The Regal Rper
Mad Scientist
Notice: Your Character is a Centurion. Centurions are seen as elites of society, and work as supernatural defenders. They possess the best technology and have levels of access to information that a Temple does not provide the rest of society in its given nation. In this RP, your character has volunteered to be a part of Unison, to work as a undercover criminal with other Centurions from other Temples in order to help find leads and prevent further disgrace to the public image of their Temple.
Temple Info: A Temple is an ancient divine organization that was created to preserve the peace, it's creation formed by one of the Last Demigods. Its members are viewed highly, and to become a member you must pass the Temple Trials. All Centurions who become a member of a Temple are considered a Elites of Society. They gain access to resources that no other branch of government has, and possess knowledge and information very few outside its embassy and circle know of.
Golden Rule
Despite making a villain/ criminal it is highly recommended they do not have any extremes in their criminal background. Ex: mass murder, senseless slaughter of other Centurions etc are example of this, but depending on what you make I may allow certain things. Keep in mind that even though your character will be a criminal, they are still a Centurion and their actions are being scrutinized, if you make a unstable character and it gets confirmed I won't hesitate to remove privileges I would have given initially.
Alias: The False Name (if applicable) that your character uses.
Appearance: Written or Image.
Name: The Real Name of your Character
Known As: The Criminal Identity they are known as to the public, if no codename then say N/A
Age: Only 20+
Gender:
Orientation: (Optional)
Level: 7
Category: The Category you pick will define your character's magic system. There are three types. For more details check the power system section located on lore
1. Hresh/Monster Being: Have racial abilities and can utilize up to 3 forms of magic. They also gain super boosts during climate or celestial events. Hresh racial abilities are supposed to put them above the average human (meaning a unskilled human could still lose to a unskilled Hresh in a fight with odds leaning more in the Hresh's favor).
2. Variant / Gifted Blood: Have very few racial abilities and can utilize up to 2 forms of magic. They can gain spiritual powers that allow them to fuse their abilities to create new abilities.
3. Mortem/ Human: Can use all forms of magic granting a utility. Can gain Aethar Abilities, a unique ability only they possess in exchange for putting limits on their magic.
Temple: Whatever Temple you pick will be the nation they originate from. Try to vary this so we don't have the whole cast coming from dominantly one nation.
Alexandrite: Based in Myion, the society that uses Blood Status. Blood Status is a social status defined by your specie, Hresh and Variants are first class, while Mortem are second class unless wealth is involved then a Mortem can outdo a Hresh. Alexandrite has Centurions focus in popularity ratings, which it uses to keep track of your work ethic. It is similar to BNHA or celebrity ratings in a sense except it focuses more on how well known you are in a area based off the good work you have done. The higher popularity, the faster you get a promotion possibility. Very private about their actions with other temples.
Vajra: Is based in Daemanta, the historic nation of the Monster Cambion species. Holding the smallest number of humans in the globe, Vajra favors a mystery theme and makes Centurions design clothes or masks that hide their identities. It acts like a religious secret society and they work to clean up messes in the Danger Zones of the largest nation.
Heracles: Is in Hemonta, the gender equal society where gender roles are undermined and there is no bias. Heracles Centurions support both military and police in supernatural cases and are known to be placed anywhere in the nation where needed. Aside from their own duties they are known to helicopter other nations. You grow based on your success rate, it's a very strict temple but is the most famous for its steadfast members. It is on the second largest nation.
Ra: Built by Zephrix, the kingdom in the skies, on one of the Provinces. Ra is the only temple that allows wealthy individuals from the Provinces or flight capable aristocrats to buy their way into lower tier positions. It has a very hard focus on image and appearance, and likes to maintain its status by the success of its efforts. Sometimes muscling into Alexandrite's business to help when help wasn't even asked.
Set: On Ixzea, where the nation is divided into North and South politics. It has a internal rivalry that splits it into two where there is a mentality of Northerns vs Southerns. This mentality tends to trade for unity whenever a enemy emerges and lives are in danger, however the rivalry continues always.
Apsu: owned by the underwater kingdom Ezili. It has a very harsh structure that focuses on ferocity, dominance and aggression in the completion of tasks. You move up based on your kill rate in the creatures that bother its territories, and based on your competence in tasks.
False Bio: (not required, I will ask about this though) What is your character's life outside of their criminal background since coming to Arcardia?
Criminal Background: Your character has been in Dunderham for 3 weeks. At best they will be an average level villain which just means they have made the news only once, and are known to be a target of capture by the law. The papers may / may not hold more information about their activities but that is up to you. Their fame can vary, but they won't be considered that much or at all by any of the native criminals within Dunderham.
Magic: List of Magical abilities and weaknesses.
Extra Abilities: Aethar, Modification, or Boosts that apply to them if applicable.
Nation: Arcardia
Place: Dunderham (city-state)
Economy: Guilds & Merchants; most businesses are funded by a guild or grant loans of some kind for stores or businesses. Guilds teach magic, play roles in technology, and are a major source of information that play subtle major roles. Many merchants work with or in a Guild.
Head: Royal Puzzlewurd family
Governor: Michaella Orangetuffz
Basic Info: A coastal Megatropolis city, with a population of millions. Dunderham is one of the top three city-states of Arcardia with a booming economic business.
Technology & Society: Like most of Arcardia, Dunderham's technological and architecture took on a more mystical form to retain its historic wizard traditional ways. An example would be the classic flying broomstick, the replacement of those are broom-like vehicular devices that have pop-up handles, allow for better seating, steering, acceleration by adding magically powered thrusters or turbines. While some companies are from other nations, most models of international design aren't as many compared to the more mystical looking models that Arcardia prefers. The Internet and communication devices do exist, but things like computers or holoscreens etc, were altered in form with the help of other nations to create a more mage like design. Instead of holophones or similar advanced mobile models, in Dunderham you use Divi-orbs, which are basically like pocket crystal balls that shrink to be carried in the pocket and glow when magical energy is used to activate them and make calls or send messages. Citizens tend to be given a freedom to use their magic to minor degrees, provided it is not used to cause trouble.
Architecture: Most buildings don't have regular doors, and a lot of Dunderham's architecture carries a uniqueness. Doors might require answers to enter, businesses or stores have walls that transform into doors to allow customers or otherwise in.
Laws: Strategus is the term for police. Dunderham has many Strategus departments and you can basically consider them mage police. They utilize more magic than any actual combination of magitech. Due to history, there are stricter rules on magic that guilds enforce.
Crime Rate: Crime is not prevalent in Dunderham but it has festered into a problem that refuses to leave. Dunderham does not face constant violence on a daily basis, nor destruction, there are no wide spread criminals with a stronghold anywhere, and death does not rain in this region. Crime does happen, but it's like an echo that spreads through the megatropolis with a lesser effect the further you are from the source. The issue in Dunderham is that the more impressive criminals in the hierarchy, are far more successful in avoiding capture by the law through various means.
Last edited: