The Gypsy Queen
04-03-2010, 06:10 AM
Rated for nudity, sexual content, drug use/reference, crime, violence, and gore.
Dear ______,
It is my most sincere hope that this letter finds you in good health.
I have begun a most curious business venture. This venture is not for any sort of monetary gain on my part, although I do hope that you might gain from it greatly. No, my friend, this venture grows from my desire to see a dream of my youth blossom into a reality.
It has come to my attention that you possess certain skills that I may find of great use to this dream of mine. You have been referenced to me with the most high recommendations. Therefore, I would like greatly to meet with you and discuss the possibility of your future employment. If you would please come to the Adderson Building at three o’clock this afternoon, I would be most thankful.
I thank you for your time.
Sincerely,
Bartholomew Adderson
In early fall of 1783, the American rebels signed an unconditional surrender to Great Britain. Since that time, the major European powers have treated any sign of rebellion in their respective territories with efficient and brutal response. For their loyalty, citizens of these territories were, after a time, treated as equal citizens. The world since operated under the rule of four major superpowers – Great Britain, controlling the whole east coast as far west as Alabama and Pennsylvania, France, controlling Florida, the Gulf Coast including the lower half of Mississippi and Louisiana and up through the Midwest of North America, the Spanish, controlling all of Latin America and from Arizona to California and up to Vancouver, and the Portuguese, controlling the vast majority of South America. In spite of a few minor skirmishes and wars between these and other nations, the world was relatively peaceful.
In 1914 the First World War broke out across Europe and the Americas as a result of Germany’s desire to gain territory to compete with the other major European nations. The war was quickly ended in 1916, as Germany did not have access to enough resources to compete with its primary enemies, Britain and France.
In the following decades, however, Germany entered into a number of trade and political agreements with other small nations in Europe, including Italy and Russia, who in spite of numbers, had become dwarfed in resources and territory by the major superpowers. They also managed to gain the support of Japan, whose aggressive expansionist policies were giving it drastically increasing sway on the world stage. These nations managed to bully and subvert other nations, finally invading Poland and sparking World War II. However, with allies at its back, Germany was able to overwhelm Alliance forces, seizing native France and Spain and turning their forces on Great Britain.
As the war appeared dark for Britain, the fickle hand of fate intervened. In a secret lab deep in Germany, a young scientist was experimenting with a new biological weapon, the likes of which had never been seen before. By survivors’ accounts, the weapon was a virus, somehow mutated from the disease of leprosy, well before such technology was possible. However, a lab accident released the virus and infected all near. The virus caused immediate deterioration of the flesh, disfigurement, agonizing pain, extreme paranoia and resulting aggression, and the sensation of starvation. It spread faster than could have ever been imagined throughout Germany and across her borders.
The whole of Europe was devastated.
There was no way to stop the virus, and no vaccine could be found. It spread faster than any wild fire. Royalty from every country was evacuated, but there was not enough time to save the vast majority of the population. In a matter of weeks, millions were dead, and all the major cities of Europe, treasures of culture and art like London, Paris, Rome, Venice, and Berlin, became ghost towns, wandered only my the disfigured, shambling infected, who could live for years in agony and madness, cannibalizing each other.
The countries of India and Russia were on the forefront of defense against the spreading infection, dubbed the Phage. They employed a crude but surprisingly effective method to stop the infected from moving further East; they built a very big wall and put a lot of people with guns on it. The Wall has served since its conception to stop the eastward spread of the Phage.
The loss of Europe meant many things to the post-infection world. Many great works of art and literature had been lost, some probably forever. The new world was now centered around the territories, all of which had suddenly become the primary states for their ruling nations.
Entering into the 21st century is a new world, totally different from the one that preceded it. Russia and India have been reduced to half of their landmass by the Wall. The two countries have forged a surprisingly strong alliance, and citizens of both move freely across their boundaries. Southern Asia is suffering from immense overcrowding as displaced populations from Europe and Middle East struggle to rebuild their lives in new homes, countries, and cultures. The results have varied from location to location, but many of the inland Asian countries have experienced violence as cultural tensions rise.
China has been the least affected by the Phage. The Communist government has been remarkably successful (as communism often is in the face of adversity) and through strict border control, the Chinese enjoy a very stable and comfortable lifestyle for the most part. China is completely insular, meeting all of their own food and fuel needs through a variety of ingenious methods. No goods come into their country, but they support their people by selling their surplus to other, struggling nations.
Japan has become completely isolationist. They have also adopted China’s insular policy, striving to meet their population’s needs completely within their own boundaries. They make no agreements or alliances with other countries, nor do they trade. It is very rare to see a Japanese person anywhere in the world aside from Japan, and even rarer to be allowed to enter the island nation. However, what Japanese do live outside their country have very strong ties to their native land.
