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Ever since the collapse of the First Ones, humanity has been scattered and lost over the land of Elorena. Two thousand years of chaos and warlords reduced a once grand civilization to a motley collection of towns and cities that could scarcely be called civilizations. It would be fittingly known as the Age of Chaos, with the foul creatures that roam taking advantage of humanity's fractured status. Alliances with fellow sapients would be made and broken with every breath of the wind across the land. The Age of Cities would start when Emperor Kámen Meč unified the three cities of the Worlds Crown. During this time, humanity would cease its chaotic scrabblings, formalizing war to an art and sport rather than senseless violence. The land would be tamed, and the fantastic creatures that wandered it, subjugated. Soon, sapients began to live amongst humans, intermingling co-existing in the new nations that sprung up from the ashes of the old age. Half-breeds became common, man learned how to wield the power of the earth and create refined metals, and the art of diplomacy was perfected by the kings of the land. Nearly six hundred years after the Emperor Mečs unification, the Fountains of Mana were uncovered. Ancient shrines from the Age of Legends, these fountains were filled with mana, a strange magical substance. It was discovered in short order that when exposed to mana for a long period of time, one gained magical abilities, capable of doing wonderous things with a mere thought. It was from this the first Council of Warlocks was formed, wizards from around the land who sought to institute a noble endeavor to grant all the ability to use magic and to bring humanity closer together. The Age of Magic had begun. The council would promptly fail after the declaration of war between the Southern Ithu States and the Great Sea Cities. The conflict tore the Council apart and made its vision little more than a pipe dream as humans and their sapient citizens continued to exist as their own, independent, entities. Warfare had changed now, however, with magic being used to destructive effect unheard of before the Age of Magic. It would be two hundred years more until the present day arrived. The nations have more or less become stable, but now, the rulers of the land look towards the future. No empire has ever stretched the whole of Elorena, but for the first time, an opportunistic ruler could very well achieve it. The emperors of the past would be shamed by the abilities now possessed by humanity. Someone will rule the land; the only question is who. Fountains of Mana Hosted by Alex Humva Co-hosted by Silvan Haven The Game Itself This is Fountains of Magic, a low-fantasy RTS RPG that involves players taking the role of guiding their civilization through diplomacy, military action, and cultural struggles. Rather than role play an individual, you have the daunting task of role-playing a nation. Its surprisingly easy skill to get the hang of though, so don't worry. Something of note is that, due to the size of this sort of game, the opening post simply cannot hold every wonder and curiosity. As such, in the accompanying discussion topic, there will be an FAQ post that will allow you to browse through questions that have been brought up. The World We Live In The world this RPG takes place in is some unspecified Earth-like planet; our slice of the action takes place in a small subcontinent area. The climate varies somewhat, with the southern-most parts experiencing more moderate temperatures and the northern-most bits experiencing harsh winters. As such the environment is more or less a consistent gradient, with a few isolated areas experiencing different weather patterns. Geography can be explained by this handy map: ] [Territories controlled]-[World Regions]-[Region Glossary]- The civilizations of this world are approximately in the early first century AD, for a parallel to our own world. Bronze and iron are the mainstays of the day, with steel in its infancy but still not quite perfected by civilizations at large. Travel is as you'd expect, horses and feet making up your primarily means, allowing you to travel the world at 5 MPH. Farming does still take up a large portion of the population, with only around 20% of the population engaged in other activities. Please keep this in mind when doing your day-to-day affairs. Fantastic creatures are an occurrence in this world, but not to the degree you see in something like high fantasy. Some creatures, like dragons and treemen, still roam this world free of human interference, often secluded away from civilization in remote places. Almost all others have been incorporated into the expansive human civilizations. Sometimes these are half-breeds, combinations of humans and other races, but often they are simply another species all-together, coexisting with the human majority. As it stands there is no nation with a