Teh Rules:
1. No Godmodding, ESPECIALLY in PVP, if there is any.
2. No metagaming. That means you act on something you know as a player, but don't as a character.
You can know about someone's dark and secluded past if you ask them ooc first.
3. You need to be an good write. Otherwise no person can grammar your words or stand under what you saying. (Trans: Grammar is important. Use it.)
4. If you're unsure about a post breaking the rules or not, bring it to me.
PLEASE NOTE: I am the final judge, no ifs, ands, or buts.
5. No copyrighted items, no characters that look curiously like a copyrighted character, yeah you get the point.
6. No Bunny Jacking. That means taking control of someone else's character without their permission.
7. No rp jacking (Long two-person soaps, overly massive, monologue-based side stories, and the like)
8. Please try to give your character an original, refreshing background so we will not have to deal with yet another whiny emo kid with a sword, or any other [censored] antiheroes some acne-infested iPod-plugged goth could churn out. Get some original, in-detail bios. I don't need or want unoriginality in my rp, and frankly, if you don't want to be original- I don't want you here.
9. If you have got real life issues that you base your character off of somehow, absolutely no one wants to know about it. We are just fine thinking your character is a work of fiction, we have absolutely no problem with being deceived about that, so leave us alone!
10. If you're gonna fight with another character, be realistic. Though we don't allow godmodding, there are times when one character can't beat another, and there are some characters that are just plain superior to others- not necessarily better in every way, but they have the advantage. Doesn't make your character inferior in any way.
Nor does it necessarily mean that those players are godmodders- just because
you decided to use that big weighty buster sword in one hand does not mean that your opponent is just auto dodging. It may just mean you're too slow.
11. We don't have a stat system, so in the unlikely attempt you have a pvp fight, you're either going to have to prescript or just go by creative writing.
12. You pretty much shouldn't be doing anything outside of Vester's rules without asking me about it first. There are
very rare exceptions, mind, so chances are, if it's not from here, I don't want it. So just to make a list-
-No Chakra
-No Chi
-No Castor Shells
-No Phasors
-No Force Powers
-No Tron Discs
-No Demonic powers
-No
Timber Wolves
13. Keep your characters in character. Vester's culture is almost totally racial, so the races listed later will give you a general idea on how your character might be or not be.
You might wonder why I'm trying the same rp again. There's alot of reasons.
For one, I've decided to scrap the stat system. it's needlessly complicated, confusing, and pretty damn boring. Also, my entry post seemed to be a little off, and didn't give a chance for alot of people to join. The one I'll be using this time will have everybody in the same place, going to the same destination. PVP will be set on looser rules that will give you perfect freedom with your character.
14th and final: Your bio needs to say a significant bit about your character's past. If you'd prefer not to reveal your character's life story, that's fine, but you've at least got to tell about why he's coming to Chortal Point.
If you signed up earlier, just c/p your character sheet here, minus stats.
SO! I'm retrying the rp here. Basic notes: The Azerians have tech beyond modern. They're mostly energy based. The Accarians are using medieval to semi-industrial tech (very basic steam-powered machines and such) and alchemy, which is explained later.
I'll start within a week if I've got at least three other people to play with. (Kat, Blaze, Yash, I'm lookin' at you.)
Plot:
As Alchemy and Science were studied with equal diligence, for the first time the two sciences combined their understanding to create a portal, in hopes of reaching the lands overseas. They met at the intersection between the three nations- known as Chortal Point. But where they found themselves was somewhere totally different. As the portal began to open, and dreams formulated over years were realized, there were forces beyond reckoning that worked against the Earth. An army of creatures beyond the most horrific imagination came pouring from the cross-creation. From their desired point –The ruins of the ancient city of Beijing, came monsters morphed by the forces that, so long ago, nearly destroyed the Earth. But there is something else about them- they are armed with weapons none had ever seen before, beyond the Azerian’s, Viramatran's, and Accarian’s combined…
The nations now must unite, or fall. So they erected an agency of many men, and everyone, from top-class agents to everyday men to cut-throat mercenaries came to aid the countries, with visions of glory to promotions to money. They banded together, and made the pilgrimage to Chortal Point.
