Tags: action, crime, dark fantasy, urban
Character Approval: Yes
Player Level: Advanced
New Players: Closed
Creator: joonsexual
Created: 01-17-2013, 02:38 AM
The Creator of this roleplay did not set any rule! You can do whatever you like!
T E C H N O L O G YTechnology in the 56th century is a powerful and dynamic machine. Every year new toys and better conveniences are introduced into the market: virtual realities, automated vehicles, and artificial intelligence. Those who can afford the latest trends, look forward to the periodical releases of faster systems, cooler gadgets, and bigger improvements. They drive cars that are smart enough to drive themselves. They live in homes that are armed to refuse entry to strangers. And they live out tens of hundreds of lives in online simulations as warriors, as magicians, as heroes.C I T I E SCities in the 56th century are nothing like the cities of the 21st century. They are cut and divided. Cities are no longer sprawling masses of continuous streets, homes, and venues. They are sectioned and quarantined. There are the base districts—the slums of society. There, the air was polluted and the people are poor—poor for money, poor for food. Everything in the base district is outdated and tired and practically forgotten. There, the people live off meager wages and even more meager dreams. They can see the other side of the bridge (into the vague horizon of their neighbors), but they can't experience the differences anymore than their neighbors can witness their suffering.In the prime district—the suburbs, the entertainment, and the businesses—lights are bright, music is loud, and the people are drunk on luxury. Here, the homes are well-kept with perfect (artificial) lawns and beauty is a matter of money and plastic appointments. These are the cities of dreams, the poster child of desire and envy.C O U N T R Y S I D EAs there are cities of lights all over the world, sprinkled here and there, like a dotted skyline, are small pockets of green and rolling pastures. These countryside establishments lack the rage for greater and greater conveniences. Instead, these tiny communities spend time touching the soil, breathing fresh air, and enjoying the easiness of simplicity. They may not be as "simple" as the twenty-first century, but they are definitely in a time different from the current era.
H A L C Y O NThe world of Halcyon is unlike the rest of the world, which has been raped by metal and technology. There, the air is clean, the pastures are green, and the community is close—drawn together by an olden sense of camaraderie. The population of Halcyon is small (no more than 350,000) and nearly all of its inhabitants are "gifted." Protected frm the rest of the world by strong illusions and various guards (some seen, some unseen), Halcyon exists in a time and a world outside of the present. The seasons are controlled and artificially produced (even though Halcyon experiences all four seasons, the conditions are never harsh and always in moderation). In the words of one reporter, who had been fortunate enough to experience the wonder of Halcyon, "A place has never been more aptly named than [Halcyon]."Wards: Despite being a relatively "small" city-state, Halcyon is well-organized and arranged. There are seven regions to Halcyon, which are known as "wards." Each ward, which are named after the Great Seven, is comparable to a small town. Even though each ward is fairly sized, traveling between ward is made quick by the employment of a gravity-rail (45th century technology). Commuting from home to work (e.g. Song Ward to De Luca Ward would be no more than 45 minutes—the furthest commute). To learn more about the seven wards, please click here.S I D E R E U SSidereus sits at the heart and center of Halcyon, both physically and metaphorically. In the beginning, Sidereus was a small academy designed to teach and guide new synergists. The "professors" were veterans of their trade and the students were people just realizing their abilities. Over time, Sidereus became a goliath in the community—graduating students for every field. In addition to training, students were taught real world knowledge—math, science, and all the arts that would allow them to be successful in trades beyond the military. They were encouraged to seek job opportunities outside of the tactical division (although tactics remains as the most prestigious of all careers). Sidereus, for better or for worse, became more than a simple school. It became the governing voice of Halcyon.Student Life: The students of Sidereus come from all walks of life and all parts of the world. Some students are born into the haven and have never set foot outside of the city. Other students were "discovered" by scouts (a divisional squad that monitors the world for synergists) and then brought into the folds of Halcyon. But no matter where students come from, all students live on campus.Dorms: Located in all district of the campus (there are a total of seven districts—each district is named after one of the school's founders) are student dorms. When enrolling to Sidereus, students are asked to fill out a questionnaire (typing their personality and rooming preferences). Students live two to a room and share a general common room (for relaxing, studying, and all manners of shenanigans), a common kitchen, and a common shower room with their floor (a floor typically has ten rooms).Of course, girls live with girls and boys live with boys. Each has their respective shower rooms, but can live on the same floor as each other.Tracks: As students advance in their studies, they are frequently