non-human majority, but there do exist nations with significant non-human presences. As a player you are welcome to create your own race(s) to have exist within your nation. The mechanics of running a whole nation can be daunting, and indeed, if everyone had to manage every mundane task wed be here all day figuring things out. As such, there are a few systems in place to help players and GMs alike keep things straight. A core feature is the Economic Point (EP) system: this is how you handle things like buying armies, settling new lands, building important buildings, and maintaining your wizardry stocks. Your civilization produces a set amount of EPs based on the land(s) you currently control AND what you have done with that land. This system is cumulative, as in your EPs can build up over time to allow for larger purchases. You produce EP once every quarter year, or every 14 days in real life. You can then spend your EP on whatever you will. For you more visual learners, look at it this way: You begin on day 1. You have 10 EP. You build a dam for five EP. You now have 5 EP. You hit day 14. You gain 20 EP. You now have 25 EP. You build two dams. You now have 15 EP. This can then be made more complex by maintenance; that is, some things cost money over time, and deducts EP out of your budget immediately. Take this example: You begin on day 1. You have 10 EP. You commission a hundred man army. This costs you 1 EP per pay cycle. You now have 9 EP. You hit day 14. You gain 20 EP. You deduct 1 EP for your army. You now have 28 EP. Simple enough, right? How you manage your finances is often a significant factor of play, and will require you to make decisions on what to buy and, potentially, what to conquer to pay for your expanding army. But one might ask "ok Humva, so I produce EP based on the land I own, but how do I make more cash?" It's a good question; you have the ability to make economic improvements by submitting your improvement to a GM. Tell them what exactly you want to improve and how, and they will give you an initial price and what EP increase that will net you. Keep in mind, however, that some improvements are better than others in some places. If you live in the mountains, increasing your farming production will have a far lesser gain than, say, building more mines. Take this hypothetical example: you live in the Mythic Mountains, and your province makes 20 EP/cycle. You decide to make three economic improvements, effecting farming, lumberjacking, and mining. You devote 5 EP each to improving these. The farming increases your EP/cycle by 1 EP, the lumberjacking by 4 EP, and the mining by 8 EP. As you can see, lumberjacking and mining are the ways to go for proper economic improvement in that region. Provinces Themselves First of all, an important distinction must be made; regions are areas on the map that detail specific climate areas and facilitate the placement of nations. Provinces are nation based, though still decided by the GM. A province is an area that produces EP, and where improvements can be made. Everyone starts off with one province, their Capital Province, which produces their starting EP. As your nation grows the GMs will decide when to do redistricting and create a new province. This will be reflected in a specialized province map. The tl;dr of this all is that a province is a chunk of land that produces EP/cycle and the GMs draw the borders for them. Take this example scaled down and entirely hypothetical province map: Province 1 makes 10 EP/cycle, province 2 makes 5 EP/cycle, province 3 5 EP/cycle and so forth. If you were to build mines in province 1 and make it produce 15 EP/cycle, then province 1 would be the only one that benefits from the mines. As stated before, everyone starts with one province, their Capital Province. This will produce a base 30 EP/cycle when you join the game, subject to change as the game progresses. Waging War War is inevitable in these sorts of games, and indeed, is a crucial part to expanding as a player. The backbone of any war is the army; for the sake of balance, theres some standardization to army costs and upkeep. A company of men, consisting of a thousand soldiers, costs a flat 1 EP to produce and 4 EP to upkeep. They take 14 real days to train. This is, however, a company of professional soldiers, equipped with some form of good armor and weaponry. You can choose to, instead of professional soldiers, rally together a levy force. These levies are the common folk, armed minimalistically and trained little. They cost 1 EP for three thousand soldiers and cost 1 EP to upkeep. They take two real days to train. You are able to, of course, upgrade the equipment that your army uses via commissioning projects, something talked about later. Maybe you produce some more swords, maybe you make a never-ending supply of bread with magic, its really up to you. Alas, for soldiers that deviate from the standard foot soldier, you will have to