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For All Have Sinned
GMed by Retro BigOOC THREAD | RATED M | SIGN UPS ARE CLOSED
"Science and technology revolutionize our lives, but memory, tradition, and myth frame our response." - Arthur M. Schlesinger
Are you paying attention? I need you to pay attention...
For some reason, maybe it's late a night, bored at work, procrastinating from doing your homework or there's just time to waste. Whatever it is, you find an ad, perhaps one of those pesky pop-up ads or you found it through Craigslist, the point is you found it. It reads:
I don't have time for flashy gimmicks to grab your attention or a backstory filled with grand details, if you make it to me I'll give you all the information you want to know. But, we're not there yet. I want to get directly to the point and that is that I need you.
Vile creatures wait out there in the abyss, waiting to be reborn - some already have been. They've killed mothers and children, customs and religions, they've killed members of my family and members of yours. They masquerade themselves as pillars of light, as beings that lack burden except that of which they put on the world. You may never have heard of them, but you have felt the effects of them.
The earthquake that ripped apart Nepal was them, Columbine was them, Chernobyl was them, the decline and ultimate collapse of the ancient Mayan civilization was them. I am not talking about beings that are puppeteers to humans, who sit on iron thrones in the heavens and tinker with the Earth as it spins round. These beasts are here, on our Earth and want nothing more than to steal the Earth from us, their mere presence is enough to summon chaos.
I've hunted them all my life and there were once many of us to combat the few of them. They rise and fall to our enhanced weaponry, but we also rise and fall to their brute strength and corruption. Our numbers have since dwindle down, but, unfortunately, theirs never do. That's why I need you. I can train you, I can morph you into something useful. This isn't the movies, and you aren't a superhero, you're a person with an important task and that task will eventually get you killed. The world is at risk, the very fabric that holds everything together will tear apart if nothing is done.
You scan the rest of the page and notice three things: two downloadable documents, an address, but off the top of your head you don't actually know where that is but it's in your city, and the mention of a package that you are meant to pick-up and bring to the address. Okay then...
Are you confused? I'm confused...
Let us go over the basics... It's the year 2016, you live in some country on Earth and you live some kind of life, you can get into those specifics later on. You were on the internet and found the ad above, but for some reason you actually believe it. Maybe due to the lack of specifics and/or that it's not trying to sell you this glamorized promise of being a superhero. Some person wants to change your life, train you to fight creatures you have never heard about and possibly die trying to do it.Wait, you never checked out those documents...
Attached:Document1
Spoiler:
FIGHTING 101 (more like... 100.5)
Gooooood morning, this is your host (Boss said "Don't put your real name in there", but if you're clever let's just say I left you some hints) and I was asked to give you a quick overview of fighting.
Let me try to explain our combat positions in terms you'd understand... you have your direct killers, your capturers, your defensive support, your offensive ranged killers, your healers, and saving the best for last... your trackers.
Frontliners (Your direct killers): They do the main killing, maiming, all that up close and personal with the Ahlinstrons (aka Ahlin(s) aka the beasts that were mentioned aka people are really superstitious about mentioning their collective name out loud aka don't get me started about their individual names). Frontliners fight the hard fight and are the only ones trained enough to deliver the "final" blow but if they're not careful end up getting a final blow. They're the people who are always cleaning their weapons or obsessed with the newest upgrade. Frontliners use weapons that are up-close and personal, like bladed weapons, gauntlets, whips.
Ensnares (Your capturers): Not all Ahlinstrons can be killed or it can be too dangerous to fight them all the way to their death. Ensnares make that call; after all they have the most to lose if it is indeed a capturing mission. Ensnares are also really good at laying traps and restricting the Ahlin to one area. In order for an ensnares to properly do their job everyone else has to do theirs and make sure the Ahlin is weakened. Since the Ensnares has to capture the Ahlin with their own life force that is why it makes their position one of the most life-threatening. Using this technique requires a great deal of inner peace and balance, so only the most focused are allowed to become Ensnares. Ensnares usually team up with Bracers who can guard them while they are set down traps/trying to capture the Ahlin.
