This is essentially a story-telling exercise that you guys can take part in - it's an idea that's been bugging me for a while.
TURNS:
Every turn, I shall describe the background setting, and any important events that have happened since the last turn; though you will only be privy to events your characters would know about. Turns cover however much time is necessary to advance the action; they will cover more time when less is happening, and vice versa.
ACTIONS:
Each turn you can say what you plan to do. It doesn't have to be just one thing, but it must be something doable in the time-frame available, otherwise I'll flat-out refuse or you will have partial success. The character templates should clearly outline what you can and can't do; there is magic, but it abides by some clearly outlined rules, and, unless the template says otherwise, you can generally perform as well as an average or slightly above average person in that field.
SUCCESS:
Success will be based on several factors. In a normal environment, you can expect to be relatively successful most of the time. If there is a test of skills, generally it will be more about using your brain to figure out a solution, and working within your constraints, with success determined by how appropriate your action is, how well it suits your character and how cool/awesome/funny it is.
COMBAT:
Same goes for combat - it will be mainly about predicting your enemy's actions and counteracting them yourself, with the favour going to the most ingenious, most tactical, or most cool (though still serious) action. Feel free to attack everyone and anyone you meet, but you will die. Everyone is just as powerful as you in the beginning, if not moreso.
CHARACTERS:
CASTES:
First off, you'll need to pick a caste. There are several different castes, which the people of this world are born into. Those permitted are as follows:
Arcanists: Specialists by nature, they have an innate understanding of the nature of magic - but only part of it. Hence; they are always particularly good at one area of magic, though they may use others at a pinch. For example, it may be a fire manipulating Arcanist, or one who has mastered the art of enhancing his physical skills with magic. The only catch - stronger magics have an obvious cost that must be paid, and even lesser magics can be taxing over a long period of time. This can be offset with the use of historic artifacts, which Arcanists have a particular affinity for.
Empaths: Generally more of a supporting Caste; they have an innate insight into the minds of others. With a bit of effort, they can extract almost anything from another's mind, and so are almost impossible to fool. The only exceptions are other Empaths, who can block the efforts of their kin. In addition, with extreme effort they can control another's body, or, with slightly less effort, induce hallucinations, terror, rage and the like. Finally, they can enhance the magics of others if so permitted. Unfortunately, they tend towards madness with overuse of their abilities.
Warpers: Living holes in reality, the most unstable of all the Castes. They can alter space, time, and the physical properties of almost anything at their whim, though this requires great concentration. As a result, they live solitary and academic lives, as even the smallest lapse in concentration can lead to their instant destruction, or massive chaos in their surroundings.
Therianthropes: This Caste has the ability to alter the physical forms of themselves and any other creature they touch, though there are harsh consequences should they shape a sentient being. They can heal almost any wound, and are the second best fighters, beaten only by the Ferals. They do have difficulty shaping things they are not familiar with, and so are always searching for more flora and fauna to study. Unfortunately, the shaping process is extremely painful, and can kill if the person is too weak to survive it. In addition, large amounts of energy are required, which is generally drained from the Therianthrope or from organics in their surroundings.
Warlocks: Often ostracised by the rest of the community, and for a good reason. They have control over shadows, and all things dark, with a particularly perverse influence on the extremes of human emotion. They can summon minions to do their will from any nearby shadow, though it comes with a cost - blood usually suffices. The darker the surroundings, the stronger the Warlock and their minions. However, they have limits. Should they try something beyond their limits, they will lose control, and are often killed by their own creations.
Ferals: Another distrusted race, these seem like perfectly normal humans at first. However, they can change form at will, into a lizard-like beast, extremely well armoured, fast and agile, fast healing, and with several defense mechanisms, including acidic saliva. Perhaps most powerful of their abilities is their intensely fast acclimatisation - should they survive any threat, they shall be better protected from it for their next encounter (though there is a limit). This means that every Feral has a unique set of mutations suiting their environment, such as extreme agility, camouflage, or extremely tough armour. However, as well as a second body, there is a second mind. The Feral mind is entirely bloodlust and hunger, and must be kept in check at all times, lest the Feral go on a murderous rampage. Part of this is sating its thirst for blood, which is used as a reagent in its somewhat unpredictable magics.
CREATION:
For your character, please submit a name, age, rough appearance, Caste, and, most importantly, a brief bio or description. You may choose one weapon and some armour, and anything else appropriate to the description, though I will moderate it if I feel it is over the top. Keep in mind that the setting forbids metallic weapons or armour, though organic weapons and armour such as bone are perfectly admissable, and there is no real penalty, just flavour. Your motives are your own, though it would be nice if you worked together to some degree.
SETTING:
Around 200 years ago, a catastrophic change swept the lands. Humans spontaneously began to exhibit abilities that could only be described as magic. However, at the time, they had no understanding and no control over their abilities. There was mass anarchy, and chaos, and bloodshed. Now, there is little remnants of the past. Even the land itself has changed, not to mention the creatures that inhabit it. Only legends remain of the Information Age. Now is the Age of Change.
This week is Sanctuary Week, a week long festival commemorating the founding of the great city of Sanctuary, a bastion of Order and survivor of two great wars. Every day, there is a main event, as well as several other opportunities to make a quick buck. Thieves, academics, fighters and adventurers all rub shoulders together this week. Which one are you?
Today dawns bright and clear. It is the day of entertainment, usually dominated by the Empaths, though other races may contend. What do you intend to do with the day?
That took ages to write up. Feel free to ask any questions you want, or point out any obvious mistakes I have made. Character creation is open!
CHARACTER LIST:
Acanthus 117: TBC
Strife26: The Trapped One, Warper
Fortis: Joseph Thorne, Empath
Ultimuh: Theodore Cairne, Feral
Archangel(?): TBC