The Americas have become the home of bulk of the displaced European population, the vast majority being displaced nobles and upper class citizens, most of whom lost everything in the Phage’s outbreak. It has become a running joke that everyone has a title but no one has the cash to back it up. In the near sixty years after the outbreak of the Phage, many of these displaced businessmen and nobles have turned their attentions to crime in order to survive, and too many of them thrived. Regardless of which country, the Americas have become a haven for drugs, prostitution, extortion, and weapons trade.
Our setting is New Orleans, in New France. (Note: Katrina did happen in this timeline). The Big Easy is in the midst of a big revitalization after being nearly destroyed. It is, of course, a center for crime and vice, ruled by several constantly warring factions. At present, these factions are at an uneasy truce, and create a strange system of checks and balances between each other.
Government: New France is ruled by a constitutional monarchy, and like all European superpowers, is well known to be corrupt. At the local level, the new Mayor of New Orleans has sworn a crime clean up and none of the usual suspects have her on their payroll. She has brought in a new administration that doesn’t take bribes and is pushing for a partner of hers to be elected Minister of Louisiana. She is also pushing for Louisiana to follow California’s lead and sue New France for Independence.
The New Orleans law enforcement is little more than another crime ring, well known for practicing extortion and trafficking arms and drugs. They are not often considered major power players in New Orleans due to their lack of organization. However, the presence of the new and reportedly legal Mayor has resulted in a number of terminations and investigations.
The Moretti’s: The Moretti’s are a Mafia style crime family, headed by their patriarch Amadeo Moretti. In Amadeo’s lifetime the Moretti’s have gone from being a small street thug gang to the biggest contender in New Orleans, largely due to his father’s ruthless competition and business savvy. Amadeo is just as, if not more, talented as his father was. He shares command of the family’s considerable sway with his two brothers, Johnny (who functions as a sort of general), and the youngest sibling by a large stretch, Cesare (who attends the more dark business transactions). One of the family’s greatest strengths is their lack of elitism – anyone can join the family, as long as they prove their loyalty. They are known for treating their people very well, and as such, enjoy the biggest numbers in their ranks and command some of the best and brightest people. They also have the widest racial variance in their ranks.
The Guerrero’s: Easily the most unstable of the crime rings, the Guerrero’s have gone through seven leaders in five years. This apparent instability has lead to their being sorely underestimated. In spite of this nearly constant power vacuum, other crime groups have noted a disconcerting lack of confusion in the Guerrero’s forces. The Guerrero’s boast an efficient and precise machine of crime, and control the vast majority of New Orleans’ brothels, and they continue to expand their influence exponentially. It is clear that there is more to this group than meets the eye. The current leader Jesus Salazar, a handsome man of 24, surprisingly young for the power he commands.
The Silks: Operating under a collective name, this group is actually the confederation of a number of small Asian groups who, pressured by infighting and competition from larger and better organized groups like the Moretti’s and the Guerrero’s, banded together to become a force to be reckoned with. They have the smallest numbers, due largely to intense elitism within their operation, but have the arms market utterly cornered. Unique among the other crime organizations, they are headed by a council rather than one or a few entities, and the identity of these councilors is the most closely guarded secret in the crime underworld.
The Underworld: The name for the community of races other than humans. This secretive group is capable of recognizing each other, as their glamours only work on non-magical humans. The many cultures and societies accompanying the variety of races has led to a number of racial tensions and grudges. For example, after a war over a thousand years ago, elves and dwarves cannot tolerate each other. It would be impossible to go into all the nuances of these relationships, but I will elaborate on this as needed.
Note: All fantasy races have an automatic glamour that makes them appear human to non-magical humans. All races are available for play except for those that are otherwise noted. If you want to play something you don’t see on the list, feel free to PM me and we’ll discuss it. It should be noted that all the usual half breeds can occur too, like half ogres and half demons. Also, listed below are brief summaries of each race. I had to leave a lot of stuff out in the interest of space. Whatever race you chose, I have much more info on it, including cultures, social practices, history, physiology, and so forth. I’ll be happy to give you more info as you need it.
Human: “The Roaches” Most populous race. Known for their ability to adapt to new situations quickly and efficiently. Susceptible to most spells, and have no real natural attack or defense skills. Capable of learning magic, but only in special cases of natural talent. Majority is unaware of the existence of the other races. Values wealth.
Elf: “The Secret-Keepers” One of the oldest races, tend to shy from human cities. Live in sparsely populated regions and favor forests. Highly intelligent and possess a natural affinity towards nature, magic, and learning. The race has one “city” where they keep their Library, the most comprehensive and extensive collection of all knowledge in the world. Reject most modern technology. Value secrets and knowledge.
Half-Elf: “The In-Betweens” Not really actually a race, but occur often enough to have substantial numbers. Occur in either elf or human society but never quite fit in either. Develop too quickly for elves and too slowly for humans. Often act as emissaries between humans and elves, and tend to favor the race they were raised with. Highly intelligent and adaptable, and sometimes have magical abilities, but rarely as strong as either a full elf or human mage. Value acceptance.
