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Post by Doc Scratch on Aug 29, 2012 19:44:12 GMT -5
After a bit of deliberation, we have given males a little more direction in the overall flow of the plot. These new policies can be found in the FAQ, though they are reprinted here for your convenience. Please remember to update your profiles to fit these advances, as the application templates have been changed in accordance with the additions.
*EDITED 8/29/12* Then what's the role of the male characters? All male characters come into contact with a magical artifact (usually a weapon) early on in the course of the roleplay. Using these items, they are able to do things that regular beings cannot -- though they are in no way, shape or form 'magical' on their own.
These artifacts are items that are desired by both the Exiles and the Felt, as only with augmentation from their side can the item reach its true potential (no matter how well a boy wields it, the item has a natural 'cap' on its power). Legend has it that these, as well as the magical girls, pave the way to victory.
Within the course of the roleplay, a male character must find his weapon and choose a side -- to work against the Exiles for his own gain (as the temptations of the felt are many), to ally himself with the magical girls in their fight against corruption, or to merely go his own way and use his artifact to his own advantage. A man chooses his own destiny, after all.
*NEW* What can the artifacts held by the boys do? At their core, the magical artifacts the boys possess are very simple in nature, and leave very little to the imagination. Weapons, in their most basic form, can only do one truly devastating magical attack (for example, a gun infused with the power of wind may be able to change the direction of the wind to whichever way the bullet shoots -- and, depending on the charge, can cause a tornado that follow's the bullet's path) that cannot truly be altered. General artifacts may have one truly useful magical function, but are typically restricted to it and it alone (i.e., a buckler that controls the passage of time might be able to make the user go back in time -- but not forward; or vice versa) -- except in odd cases. These artifacts certainly make it possible for boys to at least take a magical girl in a fight, but alone they are very limited.
The artifacts need serious augmentation in order to become the full terrors that many elders know that they are capable of being. Doc Scratch of the Felt is capable of augmenting artifacts to incredible states (to aid in the destruction of the magical girls) -- while the Exiles tend to keep things a little more simple.
Once augmented, the weapons find themselves infused with truly awesome powers -- not that the boy has any say in what they are.
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