Odin Initiative <In Character>Just as with every world, military force has been advancing with science and technology. One of the most important advancements was the advance of magic, which was a studied science by many. With both technology and magic advancing alongside one another, eventually the two had combine. From the combinations came two types of machines, ones that ran on magic power and others that used magic. Using the combine technologies flying machines were created, however since they ran on magic energy, they are not used for civilian transportation, only for military and emergency purposes. This was only the beginning of the magical machine advancements. After a few more years of research, the Odin Initiative was founded. The purpose was to create a new set of weapons for war by creating an entirely new type of equipment. The objects were called 'Artifacts'. The Artifacts had many prototypes until finally it was realized that they needed to put more magic energy into the items and use specific methods, however this proved to complicate things. Doing this caused the artifacts to gain a sentience of their own, becoming intelligent beings with their own thoughts and emotions. As far as the Odin Initiative was concerned the largest complication that came with this was the extreme difficulty to use. It became clear what had to be done. A select group of people had been chosen from a list of subjects to go through experiments. The Odin Initiative chose not to tell anyone what was happening, making much of the experimenting to be claimed immoral, however they needed results and feared that knowledge of the experiments would negatively influence the outcome. Humans were filled with immense amounts of magic energies, causing effects that were unexpected. Some had gone mad, others had worse effects. Finding the proper amounts and methods to get it right proved to be extremely difficult, however they managed to find the right answer after many years. It was finally declared as a success despite everyone still having side effects. These people needed a title, so the head of the Odin Initiative had decided to call these people Valkyries. As expected, the exposure to so much magic energy also made certain abilities awaken in each individual, different from person to person. Each Valkyrie was to be given an artifact that matched their specific skills and abilities, then training began. With the Odin Initiative being a complete success, it was time to send the Valkyrie and their Artifacts out into the world. This is where the roleplay begins, the very first Valkyrie mission. Not many people know about the Valkyrie or their artifacts, so the Odin Initiative holds an advantage over the target. Said target is a group of terrorists calling them selves the Balder Front, military Intel has received information on the groups next target. While little is known about this group, it seems they are after military technology for unknown reasons. If the technology is to fall in the wrong hands then terrible things could very well happen, and as Valkyrie, it is your primary objective to make sure that they do not get a hold of any more tech then they already have acquired. Everyone involved in the Odin Initiative has been looking forward to sending out the Valkyries and their artifacts for over 30 years. The world: World Map (Move your mouse to reveal the content) World Map (open) World Map (close) Key Locations Three States: Currently the headquarters of the Odin Initiative, this ideal location remains isolated, nobody is allowed in or out without authorization. Shipments of food and supplies come in twice a week on Wednesday and Saturday. The main building is held on Josam, a towering structure that goes further underground than it does into the sky, even having an underwater area. Tirral is the main training island where each Valkyrie spends most of his or her time. Obstacle courses and combat testing floors dot the island and underground sits a massive training room spanning half the island directly in the center. Chooldon is where the experiments are held, it is still open and working on more artifacts. Nalnar: Divided by East and West purely due to the East Gap, Nalnar is the nation most of the roleplay will take place in. Nalnar houses the world government in Tark-Nod which governs every island and continent in Flognun Mala. Tarna is east Nalnars trade port with West Nalnar, with A'Guire being the western equal. Vash is known as the industrial city, famed for its numerous inventors and it's university dedicated to teaching the youth so that they world may have more brilliant inventors in the future. It teaches both the science of magic and the science of all machines. As one would expect, with the university comes one of the more advanced city, it was the first city to have an underground rail system. That was built before the time of magic and runs on steam power. This has been kept in order to save budget money, currently Vash plans on being the first city to ever have a commercial airline. Torhal Empire: Named for its historical significance, this is not an empire by any stretch of the imagination. It once was an empire, however the people of this nation overthrew their government and were thrown into chaos. Nalnar, having the most military power, stepped in and signed a treaty with the empire, taking the land, but letting the continent govern itself. That was over 300 years ago. Technology Machines have been created to use magic, however there are also other mechanical contraptions. Robotic augmentations exist as well, however those typically use magic as a fuel source, feeding off the energy of whoever has it. Since magic can feed machines, a power source is often not required, however the machines that do use magic require one, since machines cannot seem to be powered by magic while using it, nor can the magic energies be converted into anything the other machines can use. Flying machines use magic to achieve flight and require a large power source. The usual source for energy is either standard liquid fuel harvested from the planet or steam powered, also requiring fuel, but is more efficient. Flying machines do not use steam. Cell phones exist in this world, but do not expect them to do more than call people. In a world with magic, cell phones are not used for entertainment but for conversation, texting is not a thing in this world. Weaponry: While guns exist, due to magic being used as a military defense, guns are not effective at dispatching targets. Shields made from magic exist for the purpose of preventing gunfire, these are machines that use magic and are extremely compact, even looking like a bracelet at times. As such, you may carry a gun, but know that it will not be very useful in combat. Instead the military and enemies alike use melee weapons as they render the magic shields ineffective due to being in close quarters. For the same reason, flying machines do not house very many traditional weapons if any at all, instead any artillery attached to a vehicle or mounted as ground artillery fires magic, each machine with varying effects depending on the design. Magic Filter: Among military defenses such as armored vehicles come magic filters. The most basic that nearly everyone is equipped with is a shield designed to protect against firearms. It takes the form of anything that