request the pricing specifics for that particular soldier type. Do this by talking to your local GM. In addition, units will keep their veteran status; for instance, if you rally levies up and then disband them after the war to return to their farms, you have the option of specifically calling those levies up again in the future. They will benefit from the experience and be better than stock levies. Now, knowing how to buy your troops is all well and good, but how do you actually fight with them? This is a contentious area in RTS RPGs, and one that often produces the harshest of feelings. Often fights will devolve into "my guys shot your guys! no, mine did!" As such, its requested that civility is exercised, and to keep in mind that at the end of the day its just a game. How a typical battle should go down is player A initiating the attack, player B responding to the tactics presented, and then this will go back and forth until a victor is decided. A GM will be there to give a causality report. If the battle cannot be decided in a reasonable span of time, a GM will declare a victor in it. Above all else, use common sense when battling. The tl;dr of this section: Professional soldiers (1,000) cost 4 EP to train and 1 EP/cycle to upkeep. They are trained soldiers who remain soldiers. Farmers-made-soldiers (3,000) cost 1 EP to train and 1 EP/cycle to upkeep. They are farmers with swords. Units keep their veteran status. Battles should be conducted with some form of civility and common sense. Magic! This game has magic, as evidenced in the opening post. You might ask, how do I get my wizard army? Well, in order to do this you must control a Fountain of Mana; all players automatically start with one, but random ones are scattered around the map as well. You post something along the lines of I sent a guy to become a wizard, and then you wait. It will take seven real life days to create one wizard; its a very long process in-universe. Alas, you can only one one guy bathe in the fountain at a time, so you cant just pop out an army at once. Obviously, if you control two fountains then, you could make two wizards at a time. This creates some strategic drive to hold fountains. But how does your wizard work once you actually have him? Well, magic can be placed into three categories; you decide which your wizard will be and bamft, hes that type. This is a one time deal however, you cant change it once you have your wizard made. Creation: These wizards are creators of life , who make creatures to do their bidding. This exists in two types; Golems: Creations made from the materials of the world itself, these are crude but cheap things, raw material held together by a creator's willpower and granted minimal intellect. They are weak, requiring minimal effort to shatter their magic and reduce them to a pile of garbage. They are also capable only of following simple orders, and must have a commander, magical or not, to guide them. They are, however, capable of being made out of literally anything, and can be mass produced by a creator/many creators. Creatures: Creations made from a combination of raw material and a base, living, animal. These do not rely on any magical force to keep them together, but exhibit the needs for food, water, and other amenities possessed by all living things. The only limit to the monstrosities that can be made are the amount of creators involved, the materials used, and the time creating it. Battlecraft: These wizards are battlemages, specializing in the art of battle. They manipulate earth and fire to devastating effect, pummeling their foes with rocks, setting things alight, or in more complex methods, raining down fiery meteors from the heavens or causing the ground itself to eat advancing troops. Alchemy: By far the most diverse field of magic, these wizards are alchemists, specializing in the making of special potions to imbue effects to living things and enchantments to imbue effects to inanimate things. To define what potions and enchantments can and can't do, potions are effectively magical chemicals, causing reactions and various effects you'd expect from an understanding of chemistry. Enchantments can be placed on inanimate objects and enhance their pre-existing traits. Wizards will likely form one of the core features of a players production base; creators can create quick armies and elite units, battlemages are obviously useful in battle, though their skills can also be used in the construction of fortresses, and alchemists obviously can do a wide range of things, from enchanting weapons to never dull to making potions that allow your soldiers not to sleep. How doing these things will work is you will fill a little form out specifying what you want to do with your wizards and send it to the GM, who will ship you back a time to produce and a cost associated, if there is one. After all, you can't create your golem armies instantly. Managing Your Civilization Now, we've