@TheApprentice How tight are the chains? For example, can our characters reach into their pockets or possibly wriggle out of them? Also, did the cultists take our stuff?
REVISED: Name: Marie Age: 29 Personality: Cold, calculating, distant. Having spent the last decade fighting a war against insurgents trying to take over her home planet, she often struggles with flashbacks of the bloody battlefield. Some say she's bat-shit crazy. In spite of this, she keeps her sanity intact and can be a kind and caring person. Appearance: Long dark hair kept in a pony tail. Tall, pretty. Organization: Cultist Skills: Healing, Regeneration, Magic: Shape-shifting, Necromancy Support: Tactical
And they only took weapons and armor, nothing else. Guess they might not have done a very thorough search of everyone's person.
BEHOLD! THE GLORIOUS ROY HALL!!! Name: Must we go through this again? Fine, I'll even be easy this time. Roy Hall. No jokes this time. Age: Um... let's go with... 21? Yeah, legal gamblin' in casinos and drinkin'. Appearance: Come now, I've described myself so many times by now. Fine, I'll go over it once more, but do pay attention this time with that gold-fish like attention span. I've got long straight blond hair, it goes to the back of my neck and covers my forehead. I have blue eyes, fair skin, and I stand at a respectable 5'10, and I have a lithe build. Frankly I'm a lady and/or man killer. As if I'd allow anyone to touch this. Personality: I have a glowing personality, just ask anyone. Moron. Organization: I'm my own man, I go wherever I find something fun. You get 5 points to spend throughout all this Must we go through with this stat business yet again? Fine, I'll play along this time. Magic: Time/Space Magic, basically I have some control over time and gravity, pretty nifty, eh? Combat: Hand to hand combat, I'm a beast with my fists I'll make you all beg for mercy! Support: Seduction, of course, I mean have you looked at me, and with my smooth demeanor can melt the hearts of anyone... so then I can get what I want, of course. Lockpicking, no lock can hold me back, I dare you to bring one before me that I won't be able to merely gaze at before it unlocks! I'm gonna have fun with him. :3
*Deep breath* ...Alchemy. XD App was the one that said it was alright otherwise I probably would not have done it. Though, I think that the excuse that I gave was something among the lines of "Joe does not power the magic that the items possess, the magic has been weaved directly into the item, and the item's power is not the direct result of magic or enchantment, it is theoretically possible that the item would continue to be active in the presence of a magic field." Plus, if he didn't have his bag, then he couldn't just pull anything he wanted/needed out of thin air, so maybe some leniency there.
Oh, I'm not dissin' it. I'm just wondering how... for research purposes. Is there a way to counter anti-mage countermeasures or at least a way to sense when it's coming and/or where it's coming from?
I would assume that there would be some kind of way to counter an anti-magic field or be able to sense those kinds of things. However, as to how, I'm not certain, maybe App'll give some way of doing it without the assistance of alchemy, or maybe something that is the byproduct of it. (Though, I did edit my original post with a possible explanation. ^^")
So, it seems as if the anti-magic field affects the mage, not the magic. It's not as if magic 'doesn't work' here, it's just that mages can't cast spells... right? If that's how it works, that gives me something to work with. Well, we know it doesn't stop all spellcasting, since that Colonel Sanders guy was still casting. I mean, he's probably the one who cast the anti-magic field in the first place. So, it must be a targeted spell, not just something that blankets an area and affects every mage there, right? But how do you get away from it? Does it stick to you, like a curse, and follow you everywhere you go until the caster is killed, or is it something he has to actively fuel, and/or does it have a limited range? I'm probably over-thinking this, but... *shrug* my character is a former teacher turned lawyer, so... yeah... you get the idea. Frankly, I'm surprised the detective isn't trying to get to the bottom of this. Tsk, tsk, tsk, Joe.
XD Hey I'm tired n' still sick with something I've had for 3 and a half weeks... ...My god 3 and a half f*cking weeks. Though, if it's any consolation, I don't think that it's the guy's spell that's affecting them anymore, he's well out of range. I'd assume that it's either some kind of machine (Trust me, the tech exists in this universe due to Paladins AKA mage hunters), rune, or enchantment. If it is a spell, it's likely only extending to the range of the slaughterhouse. I think that's basically where they keep sacrifices both magical and non-magical for safekeeping until they've prepared, given the special metals that are used with the chains, so it only makes sense to ensure that the building that holds their sacrifices would have something that would be able to run 24/7 without the direct assistance of the Colonel Sanders knock off. So it could be that there's a machine actively running an anti-magic field that encompasses the area of the Slaughterhouse, a set of runes or a giant glyph around the building to prevent magic use, or the building itself has been enchanted to prevent magic.
