Welcome to my world, a place of mystery, magic, and beauty. I hope you find your place among those who inhabit it. Now it is your chance to rise to the challenge and for you to truly find redemption as one of the...
Fallen Souls
Welcome to the world of Cuin...
Magic. In the past it was just a dream, a myth that was used to fuel the imagination of our youths. It wasn't until 937 CE that the Fallen had revealed themselves to the public. Of course, at the time they were not known as the Fallen, instead they were still simply people. Just a few humans had these special abilities... or so it was thought. As time went on more and more of these superpowered humans began to reveal themselves. Even the most knowledgeable of the Fallen couldn't have predicted just how many humans had evolved over the course of time. Magic wasn't something completely supernatural. It was the product of evolution. Just like how some creatures adapt to their environment and will eventually grow a longer tail to use for balance, humans had begun to evolve these abilities in response to changes in their environment. Before long there were questions of doubt and distrust spreading throughout the world. This supposed "next step in evolution" was not necessarily a positive thing. The Fallen had begun using their abilities openly. Pay raises, job opportunities, everything was made available to the Fallen. With around 80% of the population still being without these abilities, eventually it donned on people that these freaks with superpowers, who were already superior, would eventually worm their way into positions of power. The tensions and hatred against the Fallen had slowly been climbing over the year. All it took was a single spark to set off an unstoppable wave of destruction among the community. This spark was start by non-other than a single scientist in the capital city, Sourinane. This scientist, himself being one of the Fallen, was convinced that this wasn't just the next step in human's evolution, but that the Fallen were in fact a new species entirely. The vast difference in mental capabilities was clear to him, but most scientists who wished to study the Fallen were shut down. While they had finally gone public, those with abilities were still wary of the government. This man had a chance that few others had. The budget to afford the expensive tests and the blood of one of these "new humans". He began to experiment on himself. Whilst tensions rose between the Fallen and the humans, this man spent day and night using his own blood as a base for these experiments. Everything was done in absolute secrecy. Finally, after five years of intense study, he had his answer. The scientist was correct. Not only did he find proof in the DNA, but he discovered a previously unknown organ inside the brains of the Fallen. Even now, it's suspected that this organ would have stayed unknown if not for the fact that this scientist was a powerful necromancer. He did what was considered taboo among many necromancers. This man had used magic to literally dissect himself. His only mistake was showing the video logs of the experiments to another young psychic who released these logs onto the web. The videos of him dissecting himself mixed with the evidence and proof that the Fallen were, in fact, another species caused an already wary population to spiral into an outrage. On 1025 CE, the Fallen were all required to register to the government a full list of their capabilities as well as whereabouts. Schools began to segregate and hate crimes became common place. In response, crime from the Fallen rose, which in turn made their own situation more dire. This "next step in evolution" was digging itself deeper and deeper into a hole. At this time the people began to call them the Fallen. The reason for this is relatively unknown, but many believe it is because of just how quickly they fell from grace. Very quickly an entire people had changed from the apple of the governments eye to the target of prejudice. With more and more Fallen beginning to cause riots and large scale destruction, the government increased research efforts on the Fallen. Within a matter of months another interesting fact about the Fallen was leaked to the public. This was news to not only the average human, but each person with abilities as well. They were all fundamentally different. Just as humans had evolved differently to adapt to their environment, so did the Fallen. The organ in their brain allowed for different forms of magic to be accessed depending on where that particular Fallen's lineage had come from. A Fallen from the eastern most part of Maora might be able to use Transmutation magic because the people in the past had evolved that way. This information brought even further depth to the relationships between Fallen. It acted as a way to separate the magic users and make them even suspect each other. Not only that, but it revealed an entirely new breed of magic users, Psychics. Throughout the ages as technology advanced, some magic users adapted and developed Psionics. These powers, mostly invisible abilities akin to telekinesis and telepathy, were more fit to be used openly in the modern world. As the years passed by, the Fallen continued to lose their place in society. It wasn't long until they were simply viewed as lesser beings and were used for the public's entertainment. They fought each other on entertainment programs and were even kept as servants for their convenient abilities. They stayed oppressed. Finally, another fuse was lit in the minds of the Fallen. Maora's king was assassinated on live television. A Fallen had simply appeared and killed him. Like a pebble thrown into a pond, the ripple effect began. Resistances popped up all over the continent and all had adopted the banner of the assassin that killed the king. They were no longer Fallen. It was their time to rise. It was the time for the Risen. This hero to the Fallen still remains both faceless and nameless. Only a single sentence was spoken by the murderer before the signal was cut, "Nothing is ever absolute." Now the war between the Fallen and the humans has risen to greater heights. Over the past 30 years the number of Fallen has been increasing exponentially. It is finally the time to strike back. The year is 1213 CE.