discussed EP, but so far we've only touched on the warfare aspects of using it. You can also use it for civic improvements, and indeed, is likely what you'll be doing a large amount of the time. Civic improvements consume EP to do all manner of things, from investing in better farms to building entirely new settlements to reinforcing your walls, so forth and so forth. This is done primarily on a case to case basis; you say "hrm, I think Ill build more farms," and send the GM the specifics of how many more farms you want to build and where. The GM then gives you the necessary information and bamft youre chugging along. Some improvements will also help your EP, costing initial EP to build but then producing extra EP as you go along. This is pretty handy for when you need to expand your economy without going on a conquering spree. You can also do things like build more smitheries, to help with weapon production and such things. Settling is a bit special: when you commission a new settlement, you need to tell the GM were specifically its going be. Depending on how far it is, you'll get a time to completion on that. You can issue only one charter of settlement at a time, however, and you must keep in mind that new towns provide no initial EP bonus, nor do they follow any sort of set formula to making EP. Often, towns are used to claim areas of the map, or to provide a place to station soldiers to guard a vital resource. Rules of the Game That You Should Follow 1-Remember that you're still on BZP. 2-Common sense. This cannot be stressed enough in a game like this, common sense is perhaps the most important rule of them all. Just think about things before doing them, ok? It creates a lot less problems that way. 3-Do not metagame. This is where you allow things outside of the game to influence your actions inside of the game. It can be innocent enough at first but very quickly ruins the game. Do not do it. 4-Going god mode, wiping out whole armies at once, not approved of unless you have the means. Being crafty, setting up an ambush, and crushing the enemy is all well and good. Sending three hundred men against three hundred men and saying you came out unscathed while they all died is rather terrible, though. 5-The GMs ruling on something is final. Continuing to pester them about it results in a slap. If you think you've been wronged, you can take it up with the other GM and things will get resolved via private decorum. 6-Speaking of decorum, be nice. Yes, these sorts of games often require a significant time investment and yes, losing horribly never feels nice, but it is at the end of the day a game. Its not healthy to get too stressed out about things. 7-Funsies apply, so go do cool stuff. Various Bits of Paperwork You'll find all the forms you need here for getting things done. Fill them out as required, shouldn't be too confusing. Profile Submission Form Nation's Name: [Whats your nation known as?]Nations Characteristics: [What are some characteristics of your nation?] Nation's Society: [Hows your society?] Nation's Perk: [Heres where you put your chosen national perks, which can be found here.] Nation's History: [What have your guys been up to?] Nation's Starting Units: [Ok, so you get to start with some pre-existing military stuff. You have 60 EP to spend here, anything you don't spend will start in your EP bank when the game begins. Keep in mind that you only start with 30 EP production in your capital province, so be careful as to not go over budget. Remember that you can have projects and specialized soldiers in here. In addition, you can start with some wizards, who cost 5 EP each to start with but have no upkeep costs.] Spell Submission Form Spell Description: [Yeah really I just need a basic description of whats going on] Spell Cost & Time: [ill fill this one out] Project Submission Form Project Description: [Whatcha be building] Project Cost & Time: [ill fill this one out] Specialized soldier Submission Form Number of Soldiers: [How many troops are in one unit?] Soldier Description: [What sets these guys apart from your levies?] Unit Cost: [i'll fill this one out]
Here's the discussion topic for major OOC stuff in Fountains of Mana. This post will serve as a dumping ground for any important announcements, everyone's profiles, and important documents. It'll also serve as a reminder of current in-game events. As of January 15th it is FALL, September to be exact. ONE cycle has passed. Some Cool Documents Ship Chart: Due to some complexities involving pricing with ships, these are the stock ship sizes and costs. It's recommended you use then as your guideline, unless you're doing something really fancy. Trade Chart: This chart allows you to determine how much money you are making off of a trade partnership with another nation. Upgrade Chart: This is the chart I base my upgrades off of; please consult this for an initial grasp of what upgrades can do, and then come to me for the specific bonuses applied. Glossary of Terms Cycle: A two week period, used in this game to denote when your EP/cycle refreshes and adds money to the bank. Everyone is on the same cycle and thus receives money at the same time, regardless of join date. Important Announcements Announcement regarding build queues. Announcement regarding golems and warfare. Announcement regarding new players joining. Announcement regarding province EP caps and new players joining. Sally forth ya'll.
