- Invitation Status
- Posting Speed
- Speed of Light
- Multiple posts per day
- 1-3 posts per day
- Online Availability
- 9:30 AM - 2:00 AM [Eastern US Time Zone]
- Writing Levels
- Elementary
- Intermediate
- Preferred Character Gender
- Male
- Female
- Genres
- Fantasy, Magical, Furry, Action, Adventure, Romance, Demonic, Religious, future, past, japanese culture, pseudoscience, Anthro, Twincest,
~Welcome, to Advent City~
The world's leading developer of Magical Technologies and Sciences.
Sure, we have crime, what city doesn't? But we have something unique. Guilds. Guilds are groups of well trained citizens working together outside of the city's government, with constant effort to ridding the city of crime. Using skills and weapons of every shape and size, the guilds each have their own style for dealing with things. I implore you, don't feel threatened, the city is perfectly safe. Why don't you see for yourself?
History
Mana
Guilds
Ammunition
Known spell list
Banned spell list
New materials list
How enchanting works
Guild Members/leaders
Gangs
Gang member list
Legal spell list
Advent city's cash crop
Advent City's Laws
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The year is 2102, 22nd Century, 3rd Millennium. Gangs and guilds have a heavy presence in Advent City. In recent years, gangs have become restless, and are now too much for the police alone to deal with. Guilds were then made into official groups of individuals who can take care of gangs of their own volition, with little to no help from the city's government or police force. Think of guilds as a form of militia, a group of worried citizens who pick up arms to perform civil arrests. The only support from the government that guilds receive is food and shelter funds.
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Mana is the driving force of machinery power and weapon systems in similar fashions. Someone who is able to manipulate mana on their own without machine or tool aid is extremely rare. The mana was found by scientists discovering a new type of radiation which when tested and tried, revealed a new type of power source.
Though mana powers most of the machines and houses in Advent City, Actual humans who can produce mana are few among the many non-magical humans. However, Special cores allow mana users to fill them with mana, for others to use in their homes with their machines. These cores can hold mana depending on their size. Inside a core, mana will not fade away until it is used, so as long as a machine is left unused, the core will retain its charge.
Because of pollution rates, machines and other items that use fossil fuels are strictly banned from the city. This includes Nuclear powered items.
(Gang members, who have no issues with breaking the law, may or may not bring banned machines into the city. It is the guilds job to make sure that doesn't happen) -
Guilds are a legal group within a community that act upon the needs of the city or town they inhabit. They seem to wish to preserve the civilization they live in, and want it to flourish. Each guild has a guild master and then guild members. If a guild member messes up and does wrong, the guild master can be held accountable depending on if the member itself does not have a license of their own. Guild masters may punish their subordinates in any way/shape/form they see fit.
List of Guilds:
Razers= Led by Darien Dux: @Omega Black
[Others may apply]
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[Up for Discussion]
Ammunition comes in two types for simplicity, standard rounds, and magical rounds. Due to the nature of the rounds, gunpowder rounds cannot be enchanted since the explosive energy seems to displace the magic.
Standard rounds (Gunpowder, Lead, Sulfur) cannot be enchanted, because the combustion inside the chamber of the gun negates the magic.
When enchanting a round, make sure to leave enough extra mana in the round for firing purposes. Too little will cause the round to miss its target, or not even fire at all. Too much mana, and you will blow your hand off.
Magical rounds unfold halfway between the gun and the target after firing, the spell will then launch from the unfolded shell and do its best to hit the target.
Older guns (20th and 21st Century) Weapons may fire magical rounds, as long as they are modified to do so.
However, bb's and gas propelled rounds will have no issues being enchanted.
Spells produced from a smoke grenade will affect anyone who touches/inhales the gas. -
Basic elemental attacks
Strategic spells
Mana Sapping/Sharing
Small Explosive spells (Shotgun only)
Projection Spells
Illusion spells
[Up for Discussion]
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Mass destruction spells
Curses/Poisons
Instant Death
Transfiguration of Living Things.
[Up for discussion] -
Orichalcum - A golden colored bronze.
Mithril - A silvery metal that is sturdy and lightweight.
Adamantine - A very durable, almost crystal looking material.
Angmallen - A material created by mixing gold and iron.
Electrum - A material created by mixing silver and gold.
Prometheum - A lower form of iron, with less durability. Green in color.
Oureclase - A material with about as much durability as steel, bronze in color.
Atlarus - a yellow colored dense material. Generally about as durable as Iron.
Things like Kevlar and Carbon-Fiber have become obsolete, due to the strength of magical ores and alloys. -
Enchanting works by focusing the mana into a engraved runic marking upon something, be it a gun, bullet, or anything else.