Magic, Enhancement & Combat
[Magic: An Apprentice's Guide] In this world there are six categories for magic and how to use it. Each of the Fallen has access to one of these six. The category you belong to is decided upon birth. Even though one might be from the same category as another, it doesn't necessarily mean they are the same. The organ in the brain, the visatus, is like a finger print. Because of this, every Fallen has their own ability threshold and specialties. Perhaps one Elementalist has a strength that lies in fire, while another is more specialized in the control of water. The possibilities for how these powers are used are endless. Elemental This magic form is the most common, but it doesn't make it the weakest. With the ability to reign over the basic elements of the world, it is perhaps the most flashy and, if used right, the most physically deadly. Some masters of the Elemental arts can summon up a fire storm that can possibly engulf an entire city. Because of it's versatility and flashy nature, Elementalists are normally the magic users who catch the most flak from others. The other types of magic users look down on Elementalists because the most common magic criminals use this type. Whether they really are the most violent magic users is up to debate by many. Because their magic happens to be the most flashy, it is very possible that they are simply the easiest to catch in the act. Elemental magic is directly associated with genetics. Specifically, what ones father and mother can do, the child can also do. A father who specializes in water and a mother who specializes in fire might cause the child to have a vast control over boiling water, heat, and possibly even mist. This, along with a basic ability in both water and fire, makes passing down this form of magic very important. This is evidenced by the three families that head the Elemenalist society. The Three Elemental Families There are multiple families that carry on Elemental magics, but these three are the most prominent. Either because they are big players in the rebellion movement or because they work for the government. Either way, these three are commonly known as the most powerful. The Eyre family, the only Elementalists who have direct control over plants, wood, and poison. The Kirsh family, the only Elementalists who have control over metal and are able to redirect the flow of some forms of energy. The Deaux family, the only Elementalists who have control over smoke, "breath", and "aether". Basic Elements Each basic element responds differently to another. Light and Darkness in particular have specific properties and are only used as an addition to another basic element. There have been cases of using darkness or light as a single element, but it is extremely rare. 1. Fire 2. Water 3. Wind 4. Earth 5. Lightning 6. Darkness 7. Light Psionics Psionics is the new power on the block. It is the modern magic that evolved as technology advanced. It is theorized that it began as an "Undefined" magic until it finally grew enough to become it's own category. This is the reason why any magic users in the "Undefined" category are considered particularly dangerous by the government. As the second most common magic in the current world, it is also the one most closely related to technology and being hidden. Most abilities from this category are, indeed, invisible. Unable to be tracked without special equipment. This upside is great, but it isn't without weaknesses. Psionics is a magic based in the imagination. The most powerful psychics have a vivid imagination and the knowledge to back it up. The possibilities are almost endless, but the strain on the visatus is also great. It isn't uncommon for psychics who use their powers past their limits to lose them all together. The visatus will overwork itself and shut down. Then again, the limits of this power aren't truly known. Every other magic has it's limits, but this power is limited only by the imagination of the user. As long as they don't pass their threshold by using it too much, the impossible quickly becomes possible. The Seraphs The Seraphs are a group of police that work for the government. Each Seraph is given special privileges and makes a very high salary in return for working against the rebellion. They are specialized in hunting and exterminating other magic users. Every Seraph is a Psionic and is given the most state of the art equipment. Basic Psi Psi is the energy it takes for a psychic to use magic. Theoretically it is the energy that every magic user needs to perform magic, but only psychics can access enough of it to fry their own visatus. Research on the subject continues to be made and rumors that special equipment has given some psychics enough to Psi to not worry about their limit. Overuse Stages When a psychic begins to go over their limit, it comes in stages. Ignoring these stages will fry out their visatus. 