Dwarf: “The Tunnel Rats” Highly secretive and well hidden race. They live in extensive tunnels and caves they’ve built under various mountain chains. Avoid all contact with most other races, but have been known to tolerate gnomes and Halflings. Have a strict social and family hierarchy and only in rare cases leave their clan. Have developed a unique magic system, and most of their numbers seem capable of learning. Embrace most modern technology, except for computers. Value family.
Halflings: “The Wanderers” Known mostly for their nomadic lifestyle. At home in almost any society and are widely embraced by all other races. Almost every individual displays magical aptitude, especially for illusions. Naturally capable of manipulating their glamours. Have no real written language and tend to adopt other races’ for their use. Tend to travel in clan-like groups, often work as entertainers. Highly adaptable and embrace all new technology. Value fun and adventure.
Gnomes: “ The Tinkerers” Somewhat reclusive, tend to live in human communities. Have small numbers compared to other races. Naturally inclined towards science and inventing, and have an extraordinary ability to focus. Do not exhibit much magical aptitude, but are usually very well educated via a private schooling and apprenticeship system, exclusive to the race. Value progress and technology.
Ogres: “The Smashers” Below average intelligence. Tend to live among humans, often performing menial jobs. Almost never display magical aptitude. Have a crude written language, and are surprisingly tolerant of other races. Youths are not considered adults until they have passed a rigorous right of passage. Values strength.
Demons: “The Darkwalkers” Note: RESTRICTED. Otherworld race. Do not breed exclusively with other demons, only with other races. As such, there is no such thing as a full demon. Capable of breeding with every other race except Angels and Dragons, and exhibit traits similar to their other half. Exhibit few racial traits except for a natural affinity for creating chaos, and high magical ability. Shapeshifters. Value chaos.
Angels: “The Lightwalkers” Note: RESTRICTED. Otherworld race. Naturally very magically inclined, and can only breed with other angels. Share a sort of hive-mind and claim to answer to a higher being. Tend to pose as doctors or healers. Shapeshifters. Value order.
Dragons: “The Ancients” Note: RESTRICTED. Unsure if dragons occur in this world naturally or hail from otherworld. Very reclusive from other races and each other. New dragons only born when an older one dies, so the population always remains at the same number. Are rumored to have the ability to see the future, aside from extensive magical abilities, including truesight and shapeshifting. Occur in a number of breeds. Values unknown.
Hybrids: “The Unnaturals” Genetically engineered super soldiers, combining the best qualities of several races and some animals to create a “perfect” being. Also called "anthros" for their animal like appearance. (example: Cat girls) Created by the Confederate States of Texas in secret labs. Have a strong aversion to all magic. They are born as hyrbids, not created. Occur in a wide variety of breeds, but tend to be engineered for a specific purpose, usually either stealth/speed, endurance, strength, intelligence, or beauty. Often have severe health problems. Thought to be incapable of breeding but newer tests have revealed the possibility of reproduction. A small population has either escaped or been rescued from the CST and have begun to attempt to live free lives. The most hated race, widely considered abominations. Values unknown.
The force that generates magic is known as the Ether. It can be accessed by every race except Hybrids, who exhibit a strong aversion similar to an allergic reaction to it. The Ether is connected directly to a magic user’s life force, and magic itself is considered to be an extension of life. It is possible to twist this natural force, thus the arts of necromancy and mind control, but it is widely considered unnatural and unhealthy for the user. These arts often lead to madness in the user.
As a general rule, magic users are asked to adhere to several laws.
1) Do not use magic to kill
2) Do not use magic to control the mind of another
3) Do not use magic to resurrect the dead
Those that do not follow these laws are actively sought by other magic users (in particular Angels) and usually killed, as the madness that takes them is infectious among magic users.
Aside from the laws, the uses of magic are only limited by the user’s imagination. The use of magic is usually determined by what the user wants the magic to do. For example, if a user wants to throw a fireball, they will of course first imagine that fireball forming. Magic is focused by the spoken word (only the most powerful users can use magic without speaking), so a word must be spoken to cause the magic to concentrate and form the fireball. To do this, most users pick certain words (often in languages that are dead and foreign to them) to associate with this particular effect. This cuts down on the possibility of mixed results, because most English speakers think of a variety of things at the word “fire,” including things like cigarettes, smoke, fireplaces, and fireworks, none of which remotely resemble a fireball. Magic users will select a specific word to conjure a specific image in their minds to avoid this.
Magic can bend things, but not break them. What I mean is that all of the natural laws always apply – beings age, things die, gravity works, that kind of thing. Magic can bend these rules but not break them. You cannot use magic to defy gravity, but you could use it to create a strong updraft. You can’t stop aging but you can slow it. Things like that. When in doubt, ask.