Items can only hold certain enchantments, based on their structure.
Example: Sight enhancing enchantments may only be placed on glasses, or other items that you look through.
Guns can be enchanted to morph, but only to one other type of gun. Any more morphing enchantments will cause the gun to break. (This makes the gun into two primary weapons, another cannot be carried with a morphing gun)
Enchanting requires focus and time, so it is impossible to make an enchantment in the heat of battle. Plan your enchantments wisely and be responsible. -
Razers
Guild Master - Darien "Dare" Dux: @Omega Black
Member -
Member -
Member -
For a guild to be publically and formally recognized, there must be at least four members, aside from the guild master.
The guild master is the leader of the guild, and may take any actions necessary to secure the stability of the guild.
He/she may punish his/her guild members any way they see fit for any misdeeds or transactions. -
Gangs are the opposite of the guilds. They hinder the community and are most likely doing all sorts of illegal things. Several Color Gangs have arisen in the last few years. This led to the establishment of the guild laws, allowing citizens to take justice into their own hands.
List of Gangs:
Black Nightmares: Led by The Boogieman (@~\The Talentless/~)
[others may apply]
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Black Nightmares
Leader - The Boogieman: @~\The Talentless/~
Member - Shane Sterling: @Gabriel Heartache
Member -
Member - -
Any spell not listed in the banned spell list can be used.
[Up for Discussion] -
The city makes the majority of it's income from magical and scientific advancements. - Same as current human society (2015-America), with a few twists and bends. The discovery of magic in 2033 changed how things work. Magical weapons of all kinds require a special license. You must be 18 or older to receive this license. Any criminal acts (Including negligence) involving a magical weapon will result in the suspension or revocation of your license. You must also be 18 in order to formally start a guild and recruit members. As a member of a guild, as long as the guild master has his/her license, you do not need to carry your own license, only a sign that you are a member of a guild. However, any gun law violations will directly affect the guild master, and punishment will be in his/her hands. As a member of a guild, your actions reflect solely on your guild master, and he/she is able to punish you in any way they see fit for any misdeeds or transgressions.
Okay. That should be enough to at least give you enough info to apply. This RP will take place in an Invite Only group. This way, only members whose applications I've approved may join in. Here are some basic rules:
1.) You may form a Guild or Gang, but it is unofficial until you have at least four subordinates.
2.) If your character has already been approved, you may then take applications to your Guild or Gang, or apply to join an existing one.
3.) No god-mode. There's a chance of character death, though I'd like to avoid it. So be smart with your tactics.
4.) If a gang member is apprehended, and not killed, they will spend a random amount of time in the 'jail' thread. After a determined sentence (unless you escape) you will be released.
5.) Limited ammo. You may only bring a total of five clips/magazines with you per gun you have. And you may only carry up to three (two secondary and one primary) guns with you. Aside from that, you may have a single melee weapon, and up to three cartridges of power cells (Should your melee weapon be magical). Each gun magazine may hold up to 9 rounds. However, higher powered guns (Assault Rifles) may hold larger magazines. Magical rounds and standard rounds must be held in separate magazines. You may not know 100% which magical round you are using, unless you have separate magazines for round types, or you remove the magazine IC to check. Bolt-Action rifles don't use magazines, so I'd allow for characters with these guns to hold a belt of at most 50 rounds. The magazine limit for Fully-Auto weapons is slightly increased. They can hold 3 magazines for a fully-automatic weapon, with each clip holding 30 rounds.
6.) You must have made your enchanted items before going into battle, no on-the-fly enchantments.
7.) If you make your character leave to go buy ammo or supplies, they will be gone for a total of seven turns. however, you may take your turn to describe your character's exact movements. Gang members may shoplift, but only small items that can fit in pockets. Also, don't make yourself magically rich, and don't come back in with a stockpile of goods. Be sensible.
8.) ALL characters must use magic of some sort.2.) If your character has already been approved, you may then take applications to your Guild or Gang, or apply to join an existing one.
3.) No god-mode. There's a chance of character death, though I'd like to avoid it. So be smart with your tactics.
4.) If a gang member is apprehended, and not killed, they will spend a random amount of time in the 'jail' thread. After a determined sentence (unless you escape) you will be released.