1. First Stage - Blood Shot Eyes 2. Second Stage - Nose Bleed 3. Third Stage - Ears Bleed 4. Fourth Stage - Coughing Blood 5. Fifth Stage - Temporary Paralysis 6. Sixth Stage - Visatus Shuts Down Permanently Creation Creation is the third most common magic type and is thought to be closely related to Transmutation. This type of magic has to do with creating things from nothing. It is the true "casting" magic. Spells take time to perform as well as a large amount of knowledge and imagination. Theorized to be the bridge between Transmutation and Psionics. The spells take time, but because of this they are also able to do amazing things. The claim to fame for creators are their ability to "summon" creatures. Summoning isn't actually the act of taking something from another area. The user actually creates a completely new being. A user with enough knowledge can even create a pair of creatures able to reproduce. This magic is the only magic to truly have no large downside. Monsters can be created at a moment's notice without anyone knowing who did it and it doesn't put strain on the mind. The only real problem it has is knowledge. A creator is always at risk. If an enemy knows beforehand about the creator's existence, they have no way to fight back. Spells for a creator do take time. Confidence and focus can't ever leave a creator's mind. This type of magic is the most common to produce "duds". "Duds" are simply people with a visatus that don't have the ability to use it. It may be the third most common, but in reality there aren't many successful creators. Summoning Summoning was partially explained, but it wasn't gone into detail. It is perhaps the most useful ability simply because of its utility. A key to a locked room, armor to deflect attacks, a gun to lay down cover fire, and of course a creature to act as a guardian or attack dog. Although summoning has it's uses, it does have some limits. Mostly on the time restraints and danger. Some summoners become too cocky and hastily create a being or armor. This can end is disaster for a number of reasons. Without proper focus, the creator risks making a non-living statue rather than a guardian, or even worse, something that doesn't see the creator as an ally. Some creators even have summoned armor that appeared on the inside. Having large shards of metal slowly form in ones own body is a horrific way to go. Reality Remember, creatures or items you create stay in the world. Letting loose a beast into a battle means it will stay in the world whether it loses or wins. Winning a battle might force you to walk around with a creature the size of a building. Creators are almost always the ones who cause the most collateral damage in battles. This is because they have long ago realized that keeping the beasts they summon around only leads to problems. After the big fight letting it run free to wreck havoc on its own normally ends up in the creators personal interest. Transmutation Transmutation is a very unique form of magic. It involves the manipulation of already existing materials and can effect organic material rather easily. It can change a block of stone into a fully loaded gun or a helicopter in a matter of seconds. This too is a magic that requires knowledge. A very common phrase among magic users is, "Nothing can holds a mutie." This plays to the fact that no prison can hold one when they can turn the metal into sand. Of course, there is one material that they cannot change. This material is a very, very rare metal. It is supposedly mined on another planet. This material is strong, but still a "mutie", as some call them, can still escape. The strength of a Transmutation user is their ability to change organic material. This makes it a simple matter of the magic user to change their arm into something strong enough to break through that material. Hence, nothing can hold a mutie. All the stories of vampires, werewolves, and creatures of the night? You guessed it. They were magic users who used Transmutation to change themselves. Organic Mutation Transmutation is a powerful ability. The only downside is the need to be physically touching it's target. Skin contact needs to be made with the item they are about to change. It is very common for skilled muties to walk barefoot. This doubles as practice because they use magic to make sure everything they step on that is uncomfortable becomes something else upon contact. Organic Mutation is a deadly ability because Transmutation users can change not only themselves, but others as well. Physical contact is all it takes. Quickly they can rewire the brain or even turn a heart to jelly in a matter of seconds. This does require skin to skin contact, however. Mutants Mutants are a group of magic users who alter their own physical appearances permanently to match their tastes. They are normally kept out of even normal magic user society. It isn't because other magic users hate them, but when that one guy with a dildo for an arm walks down the street, it makes things incredibly awkward. Fuck that guy, ruining it for all