Scientists are still unsure about how the Anomaly happened. Those among us, gifted with powers far greater than any normal human, who initially posed a threat to society at large. Some said the abilities came from the genetic code; in truth it was far more than that. Regardless of how these abilities arose, however, it was clear that the world was not ready for such powerful individuals. It was in the year of 1986 that the first of these people, dubbed “mancers” on the streets, started to appear. Select children, upon reaching physical maturity around the ages of fourteen and sixteen, would tap into their unique powers. The first few victims of the Anomaly were passed off as extreme circumstances. When they continued, people began to catch on to what was happening. The new millennium dawned with the world slowly coming to realize that the Anomaly was truly happening. Some governments attempted to cover up the fact, but it happened far too quickly and was far too widespread for that tactic to work. Soon the world was fully aware of what was going on, and no one reacted particularly well to it at first. The European Union was the first to properly react to the situation, forming the Institute for Scientific Research of EDNAs, or Earthly Domain Non-Newtonian Anomalies. It’s goal was to study the source of the Anomaly, to find out what caused it, what fueled it, and, potentially, how to take or add it from a person. Yet the ISRE’s purely scientific goals were not appreciated by all. Across the world governments formed new ways of dealing with the threat these mancers presented; in America, mancers were faced with the threat of a newly formed organization, the Department of Special Anomalies. The organization was built with one specific goal in mind; to handle the policing and management of mancers. A Congressional hearing granted them authority over a vast number of state matters, and with it, began policing mancers across the nation in force. The year is now 2017. The world has become a different place, and yet has changed so little. Mancers now live amongst the general population, with no easy way of detecting who is and who isn’t a mancer. Fear runs amongst the populace even in the modern day, while the DSA struggles to deal with a rise in mancer-related crime. The American government has entered a new election cycle, and the thirtieth anniversary of the start of the Anomaly has passed. The future is not bleak, but all the same, the country fears for it. The Anomaly Hosted by Alex Humva, co-hosted by Basilisk and Ymper Trymon Rules and Punishments 1. Normo numero uno: follow the BZP rules. 2. Don’t be a terrible person out of character. It’s just depressing for everyone involved. 3. Godmodding is disapproved of. This refers to having excessive powers without earning them first. Earn your godhood. 4. Avoid autohitting unless it makes sense. 5. It's preferred for you to use IC (in character) and OOC (out of character) in labeling your posts. 6. Common sense above all else. Common sense. Punishments are simplistic: 1. Something bad happens to your character. 2. Something really bad happens to your character. 3. You get a temporary ban from the game. 4. You get a permaban from the game. The World After The Anomaly The world of 2017 is a lot like our world today, even after thirty years of ‘mancers roaming around. One would imagine somewhat magical superpowers would of changed things a lot, but the standard day-to-day humdrum is still exactly the same. People still work in offices, Apple, Google, and Microsoft are still competing over the mobile market, and we still don’t have marketable jetpacks. The world’s economic recession has lightened up and the major superpowers are still in position, though the involvement of mancers has given some historical oddities. Ultimately, the world hasn’t changed enough in terms of history or technology to be alien to the viewer of 2013 (and maybe 2014, if we’re lucky!). Five years into the future and the only thing to note with technology is that the iPhone isn’t selling as well as it use to. Oh, and Star Wars came out. It was ok. It should be mentioned that this isn’t exactly the standard superhero world. That being, there are little to no superheroes. Superheroing is a tough business, and the world doesn’t appreciate it. Common vigilantes are heavily frowned upon by society, and superpowered ones are no different. Being a superhero means you have the DSA on your *** and not being particularly well