asked to think about their future. What would they like to do after graduation? What are they interested in? Every year, students meet with a general counselor to discuss their futures and plan for next year's classes. For many students, their chosen tracks (i.e. think of it like a university major) won't affect their student life too greatly, but for students who settle on joining the ranks of the Sidereus Agents (SA), everything changes. They are moved out of their general dorms and redirected to the dorms in De Luca, which are best known as SA dorms. Students pursuing to be part of SA take less general courses and spend much of their time preparing to be soldiers and tacticians.Points: Students are not allowed to leave campus during the weekdays without proper authorization and, as such, cannot maintain a part-time job. To compensate for the restriction, the school introduced a clever (but, at times, ineffectual) system to check student behavior and provide them with some spending money. Good marks and good behavior are rewarded with points while poor marks and poor behavior can result in a reduction of points. All students, upon entering the academy, begin with a generous 5,000 points (equating to $500 or 1,000Di). Over the years, students can earn up to 100,000 points ($10,000 or 20,000Di) or reach as low as 1,000 points ($100 or 200Di).Calendar: Sidereus is a year-round school. Students receive one month of break in August, December, and March. During these month-long breaks, students can chose to live at home or on campus (the dinning commons are still in full operation during the breaks). It should be noted that students pursuing the SA track do not typically have such breaks. Officially, they are allowed to leave campus, but nearly all SA students spend those three months training on their own or shadowing low-level (C-rank) agents.Uniforms: Students of Sidereus are required to wear a standard uniform when attending classes or official school functions (unless otherwise noted). Students who select the SA-track have a slightly modified uniform (link). Recent graduates (individuals undergoing their one-year evaluation) continue to wear this uniform, which is usually required for missions. After their one-year evaluation, Sidereus Agents are given a new set of uniform (link). There is no difference in uniform between male or female. And, finally, for agents who achieve the illustrious A or S ranks, they are given a black necktie instead of the red neck scarf. S-ranked agents are also given a pin (Sidereus's logo), which they can attach to the knot of their scarf/tie, but that is optional.
D E G R E E SCurrently, there are a total of six (known) degrees in the world, four "natural" degrees and two "angelic" degrees. Researchers suggest that there can be other, currently unknown, degrees, but after more than three centuries of observation, these are the dominant six. To learn more about the degrees, please click on the degree titles for further information!Accendo: The general ability to summon and manipulate fire. It is the most destructive of the six degrees,.Imber: The ability to summon and manipulate wind. While the Imber Degree is strong offensively, it is better known for its utility.Pulvius: The ability to summon and manipulate water. The Pulvius Degree has the highest skill-cap of the six degrees. It is the hardest to master, but an extremely versatile degree (equally strong in offensive and defensive skills).Sabulum: The ability to manipulate earth/metal. Sabulum synergists can control the battlefield, easily affecting a large area with a single blow.Tenebrae: The ability to manipulate shadows. Unlike the other degrees, the Tenebrae Degree is an "individual" ability. It lacks team-utility, but makes up for it by greatly enhancing "solo" skills. Tenebrae synergists fight independently of the team or unit.Aethra: The ability to manipulate light. Of the six degrees, the Aethra Degree is the rarest and the most mysterious of all the existing degrees.
R A N K I N G SAll agents are assigned a rank upon graduation (G) and all assignments are ranked accordingly (there are no G-ranked assignments). These ranks are meant to be descriptive of an agent's skill level (generally speaking, a B-ranked agent will not beat an A-ranked agent in a friendly or not-so friendly duel). There are a total of five ranking brackets:G : C : B : A : SEach bracket (except for G) has three sub-levels, which are defined by numbers (i.e. 1, 2, and 3). A recently attained bracket (e.g. moving from C bracket to B bracket) will be listed as Bracket-1 and further advancement in the same bracket will continue as Bracket-2 and Bracket-3. Each rank is also indicative of a threat/power level (except for G).
G: :: All new graduates are given a G-rank and they keep this rank until their one-year evaluation is over.After their evaluation period is over, they are then assigned a rank based on their performances.C: :: This is the lowest bracket and is considered to be the lowest threat-level.Nearly all graduates, after their evaluation period, begin in this bracket.B: :: This is the median rank and most agents fall between B-1 to B-3.It is not unusual for an agent to dedicate their entire life to Sidereus and not advance out of the B-bracket.A: :: A-Ranked assignments are regarded as dangerous and rarely meant to be solo missions.S: : : All S-Ranked assignments are high-threat level and classified.
Agents can improve their ranks by completing more assignments. However, ranks can also regress if an agent fails an assignment.
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