of us. Dammit, Steve. Necromancy The Dark arts, Black Magic, Necromancy. Whatever you call this form of magic, it doesn't have a nice ring to it. The so-called "evil" category. It doesn't help that the man who started all this violence between humans and magic users was a necromancer. Even other magic users don't like dealing with these shady fellows. It is the rarest legitimate category, "Undefined" being the most rare. Necromancy is indeed terrifying. Like Transmutation, Necromancy deals with the manipulation of organic tissue and bone. It's lesser cousin has nothing on Necromancy though. Necromancers can easily resist any organic transmutation effects put upon them by a mutie, and even turn it back on them. They don't deal with petty "changing" of existing objects. They will simply rip their enemy in half. The greatest part about necromancy is that it doesn't require physical contact. One second someone will be perfectly fine and the next will have them on the ground with their rib cage broken open from the inside. The only thing that truly stops Necromancers from killing everyone around them is their own rules. These "rules" were imposed upon Necromancers forever. Since before any of the modern Necromancers can remember, they have not been able to just go on simple killing sprees. The theory goes that the original Necromancer had purposely "cursed" himself. At the time, of course, it was truly to be believed as a curse. In reality he had used his flesh controlling powers to alter his own visatus. Layer upon layer was overwritten until even the slightest manipulation of the visatus would fry it completely. This "curse", as it goes, does not let a Necromancer use his abilities on anyone other than those attempting to harm himself. If this code is broken the visatus goes into overdrive. It becomes uncontrollable and in a matter of minutes the Necromancer will be met with the eternal sleep. Immortality It is very possible for a Necromancer to stay immortal. This is just a simple matter of manipulating one's own body on a regular basis. Age can stop effecting them and they can be frozen in time. The Quest for a Cure A cure to the Necromancer's "curse" has been sought after for ages. Every single Necromancer who ever came close was killed. Eventually it became known among all the Necromancers that the original one was still around. Lurking, keeping their own rules in place. Almost as if they were their own police force of the magic community. Raising The Dead Raising the dead is considered taboo among Necromancers. It almost always ends poorly. Bringing the dead back to life as they were when they were alive is impossible. They can reform as a lifeless husk, but nothing more can be done. Supposedly when a Transmutation magic user tinkers with an undead, they can bring the original person back. The reasons for this are unknown, but it's assumed to be part of the "curse". Undefined This category isn't really a category at all. It is simply a place where all the magic users that don't fit in a specific category belong. The visatus is a very unique organ and can change rapidly. Some mutations cause different abilities to form that have nothing to do with the other categories. These magic users are so incredibly rare that they theorize only one hundred may exist in the world. It is a rough estimate with no basis as only one Undefined category has been found before. [Enhancement: Mentor's Guide] Among humans there are some who are inherently better. This is a law that is true for every species. Natural selection. In this day and age, however, some are purposely made that way. Through the usage of technology some humans have gone past the limits set up by their race. Nanobots and special equipment have turned these humans into what we called, the Enhanced. At first it was a government projects, but now the Enhanced have enough power to thrive on their own. They act as mercenaries or even just people who follow their own code. As the only real humans capable of fighting toe to toe with Magic-Users, they are quite the special resource. To keep Enhanced strong they work in a very particular system. One experienced Enhanced Human will train a young one from birth. They will act as their mentor, father, mother and friend. This continues until the young Enhanced is able to fight on their own. Soldier The most common of the Enhanced because of it's sheer versatility. Nanobots have strengthened the Soldier to be strong in every category. The jack of all trades class of Enhanced that can be a formidable foe to almost any other Enhanced. Enough melee capabilities to fight toe to toe with a Warrior at close range, and give a General a run for their money at a distance. The reason for this is the specific zones that the nanobot have strengthened. Specializations The Soldier's specialties make them a formidable foe. No matter the situation, they are always ready to do battle. Warrior Since melee weapons became the new main weapons of the