received by the general public. You tend to get pretty bad PR when stuff gets smashed during a fight with a mancer criminal, and bad PR is never good, especially when people don’t like you to begin with. Most mancers find that they have a better chance out in the world as an improved cog in the industrial machine. That isn’t to say, of course, that being a mancer is a dull life. Some people don’t care about the DSA, and, well, if you see a crook on the streets... a good deed, with minimal collateral damage, is never a bad thing. Some things throughout the world have changed because of mancers, however. Because of their abilities, many things once impossible are now quite in the realm of belief. Void walkers, for instance, are often capable of travelling vast distances quickly. Because of this, getting around is as simple as finding one who’s up for hire. Corporations employ all number of mancers, from simple metal manipulators to empaths capable of telling when an employee is telling the truth or not. Of course, government regulation rests on many mancer jobs, but it has been scarce enough that it hasn’t made a dent in the mancer economy. The Mancers Byproducts of the Anomaly, the mancers are people born with innate powers. The precise nature of how these powers are fueled is still a matter for much scientific debate; it is known, however, that the energy being tapped into does strain the mancer channeling it. This strain causes both mental and physical exhaustion, and overuse can very well kill a mancer. It is important then for mancers to be wise when using their powers, as it is not simply something that can be ignored. Legislation has been passed through most of the western world regarding mancer worker rights for this reason, primarily due to mancers being overworked and having extremely negative health side-effects. Thanks to the efforts of the ISRE, however, categories of powers that these mancers use have been formed. Outside of special cases (metaread: special GM permission), all mancers appear to fall under the following categories. Note that throughout all of these, specializations can appear and with specialization comes greater power. You could, for instance, have a hyperkinetic, but he could never compete against a speedster, who’s entire abilities are focused around boosting his own kinetic energy. Note, however, that the law of Required Secondary Powers often does not apply. A speedster, for instance, will not have enhanced reflexes or durability. Energy: Capable of manipulating different forms of energy, these range from pyros to kinetics to magnetics and everything in-between. Void: Appearing to manipulate non-existence itself, these mancers have a variety of powers to do with reality and/or space-time manipulation, ranging from teleportation to limited forms of reality-tearing, a process that is painful for all involved.Mental/Mind: A varied category pertaining to the human mind; these include such things as telepaths, telekinetics, and empaths. Important to note is the fact that mentalists follow the inverse square law of mental powers; that being, about every two meters their effective range/energy output is cut by one fourth.Elemental/Molecular: Mancers that control the elements themselves or the molecules that base elements form. These can range from extremely specialized mancers, who control individual elements, or extremely generalized mancers, who can control things such as all kinds of earth.Biological: Capable of manipulating biological processes, these mancers often manifest themselves as healers, though more unique and specialized abilities are quite common. Outside of these categories, mancers are seem to follow a set system of capability, rated between 1 and 7. While variations within each rating do exist, it is difficult to fully define them, and as such there is no decimal system in place. Mancers vary in skill and ability, though it seems entirely possible for them to advance through the ranks of capability. 1: The most common form of mancer, this ranking represents your run of the mill mancer. Capable of some basic but still impressive feats with their power, they start off with an average amount of prowess for their particular ability, usually given in some numerical value, but open to common sense as well. 2: Rank two mancers seem to exhibit nothing else but a logarithmic power increase of varying proportions. 3: Rank three mancers gain a logarithmic power increase, and exhibit the ability to shield themselves from their own ability. A fire manipulator, for instance, would gain the ability to protect him or herself from fire. 4: Rank four mancers exhibit a logarithmic power increase. 5: Rank five mancer exhibit a logarithmic power increase, as well as the newfound ability to be able to extend their powers past their visual range, presuming they know the location beforehand. This extends to approximately five kilometers, and increases in future rank ups. This does not apply to void walkers, who instead gain a far greater range to their teleportation range. 