Bracers (Your defensive support)/Pillars(Your offensive ranged killers): I'm putting these two together because they are basically the people that save your butt. They usually both offer up distractions in case an Ahlin comes too close for comfort. Bracers aids, well, defensively. They're very good at taking hits and making barriers so that other people can take hits. Pillars are good at attacks from a distance and being able to support or boost attacks of other people. Not an easy job. Pillars uses weapons such as bow and arrows, throwing knives/daggers, (poison) darts, and guns. Bracers will sometimes use shields or other defensive weapons but mainly resort to elemental runic magic.
Patchers (Your healers): Lovely people, usually... These are the people that'll make sure you can live another day so be grateful but if you're not remember they're some of the most powerful people. Typically because they live longer and also their magic seems to come from a different place and/or manifests itself in a manner that's... different than the rest of us.
And, lastly, the greatest people you will ever meet, Seekers (your trackers): Basically, everyone would be screwed without us. Ahlins don't like to be found (surprise, surprise...) and the only way you can find an Ahlin is with a tracker. I'm not allowed to say how that's possible (it's a Tracker's secret...) but we get the job done. Not only do we find them when they are on the loose, we usually know when in the future and approximately where they will appear as well.
Gooooood morning, this is your host (Boss said "Don't put your real name in there", but if you're clever let's just say I left you some hints) and I was asked to give you a quick overview of fighting.
Let me try to explain our combat positions in terms you'd understand... you have your direct killers, your capturers, your defensive support, your offensive ranged killers, your healers, and saving the best for last... your trackers.
Frontliners (Your direct killers): They do the main killing, maiming, all that up close and personal with the Ahlinstrons (aka Ahlin(s) aka the beasts that were mentioned aka people are really superstitious about mentioning their collective name out loud aka don't get me started about their individual names). Frontliners fight the hard fight and are the only ones trained enough to deliver the "final" blow but if they're not careful end up getting a final blow. They're the people who are always cleaning their weapons or obsessed with the newest upgrade. Frontliners use weapons that are up-close and personal, like bladed weapons, gauntlets, whips.
Ensnares (Your capturers): Not all Ahlinstrons can be killed or it can be too dangerous to fight them all the way to their death. Ensnares make that call; after all they have the most to lose if it is indeed a capturing mission. Ensnares are also really good at laying traps and restricting the Ahlin to one area. In order for an ensnares to properly do their job everyone else has to do theirs and make sure the Ahlin is weakened. Since the Ensnares has to capture the Ahlin with their own life force that is why it makes their position one of the most life-threatening. Using this technique requires a great deal of inner peace and balance, so only the most focused are allowed to become Ensnares. Ensnares usually team up with Bracers who can guard them while they are set down traps/trying to capture the Ahlin.
Bracers (Your defensive support)/Pillars(Your offensive ranged killers): I'm putting these two together because they are basically the people that save your butt. They usually both offer up distractions in case an Ahlin comes too close for comfort. Bracers aids, well, defensively. They're very good at taking hits and making barriers so that other people can take hits. Pillars are good at attacks from a distance and being able to support or boost attacks of other people. Not an easy job. Pillars uses weapons such as bow and arrows, throwing knives/daggers, (poison) darts, and guns. Bracers will sometimes use shields or other defensive weapons but mainly resort to elemental runic magic.
Patchers (Your healers): Lovely people, usually... These are the people that'll make sure you can live another day so be grateful but if you're not remember they're some of the most powerful people. Typically because they live longer and also their magic seems to come from a different place and/or manifests itself in a manner that's... different than the rest of us.