future, Warriors have quickly become the second most popular of the enhanced and are rising to first. These melee combatants have the means to overwhelm and cut down almost any opponent in close quarters. They favor survival and charging headfirst over everything else. In a melee battle they can take as much damage as you can dish out and while you strike so will they. The true berserker of the modern world. Specializations The Warrior is always ready to engage in close combat. Any opponent, no matter magic or otherwise, should tremble before them. General Snipers, Archers, Explosives, and other far ranged weapons belong in the territory of Generals. These specialized warriors managed to stay in modern combat by using bows and explosives. Their main role is to finish enemies from afar with their unmatched sniping skill, but because of the P.S.U they had to adapt to the change in fighting styles. Very often they are considered the "Reapers" of the battlefield. Once your shield breaks down, so does you skull and everything it contains. Specializations The General is the controller of the battlefield. They hit from afar and control where everyone is. You don't wanna be in their scopes. Support The utility master for the humans. No one can quite compare to this walking sonar system. Nothing escapes the gaze of the support. It is very common for them to form deadly batteries with Generals as the two complement each other well. Med-kits and weapons for crowd control are almost always in the hands of the support. They are there to show everyone the position of the enemies as well as take care of security systems with superior hacking ability. Specializations The Support is the scout, medic, and sometimes even heavy weapons expert all in one. Keeping their allies safe and their enemies dead is their forte. Outrider The Outrider is the quick, annoying, and quite terrifying one of the categories. They can get in the face of the enemy almost instantly, and escape just as quickly. You can never know where someone will strike when they can jump between buildings with ease. An Outrider is the assassin of the Enhanced. Only mobile specialized Magic-Users can even keep up with their speed. It isn't an exaggeration to say they can outrace a cheetah with ease. Specializations The Outrider is the member of the unit who chases down and kills enemies that escape. It is also the one who focuses on taking out shields for it's allies. Unique The Enhanced that are considered "Unique" are just that. The nanobots in their body have been specialized to specific areas that the other Enhanced do not have. Each of the three specialized nanobots that the Unique receive are given to experiment on the different combinations. Every category of Enhanced started as a Unique or evolved because of a Unique's contribution. Specializations The Unique is a blank slate to be painted by the player. [Combat: Your First Kill] Combat in the Modern Era has evolved quite a bit. In fact, one could even say it devolved. Around 600 CE, personal shielding was developed. As a way to protect soldiers from bullets, it worked better than expected. Using advanced technology and condensed plasma shielding, they had finally created a shield that the everyday soldier could carry. This defense mechanism had worked so well that soldiers began switching back to melee combat weapons such as swords, staves, and even fists. The shield works by deflecting objects of a specific velocity. Guns and bullets had become all but useless. As technology advanced further, the shields had become even strong enough to deflect sniper rounds. This is, and will continue to be, the most important aspect of combat. Disabling an opponents shield is equivalent to death. In a fight between a sword and a gun, the gun will still reign supreme. Once the shield is gone, anyone looking to end the fight with the pull of a trigger is welcome to finish it. In this war Magic users have the advantage by making each of their individual soldiers be elite, but the overpowering amount of humans makes every fight incredibly even. Taking out just one magic user is a large chunk of fighting potential lost for the rebels. Shielding The personal shielding units are an important part of any battle. Most fights will involve one person trying to power down an enemy's shield. This is why magic users have such an overwhelming advantage. They have multiple ways to short circuit or bypass shields. Shields come in a variety of forms. Each personalized shielding unit or P.S.U for short is designed for the user. The size of the shielding unit varies depending on where there are placed. The most common form of P.S.U is a small watch-like device around one's wrist, but plenty of people have theirs in different areas. For example, one soldier might prefer his device as an anklet because he is up to date on all the latest fashion trends while another keeps his P.S.U around his neck because he is, like, so last year. Their original purpose is still the deflection of guns and fast moving projectiles, but since about 50 years ago anti-Magic shields have been popping up all over the world. These shields are used by specialists and are incredibly rare. The problem with these shields is their specialization. Because of the vast difference between each category of magic, each shield normally only takes care of one or two at a time. One shield might be specialized against Psionics and Necromancy because their abilities allow them to attack without being seen. These kinds of shields are based around the distortion of energy being directed by the opponent's mind. Each shield varies depending on upkeep and specialization. Types of Specialization These are the overall types of specialized shields. 