can hold the hardware, though a bracelet is of sufficient size. The Magic Filter only takes effect under certain prerequisites that are matched by the filters settings. These can be adjusted to prevent different attacks by changing the prerequisites, but it is not wise to change the filter to anything that you can handle. These items can only function under one list of prerequisites, therefor having one to prevent melee attacks would not prove as useful since you can wear armor to do the job, the same idea follows for anything your character has a defense against. These same items can, however, be modified to prevent other attacks such as certain magic attacks. One person cannot wear too many of these as they will become very taxing on the user, making them pointless. Because these machines were so flawed, they needed to crate better magic equipment, thus beginning the Odin Initiative. NOTE: It has come to my attention that the magic Filter is not full understood. To make an attempt at explaining it properly, I will use basic mathematics. The hardware has a 3 parameter system. Say you want this to defend against all projectiles. This costs 6 parameters, however if you restrict it to High Speed projectiles, that is a -3 modifier, bringing it back to 3, but not functioning against slower projectiles like arrows and thrown weapons. The same applies for anything else as well, these filters can be set to defend against attacks of all nature. One person is restricted to how many they can wear, a normal human can withstand the strain from one while someone that is able to sustain much more could very well withstand the strain from two. If someone were to wear more than they could handle, the side effects would be dangerous, sometimes leading to death. The strain these cause is added to the strain of a Valkyries artifacts, so while a Valkyrie could wear one, they likely will not be. These filters are usually set to defend against firearms because they are so hard to defend against, but this is just the usual, they can defend against any one thing, but only one. This will be the Balder Fronts main defense against the Valkyries, that is their purpose. It would be unusual to see a Valkyrie use one. These magic filters can be reset by a magic technician, but the hardware takes an 18 hour reboot period. Artifacts: The artifacts are magically enhanced items that have developed thoughts, feelings, and personalities of their own. The artifacts are tools, they were created with so much magic energy that it required humans to be modified through magic to use them to their full ability, as they take a large toll on anyone that hasn't been modified. A Valkyrie using an artifact would feel little effect on their body, but anyone that has not gone through the enhancement process would find the artifacts extremely taxing meaning either the items full potential would never be unleashed, or extreme side effects to the user, and in some cases one of the effects was death. An Artifact could be anything, and I do mean anything. A suit, a weapon, a floating orb even. Due to each being unique to itself, they all have different forms of communication. Some use telepathy, some have mouths to speak from, some have been known to use images. Currently, the Artifacts stand as the largest achievement in scientific history. Despite their success, they are still in the development stage, and are not perfect, they also have yet to be tested in field work. The Arcane Dead: [Thought up by @Daws Combine ] This group of rebels is strongly set against the use of arcane arts. They believe that if man kind was meant to wield magic so freely then the gods would have left the doors open to do so. To keep a sense of secrecy each member is given a title of any major arcana card of a tarot deck. Rules (Move your mouse to reveal the content) Rules (open) Rules (close) I'd like to start by saying that pretty much anything is allowed as long as it stays within world limitations. If you can provide me with a decent explanation as to how something came to be, I'll allow it. If you have an idea but you don't know how to make it fit, you can ask me and I can give you a way it will work. I am not picky and I like creativity, I'm very easy going, again, as long as it has a decent explanation, and I do not mind working with your ideas on this one. Standard roleplay rules remain, no godmodding, power playing, or metagaming. This is a free choice roleplay, you do not have to follow the plot, but again, I'd need a decent explanation as to why your character would behave as such, as staying in character is important. The magic energy forced into a human body can cause physical changes, so while your origins will be human, you could in theory become anything. Want to be a anthropomorphic platypus that shoots fireballs from it's nose? Fine, be whatever you want to be. Magic does mysterious things to the body. You do not need to be a Valkyrie, you may be a standard soldier, someone who developed the artifacts, or even a terrorist. Be what you want to be. Never be afraid to ask me questions, I'm always willing to answer. No duplicate artifact abilities. Decent grammar is required, but I'd be a hypocrite to demand perfect grammar, as none of us are perfect. If you read these rules then make the first thing in your post a suit (heart, spade, diamond, or club. ♥♦♣♠) Anyone who did not put a suit in their post will be ignored until they do such. Character Sheet: Name: Nickname: -Optional- Also can be used as a codename Gender: Age: Alliance: Are you with the Valkyrie, Odin Initiative, or the terrorists? (custom groups allowed) Personality: Appearance: -Hair Color: -Eye Color: -Skin Tone: -Body Type: -Height: -Other Features: If the exposure to magic altered your body, this is where the changes will go. -Portrait: -optional- Weapon(s): If you have an offensive mechanical augmentation, please put it here. Armor: If you have a defensive mechanical augmentation, please put it here. Abilities/magic: Skills: Things your character knows how to do that aren't a result of magic exposure, such as cartography, cooking, hunting, trap making, etc. Brief History: This doesn't have to be long, just let me know your background. Please include your hometown, how you came to be where you are now. For Valkyries I want it specified if you were a test subject or an experiment that came after the enhancements were completely understood. Please note, human experimentation started 25 years ago and was perfected only 10 years ago. All ages are viable candidates. Artifact(s): Valkyries only. Each artifact is completely different and there is no standard for an artifact. These were created as tools, but they were given more purpose as they evolved. I give complete freedom, just make sure it makes sense. Remember, these are sentient. Also having more than one is rare, if you do, please explain in the brief history. -Name: -Appearance: -Abilities: -Uses: -Storage: -if applicable, some will be too large, all up to you- -Personality: -Why were you chosen: Of note, sometimes the Artifact can pick the person. You could use this fact to obtain more than one. -How does it communicate: Some talk, some use telepathy, some show images. How does yours communicate? -Other Information: Since each artifact is unique, this section is reserved for information that does not fit in any other category.