Modern Magic
Adding a twist of magic, adventure, and action to a modern life.
Blessed with a unique ability, 5 players will have to venture off into the modern world, as a team. Defending society and themselves from monsters, warlocks, and the law. Using a 12-sided die, actions that require basic functionality do not require a roll. However, any action that requires an excessive amount of time, work, or power requires a roll. Obviously, any rolls due to battle will require a roll (Dodge, Damage, Fatality). The twist? You must conceal yourselves from the modern world. Any exposure of who you really are, may jeopardize your lives. This means that whenever you decide to battle, cast magic, unsheathe your sword, or instantaneously release a multitude of arrows in public, or anything that reveals who you are, you'd better think twice. Whenever any of the aforementioned actions are done in public, the player(s) will have to roll for Exposure. Exposure is a 100-sided die by day, and 250-sided die by night. If you receive a 1 on Exposure, well, you'll have to see what happens.
Be advised, these 5 players are more than just a team, however. Their powers are linked to one another in a unique way. If any two players or more decided to attack one another, these attacks will sever their bonds and weaken their power greatly. In addition, any death of a player will result in a much greater weakening of power.
Trying out something new to the world of RTDs (hopefully, it's new).
Players will choose a class to their desire (see: Classes), complete the format given, and await for my response. This is under an "I choose" policy rather than a "First come, first serve" policy. Sorry, you'll just have to add time to your format.
ClassesModern Magic Classes Stat Sheet• Witch: A magecraft blessed by bloodline. Witches cast spells, use amulets, and craft potions. Their bodies are their weapons; a good trait as they don't have to worry about concealment of weapons. The downside is that their life is tied to their magic and vice versa. Any damage done to their internal mana reserve will have a harmful effect on their body. The upside is that they don't have a limited amount of mana, rendering them free to the craft.
• Sorcerer: A more offensive craft. Starting off with a staff, sorcerer's can tap into their staves mana reserve and cast spells to attack their enemies. Their mana reserve is based off of their staff. No staff, no power. With a limited amount of mana with each staff, Sorcerer's need to limit themselves in battle. However, when their mana is high and so is their wit, they're unstoppable.
• Seraph: A support-based craft. Their job is provide support when their allies are in danger. No offensive capability. However, they can ultimately heal most injuries. Using no weapons, their hands are their tools. Similar to the Witch class, Seraph's mana reserve is based on their injuries. Any damage to themselves will weaken their powers.
• Huntsman: A ranged attacker. Starting off with a longbow and a limited supply of arrows, the Huntsman are more keen in battle. With enhanced senses, they're able to detect enemies from a longer distance, and attack from a long distance. However, it'll be hard to tell the police why you're running down the street, with a longbow, screaming "DEMON!!!!".
• Dual-Bowsman: Another branch of the Archer bloodline. These bowsman are able to use two bowguns as their weapons. Their supply of arrows are also limited. Unlike the Huntsman, Dual-Bowsman can only attack within the battlefield.
• Bladesman: A unique class. Bladesman attack in the shadows, where they're hidden. A very offensive class; however, their defense is much lower. Using the art of daggers, poison and stealth, bladesman can attack in quick succession.
• Templars: The frontline of battle. Templars wield big swords and big shields and are equipped with heavy armor. Their offense and defensive stats are high, but they are more vulnerable to exposure. How would you go about explaining to the judge about your big sword and big shield when crossing the street into an alley to fight a dangerous monster?
• Berserker: An assassin-type frontliner. The Berserker class can attack similar to the Bladesman, in quick succession. Only using one arm in battle, their attacks are swift and dangerous. However, one false move and you're vulnerable to any attacks. They wield thin longswords that pack a quick punch.
• Slayer: A member of the two-handed weapons class. They wield a sword thats size compares to no other. Hard to dodge, but hard to carry. The Slayer class is probably the slowest, but can deal the most physical damage. Of course, with such a huge sword, it's pretty hard to explain yourself to a frail old lady when she sees you running up the stairs to chase down evil.
Format• Character Name:
• Gender:
• Age:
• Class:
• Description (include strengths, weaknesses, fears, etc.):
• Discord Name (if applicable):
Roster>empty
Modern Magic Compendium
Here's a bit of a backstory to aid you with a description of your character. (Nothing to glamorize over, it's a bit weak in details as I wrote this at 4AM.)
"Prior to the 5 players becoming whichever classed they picked, some were scattered across the world. Two of the five players were living together in a manor in a country (no name). The manor, passed down by generation to generation, is still unexplored to them. Up until the day the attic door opened. The two players crept up, went inside, unbeknownst to what the attic holds. Within, they notice a book, an old one at that. On the cover of the book, was a symbol that represented a triquetra but with a bit more design. They open the book, and begin to read off pages. The first page of the book had an incantation written on it. As the two finish the incantation, a blast of energy wipes them out. The rest of the group is then knocked out and warped to the manor. While they are knocked out, beings that exist out of time and space begin to supply the knowledge they'll need to understand their objective and what/who they are. Once they wake up, introductions occur. This RTD takes place a few weeks after."
A quote I sent to a member of the forums; just thought I'd add it here. Just to add on/clear things up:
- Yes, you will ALL be living with each other.
- Yes, you will be living the lives of normal citizens. This includes getting a job, paying bills, watering your garden, etc.