1. Anti-Psionics - Distorts the brains wave directed at the shield-user as to stop any invisible attempts of assault. Since Psionics abilities are considered one large attack on the mind or with their brain waves at once, it is designed to take a heavy beating. 2. Anti-Necromancy - A condensed shield with multiple layers that distort brain waves. Necromancy's specialty lies within sending wave, after wave to attack the opponents flesh. Multiple layered shields help reduce the power until it is stripped completely. 3. Anti-Creation - This shield brings anti-physical combat to it's utmost. This shield can take a beating. It is strengthened as much as possible against physical attacks that would come from the beasts a creator summons. 4. Anti-Elemental - The P.S.U itself is made more resistant. Elementalists are the strongest in modern combat because of their ability to bypass the plasma shield with natural occurring elements. The shield itself is the same, but made resistant to the elements. 5. Anti-Transmutation - Since muties are so physically and close combat based, the shield hugs the body and makes direct contact with the skin much, much harder. As long as a mutie can't touch you physically, it can't actually perform their magic on you directly. Since "Undefined" abilities don't match any of these, it is quite possible that shields won't work on them at all. The rarity of the Undefined category makes it not much of a problem regardless. Weaponry Because of the changes in defensive capabilities, the offensive weapons changed too. Now it is more common for soldiers to carry claymores than M16s. These weapons are important though. Like the shields, they too advanced. Because the plasma shields would block plasma weapons, they turned back to physical materials. These materials were still augmented with different effects as well. Some weapons would sear wounds as they cut and others would send shocks of electricity through the body. Augmentations were effective, but the most powerful augmentation was still, and forever will be, the gunblade. Now someone could get close to an enemy and fight on par, while at the same time having a reliable finisher method. The basis of combat changed heavily and modern tactics have a special finesse to it. On the battlefield there are multiple roles that have to be filled. Specifically there are three main ways to win on a battlefield. First, there are the soldiers who run into the fight with close combat weapons or weapons unaffected by the plasma shield. These are the swordmasters, axe-wielders, and archers. Next, there are those who aim to break, diffuse, and sabotage the enemy's shields. These are the tide turners of the battlefield. Each shield taken down makes that particular soldier a sitting duck. Finally, there are the few men with long range guns. They are there to finish off the enemies who lost their shields. Of course, this is warfare strategy. Battles on a vast magnitude and plenty of men on both sides. Modifications Adding effects to weapons is a very popular and effective method to win a battle. Modifications aren't done just to the weapons though. A human's body is a canvas to be modified as well. Nanobots, a thing that has existed for over a century have found a new meaning on the battlefield. The government released combat nanobots to their own forces only recently. These microscopic robots flow through a soldiers blood stream and all as a super soldier serum. Eventually they make their way throughout the entire body and start interfacing with certain cells. They become even more effective if the person has extensive cybernetic surgery performed as well. Some soldiers have invested in a surgery that attaches a machine to the back of the spine and shoulders. This machine strengthens the core of the human body and makes it possible to lift impossibly heavy objects as well as leap great distances. These two in combination create the perfect super soldier. To make things better, magic-users can't get either. The nanobots were programmed to search through the bloodstream. If a visatus is discovered, they begin attacking the owner's cells. The other enhancement is only given out by the government. It truly is an era of technology against magic.