And, lastly, the greatest people you will ever meet, Seekers (your trackers): Basically, everyone would be screwed without us. Ahlins don't like to be found (surprise, surprise...) and the only way you can find an Ahlin is with a tracker. I'm not allowed to say how that's possible (it's a Tracker's secret...) but we get the job done. Not only do we find them when they are on the loose, we usually know when in the future and approximately where they will appear as well.
Attached:Document2
Spoiler:
MAGIC 100
First: Yes, magic is real, yes, you have magic, and yes, it's a ton of fun to use. Unfortunately, I'm forbidden to type the specifics of how to activate your magic and how magic works, but I can at least give you a basic overview.
Magic is innate. So, you have magic, your mom has magic, hell, even your dog has magic. However, that doesn't mean they can all blast fireballs whenever they want but wouldn't that be wickedly awesome? In order for magic to be used there has to be enough of it in a person to even be able to be activated. That is why it is practically useless in a majority of the population, they simply don't have enough magic for it to actually do anything. Kinda sucks, right?
Anyway, let's get down to business (to defeat the Huns...)
Since you've read about fighting (it was called DOCUMENT 1 for a reason...) I'll tell you how magic works with that. Your magic is molded to your combat style, so if you're assigned to be a Frontliner you mold your magic to Frontliner magic, got it? The thing is, once you mold your magic you can't ever change it... for the most part...
Runic Magic: All magic falls under runic magic, runes are a series of symbols that produce through the channeling of magic the meaning of said inscribed symbol. Sadly, without runic equipment no one can use magic. If you don't have a fireball rune attached to something (equipment), you won't be conjuring any fireballs. Magic is channeled through our runic tools to release the desired effect, without them... good luck. Runes can be attached to almost anything jewelry, clothes, armor, weapons, as long as it's touching the user so their magic can be channeled through it. The only thing that is forbidden to have runes on it is one's skin. Runes rely on magic for activation, so firstly if you don't have enough magic to activate them they won't work. If you can't sustain a constant flow of magic for the duration of the fight or activate too many of them that can end in inactivation, disaster, and death. Runes can be combined to make stronger runes, but only those that have the strength to activate them can use them. Runic magic is divided into two sections: elemental (fire, water, earth, air, lightning, frost) or status (heal, poison, frenzy, calm, boost). People only excel in two/three elements and two status.
First: Yes, magic is real, yes, you have magic, and yes, it's a ton of fun to use. Unfortunately, I'm forbidden to type the specifics of how to activate your magic and how magic works, but I can at least give you a basic overview.
Magic is innate. So, you have magic, your mom has magic, hell, even your dog has magic. However, that doesn't mean they can all blast fireballs whenever they want but wouldn't that be wickedly awesome? In order for magic to be used there has to be enough of it in a person to even be able to be activated. That is why it is practically useless in a majority of the population, they simply don't have enough magic for it to actually do anything. Kinda sucks, right?
Anyway, let's get down to business (to defeat the Huns...)
Since you've read about fighting (it was called DOCUMENT 1 for a reason...) I'll tell you how magic works with that. Your magic is molded to your combat style, so if you're assigned to be a Frontliner you mold your magic to Frontliner magic, got it? The thing is, once you mold your magic you can't ever change it... for the most part...
Runic Magic: All magic falls under runic magic, runes are a series of symbols that produce through the channeling of magic the meaning of said inscribed symbol. Sadly, without runic equipment no one can use magic. If you don't have a fireball rune attached to something (equipment), you won't be conjuring any fireballs. Magic is channeled through our runic tools to release the desired effect, without them... good luck. Runes can be attached to almost anything jewelry, clothes, armor, weapons, as long as it's touching the user so their magic can be channeled through it. The only thing that is forbidden to have runes on it is one's skin. Runes rely on magic for activation, so firstly if you don't have enough magic to activate them they won't work. If you can't sustain a constant flow of magic for the duration of the fight or activate too many of them that can end in inactivation, disaster, and death. Runes can be combined to make stronger runes, but only those that have the strength to activate them can use them. Runic magic is divided into two sections: elemental (fire, water, earth, air, lightning, frost) or status (heal, poison, frenzy, calm, boost). People only excel in two/three elements and two status.