Going to a cult mee- I mean church. I'll post when I get back. Glad to see the elder god's returned our RP to us.
But our magic stopped working long before we reached the slaughterhouse and some mages (Colonel Sanders and Nathan) weren't affected, so it can't just be based on area. It must be targeting us somehow, which is why I figured there must be someone keeping the spell up (i.e. someone capable of consciously directing/controlling it, not just a 'dumb' machine/rune/enchantment). Or, if it is area-based, Sanders and Nathan must have some way of blocking it, otherwise they'd be affected too. Maybe they're wearing or carrying something that makes them immune to it, or maybe they've been around it enough to build up an immunity or know how to counter it.
Yeah, Colonel Sanders was the one that removed the magic in the first place, and kept up the paralysis up until we reached the slaughterhouse, then we were released because it would have continued to drain him to keep up the spell. Plus, it stands to reason that he would be able to pick and choose who would and would not be affected by his anti-magic field.
Name: Terry AKA Cheshire Cat Age: 22 Appearance: Five foot five, cute, and always grinning like he knows every little secret. Pink/purple hair with green eyes and tan/caramel skin. Tail and cat ears are blue. Has stripes on various parts of his body. Personality: Mischevious, bit of a dork. Jerk with a heart of gold Organization: Freelancer/Vigilante Magic: N/A Combat: Hand to hand Gunplay Support: Acrobatics Tech (gadgets/minor computer) Stealth Name: Jason AKA The Hatter Age: 24 Appearance: Six feet tall, dark haired, fair skin, blue eyes. Typically wears some form of headwear. Personality: Calmer than Cheshire, but just as much a practical joker. Organization: Freelancer/Vigilante Magic: Buff Combat: Sword, throwing weapons Skills: Tech (Computers) Name: Alice/The White Rabbit Age: 30-40 Appearance: Attractive woman with platinum hair. Tends to wear dresses. Personality: Smart, snarky, curious, and very much the ideal hero Organization: Freelancer/Vigilante Magic: N/A Combat: Gunplay, Support: Tech (Computers), Interrogation, Security, Occultism
Name: Ruth Daniels (Goes by Rue) Age: 21 Personality: Generally thinks for others but is very cautious around those new to her. Can get annoyed easily. Appearance: A lithe girl a bit on the short side compared to most others. She has Long red hair usually held in a pony tail and dark brown eyes. Organization: R.O.S.E Magic: Illusion Magic - 1 Combat: Krav Maga (street like hand to hand) -1 Knife - 1 Support: Stealth - 1 Sweet Talk- 1
Name: Quentin Cassel Age: 29 Appearance: He stands about 5’11” with a heavily-muscled upper body; looks cartoonishly ripped, with biceps bigger than most people’s thighs. Brown hair, blue eyes, and has a permanent smile plastered on his face. He wears lightly armored cargo pants with a dark camo design, black combat boots, a bomber jacket with a Kevlar tactical vest beneath, and MMA-style fingerless gloves. Usually armed with an assault rifle, a sidearm, and a combat knife. Personality: He’s a nice guy. Like, really nice. Outside of combat, he’s very laid back, loves to talk and can be witty and sarcastic at times, but never in an intentionally insulting or hurtful manner. He takes orders well and is respectful of authority. But when the fighting starts, he’s all business, and faces threats with determination and logic. A natural-born leader who doesn’t mind being a follower; likes to help and will happily fit in wherever he’s needed. Organization: US military Magic: 0 - LOL, no. Magic isn’t real. If you guys wanna dress up as wizards, that’s cool, but he’s not really into that sort of thing. Combat: 1 - Expert marksmanship with various modern firearms 1 - Skilled hand-to-hand and knife combatant 2 - Superhuman upper body strength Support: 1 - Tactical know-how
Name: Hikaru Kurosawa Age: 22 (Physical age) / 81 (Real age) Personality: Cheerful, playful, hiperactive, ruthless, rude, sometimes bad mouthed. Very impulsive, has some trouble controlling herself, and a bit of trollish. C'mon you know her xD Appearance: She is fairly beautiful due to her half russian/half japanese heritage. (Not the most beautiful as she claims, but still). Red haired, mid tall and slim. Uses black colored clothes and a red scarf around her neck. Organization: Eric Thompson's accounting agency and other jobs. Magic Enchantment - 1 Demonic discharge - 1 Doppelganger's conjuration -1 Support Crafting - 1 Undead physiology - 1 Ultimate Ax kick to Mikkish or his relative's crotch with guile's theme playing. Guarantee to remove their offspring from existence - 1000