6: Rank six mancer exhibit a logarithmic power increase. 7: Rank seven mancer are perhaps the most rare of mancers, gaining a logarithmic power increase as well as the ability to sense to great precision when another mancer of their category comes within visual range. They are known to be extremely powerful and extremely rare, and are capable of great feats, depending of course on their specific ability. Such feats that have been witnessed include tidal shifting, containing volcanoes, or even redirecting a fraction of the Earth's kinetic energy while in combat. Going meta for a moment here, the ranking system is effectively a rewards system. Be a cool person, do cool stuff in the RPG, and I hand your guy a rank up. Everyone starts at rank 1. Just generally be a good player and good things will happen. Another noteworthy aspect of the mancers is their weakness to alpha and beta particle radiation. For unknown reasons, their powers interact poorly with such forms of radiation, resulting in a nullification effect and possibly cancer in twenty years. Because of this, when dealing with a particularly potent mancer, the DSA will pull out depleted uranium bullets. Nasty cleanup, but tough times call for tough decisions. Factions While not a comprehensive list of all world factions, these are the major and relevant factions pertaining to mancers in America, due to it being the primary setting of this RPG. National Mancer Rights Organization: An organization dedicated to protecting the rights of mancers, they are a powerful political lobby group and have been successful thus far in keeping regulation on mancers lighter than some might expect. Institute for Scientific Research of EDNA: A European scientific study group, they are devoted to further studying the Anomaly and the specifics of mancer powers. A valuable resource to anyone needing knowledge on mancers, their headquarters is easily reached by many void walkers. Department of Special Anomalies: A federal police and investigation force, this American agency has the task of dealing with mancers on a national level. While in recent years individual states have formed their own versions of the DSI, due to Congressionally given power, they still are allowed to deal with state-side mancer troubles, and indeed, many welcome their presence, having the most experience with managing the mancers. Citizens Against Dangerous Peoples: The largest anti-mancer lobbyist group, these are the guys you see on the side of the street protesting at a government building. Believing mancers to be a threat to society and the world, their views vary from simply more regulation to full on incarceration of all mancer, or even death. National EDNA Research and Betterment Agency: The American equivalent of the ISRE, the NERBA hasn’t done too much in the field, due to only being founded fifteen years ago, but has the bonus of being helmed by the famous Dr. Wilson Gray, the man responsible for many of the early mancer experiments in the ISRE’s founding days. Profile This here is where you fill out your profile. Note, I will give you your specific power abilities per level after you send me your profile, so you know what sort of power you’re dealing with. All mancers start at level one; for older characters, this is explained by the sporadic nature of ascending power ranks. Please note, I will send you a ranking sheet for your powers. You are not guessing the power of your rank ups, I will tell you exactly how powerful your guy is at every rank. Profiles will require two approvals to be fully approved, meaning you must have two GMs approve of it. Please post them in the accompanying discussion topic for approval. Name: Appearance: (What does this charie look like?) Age: (Do note that due to time syncing, the oldest a mancer can be is 47. Sorry.) Power: (Omit if normal. Please, for the love if all good in the world, be specific. I can’t really give you hard data if you don’t give me a good idea of what your dude can do.) Skills: (What sort of skills does this fellow have?) Weaponry/Equipment: (Most people are packing something; for normals, this is nigh-required.) Faction/Sympathies: (Not at all required, but you can be part of a particular faction if you wish.) Personality: (A sentence or two on what your character is like, in general.) Bio: (What’s your character’s history?)
Yo; if I have sent you your ranking sheets, please edit them into your profile post where your power goes, kthx. This here is the discussion topic for The Anomaly. This is where major OOC debates go, where characters are submitted, where characters are kept track of, so forth and so forth. Profile List -Alex Humva- Steven Victorson -Lord of Adders Black- August leMartin Jennifer Costello -Shuhei Hisagi- Zach Keller -Silvan Haven- John Harken -Xomeron- Erik Slotnik Mari Slotnik -Zrel- Grant Hardwell