Frontliner Magic: Frontliners use their runes solely for their weaponry and armor. Since they are skilled in close combat with weapons they use runic magic to add effects such as a sword that when unsheathed will light on fire or an armor set that will become laced with poison upon activation.
Ensnare Magic: Ensnares use runic magic, but they place their runes on traps and tools that they make. Regular traps won't do much for an Ahlin, but a runic trap would be able to wound it. Their true specialty lies in their life force. In order for a Ensnare to truly entrap an Ahlin they must restrict it with their own life force. Every Ensnare carries a set of chains with runes on them that allow them to use their life force to pull the Ahlin within their own body. If they cannot contain the Ahlin an Ensnare will have their lives taken, by their hand or another's, or risk losing their minds to corruption and setting the Ahlin free once more.
Bracer Magic: Bracer's are very good at use magic for defensive purposes. Typically it comes in the form of some sort of elemental shield or barrier.
Pillar Magic: Pillars are either elemental runic users or mid- or long-ranged runic enhanced weaponry users. Pillars will either use their elemental runes to attack (these are the people who use fireballs and lightning attacks) or distract the Ahlin from afar or use their enhanced weaponry to do the same. They can also use their magic to boost other people's magic, making a trap stronger, or a shield last longer or be thicker.
Patcher Magic: Patchers rarely use any other magic but healing runic magic. The more powerful the rune the more grievous an injury they can heal. Patchers can use their magic for runes that allow for them to take the damage of others, but this can be very dangerous. While, Patchers can also heal wounds they can also transfer them as well or at least part of them depending on the wound and their own power. There's also a nifty trick most Patchers use, which is to be to store pain inflicted to them and unleash it back at their opponent.
Seeker Magic: Not much is known about Seeker magic, their secrets are kept under wraps pretty tightly. They use their magic to track down the Ahlin. They can sense when an Ahlin is in proximity and when it is about to be reborn.
Ensnare Magic: Ensnares use runic magic, but they place their runes on traps and tools that they make. Regular traps won't do much for an Ahlin, but a runic trap would be able to wound it. Their true specialty lies in their life force. In order for a Ensnare to truly entrap an Ahlin they must restrict it with their own life force. Every Ensnare carries a set of chains with runes on them that allow them to use their life force to pull the Ahlin within their own body. If they cannot contain the Ahlin an Ensnare will have their lives taken, by their hand or another's, or risk losing their minds to corruption and setting the Ahlin free once more.
Bracer Magic: Bracer's are very good at use magic for defensive purposes. Typically it comes in the form of some sort of elemental shield or barrier.
Pillar Magic: Pillars are either elemental runic users or mid- or long-ranged runic enhanced weaponry users. Pillars will either use their elemental runes to attack (these are the people who use fireballs and lightning attacks) or distract the Ahlin from afar or use their enhanced weaponry to do the same. They can also use their magic to boost other people's magic, making a trap stronger, or a shield last longer or be thicker.
Patcher Magic: Patchers rarely use any other magic but healing runic magic. The more powerful the rune the more grievous an injury they can heal. Patchers can use their magic for runes that allow for them to take the damage of others, but this can be very dangerous. While, Patchers can also heal wounds they can also transfer them as well or at least part of them depending on the wound and their own power. There's also a nifty trick most Patchers use, which is to be to store pain inflicted to them and unleash it back at their opponent.
Seeker Magic: Not much is known about Seeker magic, their secrets are kept under wraps pretty tightly. They use their magic to track down the Ahlin. They can sense when an Ahlin is in proximity and when it is about to be reborn.
Time to start this adventure
Once upon a time... Wait, the story hasn't begun yet.