5.) Limited ammo. You may only bring a total of five clips/magazines with you per gun you have. And you may only carry up to three (two secondary and one primary) guns with you. Aside from that, you may have a single melee weapon, and up to three cartridges of power cells (Should your melee weapon be magical). Each gun magazine may hold up to 9 rounds. However, higher powered guns (Assault Rifles) may hold larger magazines. Magical rounds and standard rounds must be held in separate magazines. You may not know 100% which magical round you are using, unless you have separate magazines for round types, or you remove the magazine IC to check. Bolt-Action rifles don't use magazines, so I'd allow for characters with these guns to hold a belt of at most 50 rounds. The magazine limit for Fully-Auto weapons is slightly increased. They can hold 3 magazines for a fully-automatic weapon, with each clip holding 30 rounds.
6.) You must have made your enchanted items before going into battle, no on-the-fly enchantments.
7.) If you make your character leave to go buy ammo or supplies, they will be gone for a total of seven turns. however, you may take your turn to describe your character's exact movements. Gang members may shoplift, but only small items that can fit in pockets. Also, don't make yourself magically rich, and don't come back in with a stockpile of goods. Be sensible.
9.) NO overly powered gadgets or weapons. That includes magical rounds.
10.) All characters other than NPCs must be in either a gang or a guild, NO exceptions.
11.) No making up companies to support your character's background. If you want to make a company, PM @Omega Black first and ask permission.
[/fieldbox]
I'm looking for a co-GM. If I do not get a co-GM, I would like to form a group of members to help me out with rulings and such whenever said help is needed.
Some of the tabs have an [Up for Discussion] in them. If you have any input for said subjects, please leave it after your character sheet. Please put character sheets in spoilers, so that the comments aren't a ClusterF**K of pictures and words.
Some of the tabs have an [Up for Discussion] in them. If you have any input for said subjects, please leave it after your character sheet. Please put character sheets in spoilers, so that the comments aren't a ClusterF**K of pictures and words.
Here's my character:
Name: Darien "Dare" Dux
Age: 20
Gender: Male
Sexual Orientation: Straight
Combat Type: Skeet Shooter/Mana Fighter
Magic Type: Mana Manifestation
Weapon of Choice: Chrome Revolvers. A pair of specially built revolvers that can handle various types of magical rounds. They also have a specially built chamber at the front of the gun for special "Mana Clips" that allow Darien to manifest mana better using his guns.
Personality: Leader-Type, puts others before himself, fights through pain.
History: Darien was a poor kid, living in the ghettos of Advent City, a large, shining city that is the world's capital for 'Magical Sciences'. He went to high school, like any other teenager, and graduated at the top of his class with a scholarship in Magical Mechanics. Instead of using his scholarship for attending a university, Darien used the money to buy a large house in the suburbs of the city, near the shipping docks. Darien then began working on his own project. He eventually developed a suit of armor for himself, as well as two specially made revolvers.
Other:
Darien, otherwise known as "Dare", is now a young adult. He spends the majority of his time working on new Magic Tech. He then uses this tech to arm his 'friends'. In recent years, crime rates in Advent City have skyrocketed, and Dare wanted to do something about it. Dare began recruiting and eventually formed his own guild. He called this guild "Razers". The goal of Razers is to eliminate gang threats all over the city. They are a group of skilled young minds with various skill sets. But there is one thing that unites all Razers, their abilities with Mana Guns.
A character sheet must be include the following:
Images: Pictures of the character and/or his specific weaponry
Name:
Age:
Gender:
Sexual Orientation: Sexual content is a nono (Unless you do it behind closed doors in a conversation) , but love interests are possible.
Combat Type: This is the way your character fights
Magic Type: This is the favored spell type for your character
Weapon of choice: Go into detail, explain the weapon's capabilities.
Personality: What's your character like?
History: What's his/her past?
Other: Give a brief Bio.
Images: Pictures of the character and/or his specific weaponry
Name:
Age:
Gender:
Sexual Orientation: Sexual content is a nono (Unless you do it behind closed doors in a conversation) , but love interests are possible.
Combat Type: This is the way your character fights
Magic Type: This is the favored spell type for your character
Weapon of choice: Go into detail, explain the weapon's capabilities.
Personality: What's your character like?
History: What's his/her past?
Other: Give a brief Bio.
Name:
Age:
Gender:
Sexual Orientation:
Combat Type:
Magic Type:
Weapon of Choice:
Personality:
History:
Other:
Age:
Gender:
Sexual Orientation:
Combat Type:
Magic Type:
Weapon of Choice:
Personality:
History:
Other:
P.S. I'm currently recruiting for Darien's Guild: Razers. If you'd like to join, leave the word "Razers" at the very top of your comment, in size 7 font. Also looking for someone who can make a banner for this thread.
I'd love to see what you all have to offer ^x^
I'd love to see what you all have to offer ^x^
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