Things To Know
[Factions: The Building Blocks Of Society]
Character Sheet
[Magic-User: Welcome To Cuin]
Name: (Your legal, full name. Include nicknames if you have any.)
Age: (How old are you?)
Gender: (Male or Female?)
Height: (How tall are you?)
Weight: (Do you have to lay off the Twinkies?)
Appearance: (What do you look like? Picture not necessary, but will require a decent amount of writing if you don't have one.)
Personality: (How does your character act? Happy and carefree, or serious and really, really, really fucking like Batman?)
Theme Song: (Give me a song to help me to know your character. I listen to this as I read the CS.)
Interests: (What does your character like? What do they hate? Perhaps it involves Batman?)
Category: (This is the type of Magic-User you are. Elemental, Necromancy, Psionics, Creation, Transmutation, Undefined?)
Specialty: (What particular area do you specialize in with your Category? Remember, everyone is different. Fire, Healing Wounds, Telepathy, Summoning, Augmenting your own body, or ______? Just some examples of each one. What super, special, awesome powers do you have?)
Affiliation: (Starts with nothing unless you specifically ask. I will read your History and assign you one if it fits. If you're a rebel I'll put you in that affiliation.)
History: (Tell me, who are you?)
Weaponry: (Give me what kind of weapon or weapons you have/use. Magic-Users do not have super, special awesome weapons to start with. This means no augmentations on them to start. Weapon limit is 2.)
Equipment: (Magic-Users start with a V1 Ruth P.S.U. Any other utility equipment is put here. Some may or may not be shut down by me. AKA you can't have a sidekick named Robin in this slot. He goes in items because he isn't Batman.)
Impact: (Everyone starts with 0. I will award points on creation if it really impresses me.)
[Enhanced (Human): Become My Spear And Shield]
Name: (Your legal, full name. Include nicknames if you have any.)
Age: (How old are you?)
Gender: (Male or Female?)
Height: (How tall are you?)
Weight: (Do you have to lay off the Twinkies?)
Appearance: (What do you look like? Picture not necessary, but will require a decent amount of writing if you don't have one.)
Personality: (How does your character act? Happy and carefree, or serious and really, really, really fucking like Batman?)
Theme Song: (Give me a song to help me to know your character. I listen to this as I read the CS.)
Interests: (What does your character like? What do they hate? Perhaps it involves Batman?)
Category: (As an Enhanced you can be a Soldier, Warrior, General, Support, Outrider, or Unique. )
Specialty: (What weapons are you the most skilled with and what specialty does you enhancement give you? Perhaps "Sniper - Regeneration" fits you?)
Affiliation: (Starts with nothing unless you specifically ask. I will read your History and assign you one if it fits. If you're a soldier for the government I'll put you in that affiliation.)
History: (Tell me, who are you?)
Weaponry: (Give me what kind of weapon you have/use. Enahnced start with a super, special, awesome weapon. You can have one augment on one weapon. Weapon limit is 3.)
Equipment: (Enhanced start with a V2 Ruth P.S.U. This means you can choose one type of specialization for your P.S.U to have. Ask me if you want something more specific. Any other utility equipment is put here. Some may or may not be shut down by me. AKA you can't have a sidekick named Robin in this slot. He goes in items because he isn't Batman.)
Impact: (Everyone starts with 0. I will award points on creation if it really impresses me.)
1. I AM LOOKING TO HAVE A CO-GM. THIS PERSON WILL NOT BE PERMITTED TO JOIN AND WILL BE EXPECTED TO BOUNCE IDEAS OFF ME AND VICE VERSA. MAY UPDATE WITH MY PERMISSION, BUT NOT REQUIRED.
2. ONLY 7 PEOPLE WILL BE ACCEPTED. (THIS NUMBER MAY OR MAY NOT CHANGE OVER TIME)
Edited by Kirisaki, 16 March 2014 - 01:04 PM.