems. The only weapons left are the repulsors, which are exceptionally strong on this model of armor, as they're used in its hyper velocity flight. The repulsors can get the Mk40-B up to Mach 6.2, but as soon as it reaches Mach 5, a pair of scramjets mounted on the back can take over. The scramjets are housed inside of the armor, and when the required velocity is met, they can be extended and activated to almost quadruple Blur's speed. The jets run off of an experimental hydrocarbon fuel developed by Stark Industries, which is housed in several tanks on various parts of the suit. This fuel is much more limited than the repulsors, and it must be used sparingly.
The spare processing power that isn't being used for targeting is now put to use as a flight guidance system. It gives advanced proximity and collision warnings, so that Bruce has enough time to react to things that he won't necessarily have enough time to actually see. When at full speed, Bruce relies more on chimes, whistles, and his heads-up-display than he does on his vision, which is basically, well, a blur.
With a top flight speed of Mach 24, the Blur rivals some of NASA's experimental aircraft.
When anywhere above Mach 1, the shockwave that follows in Blur's wake can be used as a weapon. Bruce just has to fly near something for the wave to hit it. The greater the speed, the more powerful the shockwave.

Personality: A real thrill seeking party boy. Kind of a daredevil, but he's confident in his abilities and they usually pull him through okay.
Relationship?: none yet.
Other:
A racer and a mechanic by trade, Bruce considers his position at Stark Academy to be the next step in both.
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