Every magic user shares a weakness; their true Name. If someone gains your Name, your full true Name that was given to you the day you were born spoken as you speak it, then they gain the power to control you implicitly. They can inflict pain, bend your will, summon you at a whim, bind you in certain places, cancel your magic, and practically anything else you can think of. This is generally true of all magically inclined races and most humans. This less magically inclined the individual, the less harm can be inflicted by their true Name.
Magic differs among the different races. For example, elves learn magic like most humans learn to swim or ride a bike. It happens easily and naturally for them. Most humans, however, learn magic like an English major learns calculus. It can be done, but it comes off as clunky and difficult. Some races can use certain types of magic better than others. For example, halflings have no trouble with illusion magic but would have great difficulty calling down lightning. Humans have a natural affinity towards aggressive magic, but have a harder time with more subtle magic. Where applicable, I will be happy to go into greater detail on this subject with players, but in the interest of space, I will move on for now.
If you choose to play a magic user you will be required to submit a list of spells your character can do off the top of their head. These are things they have selected words for and have memorized.
1. All of RPA’s Rules and Mature Rules apply. Any questions, check here (http://role-player.net/forum/showthread.php?t=32).
2. In accordance with RPA’s rules, this RP is rated mature. I’m okay with as much violence and gore as you can conjure up but keep the sex under control. We’ve got the rating for some nudity and steaminess, but take it to the PMs for anything more.
3. I am God. There’s an RPA rule for that. Most folks know I’m pretty accommodating as a GM, so if you try something and I flat tell you no, assume I have a reason, please.
4. I want to make a point to promise to any player that joins this RP right now that I will always strive to treat you fairly and kindly no matter what. I promise I will address any issues you encounter in the most timely manner possible, and I promise that I will do everything in my power to make this game as fun as I can for as many people as possible. In return, I ask the same of you.
5. I view RPs as a collective effort to make something creative, so I encourage player creativity. If you see something you’d like to happen, for the most part I want you to go for it. However, I do have several possible overlaying stories for this RP and I will occasionally railroad characters. I try not to but it happens. I want players to be aware that this is not a complete sandbox game.
6. One character per player please. No negotiations.
7. Try to keep a two paragraph minimum where possible. I’m not a Nazi on this one but it’s a good guideline.
8. Let’s not spam the IC, guys. Try to let people post… a good rule I try to keep to is to let two people post before I post again.
9. I will not tolerate power gaming, godmodding, or meta gaming. If something in your post looks fishy to me, I will call you on it. I will treat the situation respectfully, but I ask the same of you.
10. I highly encourage co-op posting between players. I’m controlling a number of important NPCs (hint: if they got mentioned in the OOC you can probably assume they’re important) as well, and although I do have a life, I will always try to be available to do co-ops. I can easily be reached by PM. If you’d rather IM, ask and I will get you my screen name.
11. The rules include everything you see here and everything that I may see fit to add later on.
Name:
Gender:
Age: (adults only, and if you are playing a fantasy race, I’ll let you know what the minimum adult age is)
Race: Again, don’t feel confined to the ones listed above. If you can think of something else, PM me and we’ll work it out. Also, there will be only a certain amount of players permitted to play fantasy races. Humans are the majority and I want this game to reflect that.
Description: Given the nature of this RP, I will accept photos, drawings, illustrations, some anime, and written descriptions.
Profession: Please keep this varied, guys. If I get all mages or soldiers or whatever I will start killing characters.
Skills: Keep it in line with your profession and race, please.
Personality:
Background:
Character Sheet Notes: You can choose to keep any part of your sheet a secret from other players but I must have it in a PM before I will accept your character.
Accepted Character (Dropped Characters indicated)
The Gypsy Queen – Chandra Moretti (http://role-player.net/forum/showpost.php?p=185501&postcount=2)
Daza – Donovan Anita (http://role-player.net/forum/showpost.php?p=185623&postcount=6)
Kirra – Damon (http://role-player.net/forum/showpost.php?p=185690&postcount=10) Dropped
Sir Hatless - Lorauvial Oakstaff (Lora) (http://role-player.net/forum/showpost.php?p=185758&postcount=12)
Higurashi - Xexon-12 (Zev) (http://role-player.net/forum/showpost.php?p=185805&postcount=15)
Mary Sue - Guenivere Sauvi (Jennifer Moretti) (http://role-player.net/forum/showpost.php?p=185878&postcount=22) Dropped
Nazguljcg - Caitlyn Mackinlay (http://role-player.net/forum/showpost.php?p=186260&postcount=28)
Michelangelo – Menorain (http://role-player.net/forum/showpost.php?p=186586&postcount=31) Dropped
Ophelia – Lola Finch (http://role-player.net/forum/showpost.php?p=186630&postcount=32)
Splicer407 – Krath (http://role-player.net/forum/showpost.php?p=186727&postcount=44)
Lethe - Brie Etienne (Harinda Falthur Gimlagden) (http://role-player.net/forum/showpost.php?p=187548&postcount=72)
Lerouge – Hamza (http://role-player.net/forum/showpost.php?p=188954&postcount=92)
Dear ______,
It is my most sincere hope that this letter finds you in good health.
I have begun a most curious business venture. This venture is not for any sort of monetary gain on my part, although I do hope that you might gain from it greatly. No, my friend, this venture grows from my desire to see a dream of my youth blossom into a reality.
It has come to my attention that you possess certain skills that I may find of great use to this dream of mine. You have been referenced to me with the most high recommendations. Therefore, I would like greatly to meet with you and discuss the possibility of your future employment. If you would please come to the Adderson Building at three o’clock this afternoon, I would be most thankful.
I thank you for your time.
Sincerely,
Bartholomew Adderson
In early fall of 1783, the American rebels signed an unconditional surrender to Great Britain. Since that time, the major European powers have treated any sign of rebellion in their respective territories with efficient and brutal response. For their loyalty, citizens of these territories were, after a time, treated as equal citizens. The world since operated under the rule of four major superpowers – Great Britain, controlling the whole east coast as far west as Alabama and Pennsylvania, France, controlling Florida, the Gulf Coast including the lower half of Mississippi and Louisiana and up through the Midwest of North America, the Spanish, controlling all of Latin America and from Arizona to California and up to Vancouver, and the Portuguese, controlling the vast majority of South America. In spite of a few minor skirmishes and wars between these and other nations, the world was relatively peaceful.
In 1914 the First World War broke out across Europe and the Americas as a result of Germany’s desire to gain territory to compete with the other major European nations. The war was quickly ended in 1916, as Germany did not have access to enough resources to compete with its primary enemies, Britain and France.
In the following decades, however, Germany entered into a number of trade and political agreements with other small nations in Europe, including Italy and Russia, who in spite of numbers, had become dwarfed in resources and territory by the major superpowers. They also managed to gain the support of Japan, whose aggressive expansionist policies were giving it drastically increasing sway on the world stage. These nations managed to bully and subvert other nations, finally invading Poland and sparking World War II. However, with allies at its back, Germany was able to overwhelm Alliance forces, seizing native France and Spain and turning their forces on Great Britain.
As the war appeared dark for Britain, the fickle hand of fate intervened. In a secret lab deep in Germany, a young scientist was experimenting with a new biological weapon, the likes of which had never been seen before. By survivors’ accounts, the weapon was a virus, somehow mutated from the disease of leprosy, well before such technology was possible. However, a lab accident released the virus and infected all near. The virus caused immediate deterioration of the flesh, disfigurement, agonizing pain, extreme paranoia and resulting aggression, and the sensation of starvation. It spread faster than could have ever been imagined throughout Germany and across her borders.
The whole of Europe was devastated.
There was no way to stop the virus, and no vaccine could be found. It spread faster than any wild fire. Royalty from every country was evacuated, but there was not enough time to save the vast majority of the population. In a matter of weeks, millions were dead, and all the major cities of Europe, treasures of culture and art like London, Paris, Rome, Venice, and Berlin, became ghost towns, wandered only my the disfigured, shambling infected, who could live for years in agony and madness, cannibalizing each other.
The countries of India and Russia were on the forefront of defense against the spreading infection, dubbed the Phage. They employed a crude but surprisingly effective method to stop the infected from moving further East; they built a very big wall and put a lot of people with guns on it. The Wall has served since its conception to stop the eastward spread of the Phage.
The loss of Europe meant many things to the post-infection world. Many great works of art and literature had been lost, some probably forever. The new world was now centered around the territories, all of which had suddenly become the primary states for their ruling nations.
Entering into the 21st century is a new world, totally different from the one that preceded it. Russia and India have been reduced to half of their landmass by the Wall. The two countries have forged a surprisingly strong alliance, and citizens of both move freely across their boundaries. Southern Asia is suffering from immense overcrowding as displaced populations from Europe and Middle East struggle to rebuild their lives in new homes, countries, and cultures. The results have varied from location to location, but many of the inland Asian countries have experienced violence as cultural tensions rise.
China has been the least affected by the Phage. The Communist government has been remarkably successful (as communism often is in the face of adversity) and through strict border control, the Chinese enjoy a very stable and comfortable lifestyle for the most part. China is completely insular, meeting all of their own food and fuel needs through a variety of ingenious methods. No goods come into their country, but they support their people by selling their surplus to other, struggling nations.
Japan has become completely isolationist. They have also adopted China’s insular policy, striving to meet their population’s needs completely within their own boundaries. They make no agreements or alliances with other countries, nor do they trade. It is very rare to see a Japanese person anywhere in the world aside from Japan, and even rarer to be allowed to enter the island nation. However, what Japanese do live outside their country have very strong ties to their native land.