The current year is 583 AA, After Alchemy.
Chapter One: History
This is the record of the three neighboring countries Accaria, Azer, and Viramatra. About a thousand years before the rebirth of alchemy (historically known as renaissance d’alchemie), Accaria ruled approximately half of the continent now known as Vester. It was exceedingly powerful (even more so than now) and had many wars, losing only one- but that was the only one it needed to lose.
In those times, there were mighty weapons that could lay waste to entire kingdoms. They were kept well in check by a joint effort of many nations until the year 246 BR (Before Rebirth), in which a great war occurred.
Entire countries were utterly obliterated. Flesh, bone, steel and sinew was all alike turned to ash, and blown to the four winds. The oceans boiled in their pain, and the land was seared.
Few survived by going into neutral nations. They stayed there until their scouts reported the lands suddenly cleansed. At first, the accounts were dismissed, but soon, men took their families to see their homes, not seared desert wasteland (or “fallout,” as it was called) but lush, green, and plentiful. It was restored by the renewing of an ancient art- alchemy.
And so many renounced the Old Ways- the ways of great metal beasts, Arrows of fire and smoke, and rods of lightning, for the new Alchemy. However, some did not.
As men began to settle, Azerius, a man of powerful influence, decided the Old Ways should be remade. And so he took careful note of all the things the ancient Accarians wrote, and learned much of their ways, and took his learning to heart.
But this angered his neighbors, who eventually feuded with him. This war between Old Way and New lasted many years without any sign of one side winning against the other- until finally his neighbors simply left to the far reaches of Vester, in hopes never to see Azer or his household again.
Many years passed, and the countries grew. The Accarian Empire resides to the East, and knows much of the Reborn Alchemy- The pious Virmatrans reside in the Northwest, and know much of gods old and new. And finally, The Princedom of Azer, separated into provinces (each ruled by a different prince of the line of Azer) which all meet at the ancient city of Lazingliz.
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Map:
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Chapter Two: Sign-up.
The Reborn Alchemy created new creatures that roam the earth, with the same way of thought as Man himself. Though long ago hunted in Azer and Accaria alike, they are now relatively accepted as peers to humans, or at least, close runner-ups. Some are even viewed as superior.
The Beastlings: Their original name less derogatory, the Beastlings are a cross between man and animal. There are many different types, and while some are sentient and (usually) docile, others are stricken by madness (Usually anthropods) and attack almost anything that lives. Even though violent racism is now illegal in most areas of Vester, Beastlings usually live in city ruins from the old war, though a few do attempt to live in more civilized areas. They are usually secluded and xenophobic.
Beastlings value simple lives with a sense of permanence, and try to lead those lives as best they can. While some will take up Alchemy, almost none take up Science, since they are mostly native to Accaria. It's a rarity to even see a Beastling leave his hometown- but, since they are a player race, it's obviously a possibility.
The Neph: Neph are said not to have been created, but resurrected. The Neph were created by Viramatran ritual . They stand six to eight feet tall, and are said to be the crossbreed between man and things above. They are said to be capable of divine things, including healing even the most grievous of wounds, and are also considered the finest warriors in all of Vester.
Neph tend to be explorers, solitary knights, or even religious zealots, but they are very rarely interested in either Alchemy or Science, nor will they be swords-for-hire or cutthroat villains. Neph can be villains- but they are often calculating, cruel, and have their sites set on big fish. They are not petty criminals.
The Durich: The Durich are cross between man and machine. The Azerians have only managed to perfect the strange art of creating Durich with normal humans, thus there are no Beastling or Neph Durich, though some underground experiments are suspected to make those possible. Durich can have parts of their body replaced as tools or weapons, or have tools or weapons added on. Some are also modular.
The Durich are often very intelligent and calculating. They make excellent Scientists, and primarily use their minds to further their ends. However, the machine differs with the manufacturer, and so some can have their brains dulled to become something closer to a war machine.
Humans are also available Player Characters.
Oh yeah: Viramatrans are pretty much neutral when it comes to Alchemy or science, so they're the only ones that can have a mix.
make sure that you state your character's origins in the bio, they're very important. Techish characters will usually come from Azer, Magic/Knightish ones from Accaria.