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| BRB CODING...
RESERVES ARE OPEN NOW
APPS OPEN NOW
PLAYBOX OPENS OCT. 1, 2016 |
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APPLICATIONS
| Players are allowed four (4) characters total, and may submit a maximum of two (2) applications per calendar month. Apps are always open. Apps are processed Saturdays through Sundays.
Please fill this out completely and submit via comment!
NAME & CONTACT: self-explanatory AGE: self-explanatory INVITE OR RESERVE LINK: link your comment here! invites automatically count as reserves. write N/A if neither applies CHARACTER NAME & JOURNAL: who you plan on apping CANON: self-explanatory
BACKGROUND: link your character's canon wiki page AND character wiki page. if linking isn't possible, please write a brief canon description and character profile.
POWERS & SKILLS: self-explanatory; please tier your character's powers like so:
TIER 1: powers/skills your character uses most often TIER 2: powers/skills your character doesn't use often but are Useful TIER 3: powers/skills that drains your character's HP in one go (you are limited to three T3 powers, subject to nerfing as needed)
INVENTORY: required for canon-specific weapons, but otherwise optional
MEANS OF ARRIVAL: How do they find their way to Bleakwood? Please keep this brief.
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RESERVES
| Fill this out completely and submit via comment.
PLAYER NAME & CONTACT: your handle and where to contact you WHO INVITED YOU?: self-explanatory CHARACTER NAME & JOURNAL: who you plan on apping CANON: self-explanatory EXPIRATION DATE: +7 days from the reserve date
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| TAKEN LIST
Please copy the following, fill it out, and submit it below in order to be added to the taken list!
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BASIC INFO
| A long time ago, during a time when history hadn't yet been written down, people discovered what we call magic. They studied it, and formed a rudimentary understanding of it - and promptly hid their knowledge away from those who feared it.
Hundreds and hundreds of years later, this knowledge was rediscovered by their descendants. Magic was practiced under cover of night, and these first practitioners became the first witches known to man. They wrote down all they learned, adding to the knowledge of their ancestors, and these records were passed down to their children. Their children passed these on to their children, too — a tradition that continued until the turn of the eighteenth century, when the witches of the world discovered The Crawl.
The Crawl is the collective consciousness formed by the excess of corrupted magic — a great swarm of energy that has built of for hundreds of years at the edges of the known world, threatening to break through and flood in, bringing all the monsters and beasts it has created along with it. In answer to this threat, covens all over the world came together to stall its progress, understanding that its arrival is inevitable and they can only prepare for it. And so the schools were established, hiding in plain sight among those unaware of magic, to help train the future generations about the dangers they face.
In the meanwhile, the Anchors were chosen - highly gifted witches whose magics have no foreseeable limit, and whose duty is to keep the Crawl at bay by patching the tears in the fabric of reality that separates the Crawl from the world. For three hundred years they have halted the Crawl - but the last Anchor was born in 1999, and no new Anchors have been born since.
It is now 2035. The Crawl has finally broken through, at a pace, and is rupturing reality all over. Creatures are flooding in, as are beings from other worlds. One such rupture can be found in Bleakwood, Alaska, where monsters have descended on the population in droves.
For those who have just arrived — come for the scenery, or stay to help. Either way, welcome to the end of the world.
"The magical power is in the inward or inner man. A certain proportion of the inner man longs for the external in all things. When the person is in the appropriate disposition, an appropriate connection between man and object can be attained." The Crawl is a limited-run playbox with overarching urban fantasy themes that is set in North America at the dawn of an apocalypse. Characters will travel from Alaska to various parts of the world, in attempts to close the ruptures created by the Crawl, rescuing survivors along the way. The overall rating is PG-13, and there is a possibility of a player or character cap.
Applications are open from Mondays-Fridays, and are processed during the weekend. Players require an invite to apply, and may submit two (2) applications maximum per calendar month. There is a limit of four (4) characters per player. Applications may be found here, while reserves and invitations may be posted here.
QUICK GLOSSARY
The Crawl — The main big baddie. Physically manifests as giant all-consuming darkness, heralded by hordes of ugly dangerous monsters. Where there are large groups of creepy crawlies, a rupture is surely nearby.
Witch — Anyone of any gender who practices magic.
Anchor — The NPCs. Usually headmasters of magical schools.
Planes — Any of the eight classifications of magic. See Magic Rules.
Line — A magical specialty unique to the witch.
Bleakwood — Either: the Alaskan county including the lake and parts of the mountain territory, or specifically the five townships within the county.
Barrett-Crowley Reformatory — AKA BCR; The magical school at the top of Bleakwood Hill, and base of operations for the North American Anchor. Also the landing ground for apped characters.
SOME NPCs.
 LIES ADLMULLDER, headmaster at Barrett-Crowley.
 HULISANI VISSER, headmaster at the JoBurg Collective.
 IEYASU UEMURA, headmaster at Uehara Memorial.
 SABINA REY headmaster at El Colegio de Santo Tomás de Aquino.
Any questions? Please check the FAQ or ask a question there! | |
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