The Americas have become the home of bulk of the displaced European population, the vast majority being displaced nobles and upper class citizens, most of whom lost everything in the Phage’s outbreak. It has become a running joke that everyone has a title but no one has the cash to back it up. In the near sixty years after the outbreak of the Phage, many of these displaced businessmen and nobles have turned their attentions to crime in order to survive, and too many of them thrived. Regardless of which country, the Americas have become a haven for drugs, prostitution, extortion, and weapons trade.
Our setting is New Orleans, in New France. (Note: Katrina did happen in this timeline). The Big Easy is in the midst of a big revitalization after being nearly destroyed. It is, of course, a center for crime and vice, ruled by several constantly warring factions. At present, these factions are at an uneasy truce, and create a strange system of checks and balances between each other.
Government: New France is ruled by a constitutional monarchy, and like all European superpowers, is well known to be corrupt. At the local level, the new Mayor of New Orleans has sworn a crime clean up and none of the usual suspects have her on their payroll. She has brought in a new administration that doesn’t take bribes and is pushing for a partner of hers to be elected Minister of Louisiana. She is also pushing for Louisiana to follow California’s lead and sue New France for Independence.
The New Orleans law enforcement is little more than another crime ring, well known for practicing extortion and trafficking arms and drugs. They are not often considered major power players in New Orleans due to their lack of organization. However, the presence of the new and reportedly legal Mayor has resulted in a number of terminations and investigations.
The Moretti’s: The Moretti’s are a Mafia style crime family, headed by their patriarch Amadeo Moretti. In Amadeo’s lifetime the Moretti’s have gone from being a small street thug gang to the biggest contender in New Orleans, largely due to his father’s ruthless competition and business savvy. Amadeo is just as, if not more, talented as his father was. He shares command of the family’s considerable sway with his two brothers, Johnny (who functions as a sort of general), and the youngest sibling by a large stretch, Cesare (who attends the more dark business transactions). One of the family’s greatest strengths is their lack of elitism – anyone can join the family, as long as they prove their loyalty. They are known for treating their people very well, and as such, enjoy the biggest numbers in their ranks and command some of the best and brightest people. They also have the widest racial variance in their ranks.
The Guerrero’s: Easily the most unstable of the crime rings, the Guerrero’s have gone through seven leaders in five years. This apparent instability has lead to their being sorely underestimated. In spite of this nearly constant power vacuum, other crime groups have noted a disconcerting lack of confusion in the Guerrero’s forces. The Guerrero’s boast an efficient and precise machine of crime, and control the vast majority of New Orleans’ brothels, and they continue to expand their influence exponentially. It is clear that there is more to this group than meets the eye. The current leader Jesus Salazar, a handsome man of 24, surprisingly young for the power he commands.
The Silks: Operating under a collective name, this group is actually the confederation of a number of small Asian groups who, pressured by infighting and competition from larger and better organized groups like the Moretti’s and the Guerrero’s, banded together to become a force to be reckoned with. They have the smallest numbers, due largely to intense elitism within their operation, but have the arms market utterly cornered. Unique among the other crime organizations, they are headed by a council rather than one or a few entities, and the identity of these councilors is the most closely guarded secret in the crime underworld.
The Underworld: The name for the community of races other than humans. This secretive group is capable of recognizing each other, as their glamours only work on non-magical humans. The many cultures and societies accompanying the variety of races has led to a number of racial tensions and grudges. For example, after a war over a thousand years ago, elves and dwarves cannot tolerate each other. It would be impossible to go into all the nuances of these relationships, but I will elaborate on this as needed.
Note: All fantasy races have an automatic glamour that makes them appear human to non-magical humans. All races are available for play except for those that are otherwise noted. If you want to play something you don’t see on the list, feel free to PM me and we’ll discuss it. It should be noted that all the usual half breeds can occur too, like half ogres and half demons. Also, listed below are brief summaries of each race. I had to leave a lot of stuff out in the interest of space. Whatever race you chose, I have much more info on it, including cultures, social practices, history, physiology, and so forth. I’ll be happy to give you more info as you need it.
Human: “The Roaches” Most populous race. Known for their ability to adapt to new situations quickly and efficiently. Susceptible to most spells, and have no real natural attack or defense skills. Capable of learning magic, but only in special cases of natural talent. Majority is unaware of the existence of the other races. Values wealth.
Elf: “The Secret-Keepers” One of the oldest races, tend to shy from human cities. Live in sparsely populated regions and favor forests. Highly intelligent and possess a natural affinity towards nature, magic, and learning. The race has one “city” where they keep their Library, the most comprehensive and extensive collection of all knowledge in the world. Reject most modern technology. Value secrets and knowledge.
Half-Elf: “The In-Betweens” Not really actually a race, but occur often enough to have substantial numbers. Occur in either elf or human society but never quite fit in either. Develop too quickly for elves and too slowly for humans. Often act as emissaries between humans and elves, and tend to favor the race they were raised with. Highly intelligent and adaptable, and sometimes have magical abilities, but rarely as strong as either a full elf or human mage. Value acceptance.
Dwarf: “The Tunnel Rats” Highly secretive and well hidden race. They live in extensive tunnels and caves they’ve built under various mountain chains. Avoid all contact with most other races, but have been known to tolerate gnomes and Halflings. Have a strict social and family hierarchy and only in rare cases leave their clan. Have developed a unique magic system, and most of their numbers seem capable of learning. Embrace most modern technology, except for computers. Value family.
Halflings: “The Wanderers” Known mostly for their nomadic lifestyle. At home in almost any society and are widely embraced by all other races. Almost every individual displays magical aptitude, especially for illusions. Naturally capable of manipulating their glamours. Have no real written language and tend to adopt other races’ for their use. Tend to travel in clan-like groups, often work as entertainers. Highly adaptable and embrace all new technology. Value fun and adventure.
Gnomes: “ The Tinkerers” Somewhat reclusive, tend to live in human communities. Have small numbers compared to other races. Naturally inclined towards science and inventing, and have an extraordinary ability to focus. Do not exhibit much magical aptitude, but are usually very well educated via a private schooling and apprenticeship system, exclusive to the race. Value progress and technology.
Ogres: “The Smashers” Below average intelligence. Tend to live among humans, often performing menial jobs. Almost never display magical aptitude. Have a crude written language, and are surprisingly tolerant of other races. Youths are not considered adults until they have passed a rigorous right of passage. Values strength.
Demons: “The Darkwalkers” Note: RESTRICTED. Otherworld race. Do not breed exclusively with other demons, only with other races. As such, there is no such thing as a full demon. Capable of breeding with every other race except Angels and Dragons, and exhibit traits similar to their other half. Exhibit few racial traits except for a natural affinity for creating chaos, and high magical ability. Shapeshifters. Value chaos.
Angels: “The Lightwalkers” Note: RESTRICTED. Otherworld race. Naturally very magically inclined, and can only breed with other angels. Share a sort of hive-mind and claim to answer to a higher being. Tend to pose as doctors or healers. Shapeshifters. Value order.
Dragons: “The Ancients” Note: RESTRICTED. Unsure if dragons occur in this world naturally or hail from otherworld. Very reclusive from other races and each other. New dragons only born when an older one dies, so the population always remains at the same number. Are rumored to have the ability to see the future, aside from extensive magical abilities, including truesight and shapeshifting. Occur in a number of breeds. Values unknown.
Hybrids: “The Unnaturals” Genetically engineered super soldiers, combining the best qualities of several races and some animals to create a “perfect” being. Also called "anthros" for their animal like appearance. (example: Cat girls) Created by the Confederate States of Texas in secret labs. Have a strong aversion to all magic. They are born as hyrbids, not created. Occur in a wide variety of breeds, but tend to be engineered for a specific purpose, usually either stealth/speed, endurance, strength, intelligence, or beauty. Often have severe health problems. Thought to be incapable of breeding but newer tests have revealed the possibility of reproduction. A small population has either escaped or been rescued from the CST and have begun to attempt to live free lives. The most hated race, widely considered abominations. Values unknown.
The force that generates magic is known as the Ether. It can be accessed by every race except Hybrids, who exhibit a strong aversion similar to an allergic reaction to it. The Ether is connected directly to a magic user’s life force, and magic itself is considered to be an extension of life. It is possible to twist this natural force, thus the arts of necromancy and mind control, but it is widely considered unnatural and unhealthy for the user. These arts often lead to madness in the user.
As a general rule, magic users are asked to adhere to several laws.
1) Do not use magic to kill
2) Do not use magic to control the mind of another
3) Do not use magic to resurrect the dead
Those that do not follow these laws are actively sought by other magic users (in particular Angels) and usually killed, as the madness that takes them is infectious among magic users.
Aside from the laws, the uses of magic are only limited by the user’s imagination. The use of magic is usually determined by what the user wants the magic to do. For example, if a user wants to throw a fireball, they will of course first imagine that fireball forming. Magic is focused by the spoken word (only the most powerful users can use magic without speaking), so a word must be spoken to cause the magic to concentrate and form the fireball. To do this, most users pick certain words (often in languages that are dead and foreign to them) to associate with this particular effect. This cuts down on the possibility of mixed results, because most English speakers think of a variety of things at the word “fire,” including things like cigarettes, smoke, fireplaces, and fireworks, none of which remotely resemble a fireball. Magic users will select a specific word to conjure a specific image in their minds to avoid this.
Magic can bend things, but not break them. What I mean is that all of the natural laws always apply – beings age, things die, gravity works, that kind of thing. Magic can bend these rules but not break them. You cannot use magic to defy gravity, but you could use it to create a strong updraft. You can’t stop aging but you can slow it. Things like that. When in doubt, ask.
Every magic user shares a weakness; their true Name. If someone gains your Name, your full true Name that was given to you the day you were born spoken as you speak it, then they gain the power to control you implicitly. They can inflict pain, bend your will, summon you at a whim, bind you in certain places, cancel your magic, and practically anything else you can think of. This is generally true of all magically inclined races and most humans. This less magically inclined the individual, the less harm can be inflicted by their true Name.
Magic differs among the different races. For example, elves learn magic like most humans learn to swim or ride a bike. It happens easily and naturally for them. Most humans, however, learn magic like an English major learns calculus. It can be done, but it comes off as clunky and difficult. Some races can use certain types of magic better than others. For example, halflings have no trouble with illusion magic but would have great difficulty calling down lightning. Humans have a natural affinity towards aggressive magic, but have a harder time with more subtle magic. Where applicable, I will be happy to go into greater detail on this subject with players, but in the interest of space, I will move on for now.
If you choose to play a magic user you will be required to submit a list of spells your character can do off the top of their head. These are things they have selected words for and have memorized.
1. All of RPA’s Rules and Mature Rules apply. Any questions, check here (http://role-player.net/forum/showthread.php?t=32).
2. In accordance with RPA’s rules, this RP is rated mature. I’m okay with as much violence and gore as you can conjure up but keep the sex under control. We’ve got the rating for some nudity and steaminess, but take it to the PMs for anything more.
3. I am God. There’s an RPA rule for that. Most folks know I’m pretty accommodating as a GM, so if you try something and I flat tell you no, assume I have a reason, please.
4. I want to make a point to promise to any player that joins this RP right now that I will always strive to treat you fairly and kindly no matter what. I promise I will address any issues you encounter in the most timely manner possible, and I promise that I will do everything in my power to make this game as fun as I can for as many people as possible. In return, I ask the same of you.
5. I view RPs as a collective effort to make something creative, so I encourage player creativity. If you see something you’d like to happen, for the most part I want you to go for it. However, I do have several possible overlaying stories for this RP and I will occasionally railroad characters. I try not to but it happens. I want players to be aware that this is not a complete sandbox game.
6. One character per player please. No negotiations.
7. Try to keep a two paragraph minimum where possible. I’m not a Nazi on this one but it’s a good guideline.
8. Let’s not spam the IC, guys. Try to let people post… a good rule I try to keep to is to let two people post before I post again.
9. I will not tolerate power gaming, godmodding, or meta gaming. If something in your post looks fishy to me, I will call you on it. I will treat the situation respectfully, but I ask the same of you.
10. I highly encourage co-op posting between players. I’m controlling a number of important NPCs (hint: if they got mentioned in the OOC you can probably assume they’re important) as well, and although I do have a life, I will always try to be available to do co-ops. I can easily be reached by PM. If you’d rather IM, ask and I will get you my screen name.
11. The rules include everything you see here and everything that I may see fit to add later on.
Name:
Gender:
Age: (adults only, and if you are playing a fantasy race, I’ll let you know what the minimum adult age is)
Race: Again, don’t feel confined to the ones listed above. If you can think of something else, PM me and we’ll work it out. Also, there will be only a certain amount of players permitted to play fantasy races. Humans are the majority and I want this game to reflect that.
Description: Given the nature of this RP, I will accept photos, drawings, illustrations, some anime, and written descriptions.
Profession: Please keep this varied, guys. If I get all mages or soldiers or whatever I will start killing characters.
Skills: Keep it in line with your profession and race, please.
Personality:
Background:
Character Sheet Notes: You can choose to keep any part of your sheet a secret from other players but I must have it in a PM before I will accept your character.
Accepted Character (Dropped Characters indicated)
The Gypsy Queen – Chandra Moretti (http://role-player.net/forum/showpost.php?p=185501&postcount=2)
Daza – Donovan Anita (http://role-player.net/forum/showpost.php?p=185623&postcount=6)
Kirra – Damon (http://role-player.net/forum/showpost.php?p=185690&postcount=10) Dropped
Sir Hatless - Lorauvial Oakstaff (Lora) (http://role-player.net/forum/showpost.php?p=185758&postcount=12)
Higurashi - Xexon-12 (Zev) (http://role-player.net/forum/showpost.php?p=185805&postcount=15)
Mary Sue - Guenivere Sauvi (Jennifer Moretti) (http://role-player.net/forum/showpost.php?p=185878&postcount=22) Dropped
Nazguljcg - Caitlyn Mackinlay (http://role-player.net/forum/showpost.php?p=186260&postcount=28)
Michelangelo – Menorain (http://role-player.net/forum/showpost.php?p=186586&postcount=31) Dropped
Ophelia – Lola Finch (http://role-player.net/forum/showpost.php?p=186630&postcount=32)
Splicer407 – Krath (http://role-player.net/forum/showpost.php?p=186727&postcount=44)
Lethe - Brie Etienne (Harinda Falthur Gimlagden) (http://role-player.net/forum/showpost.php?p=187548&postcount=72)
Lerouge – Hamza (http://role-player.net/forum/showpost.php?p=188954&postcount=92)