Kon-El | Superboy (
superissues) wrote2013-05-28 08:10 pm
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Beacon | [AU RP]
Basics: Modern AU setting with plenty of supernatural elements. Free-form playing/world-building, with opportunity for one-on-one, group, mingle posts and on-going plots. Open to friends!
Basics: Modern AU setting with plenty of supernatural elements. Free-form playing/world-building, with opportunity for one-on-one, group, mingle posts and on-going plots.
This world’s three types of magical energy -- Light, Dark and Wild for now (apologies to Susan Cooper) have been in conflict since the start of time, and battles between powerful gods, goddesses, elementals, or mythic creatures have left pockets of ‘influence’ behind -- magical radiation that over time warps the reality around it, producing psychic echos, ghosts, visions etc. People who live in these areas for many generations may find their children developing supernatural senses such as, psychic abilities, precognitive dreams/flashes, heightened instincts, the ability to sense the presence of magic/magical creatures.
In addition, there exist creatures created by the different magics as pawns in their battles -- angels, demons, vampires, werewolves, vampire-hunters, monsters, dragons, narwhals -- that occasionally still surface (there was a really big intense battle between the Light and Dark about the time of the Crusades, since then those two Powers have been mostly quiet, licking their wounds, while the Wild has always been more concerned with protecting its own than starting fights). Over time, these creatures have intermingled, hidden themselves within human communities and adopted their customs, giving rise to new races. Humans descended from these creatures can become witches and wizards of great ability, or very very good hunters of them, although normal humans who are able to successfully raise and petition a sufficiently powerful magical being can be granted significant magical abilities, or supernatural strength and hunting prowess -- in exchange for something, of course. These are not benevolent deities.
Despite the length and extent of magical occupation and impact on this world, most people prefer to ignore the existence of these supernatural forces and live lives in line with modern thought, preferring to write off encounters as hallucinations or imagination. The government is aware that this is not the case, but is in no hurry to raise awareness of this fact, preferring to do their own research before raising the alarm. Many other shadowy organisations, councils, brotherhoods etc. do the same. For the most part it works -- then you get places that are so steeped in magic they become beacons to anything unnatural.
Setting:
I was originally thinking the West Coast of NZ, but given that I am the only kiwi on the internet ever, that’s probably not going to work.
Beacon is a country town on the coast, somewhere with lots of primitive, undisturbed forest and rocky cliffs, surf and shores of cool, black pebbles. There’s only one road that connects the little community with the greater world, and due to the extreme weather the region is prone to, the road can get cut off and the town isolated very easily.
The town is large enough to have its own high school and a couple of elementary schools, though for tertiary education, there’s a branch University, specializing mostly in marine-sciences, zoology, biology, etc. The arts school is tiny, although its history department, which offers classes that look at the evolution of demonology, interpretation of magical texts and the town’s varied history, are strangely popular.
There is one hospital, bigger and better staffed than one might expect given the small size of the town, but as the staff are happy to tell you, you can’t take anything for granted in Beacon. Likewise, the police force is kept busy, chasing a variety of human and inhuman menaces. When things get too tough, there is an army base nearby. Why, no one is really sure, but things have been somewhat calmer since they set up a few years ago.
The town’s main industries are fishing, farming, and mining although since the town’s abundance of nature made it popular with nature lovers, conservationists and alternate life-stylers, there is a thriving fashion/art/cultural and music scene as well. People tend to move in and out of Beacon often, so there is an interesting mix of people, known and unknown.
The forest is partly a protected nature reserve, but parts of it are open to hikers, mountain bikers, hunters and there is of course, the mine. Periodically there are rumours of things seen or found in the woods, and the occasional lost hiker who turns up raving made, but hey, who in their right mind would willingly go bush-walking, am I right?
Characters: Anyone from anything, ever! Basically, you need to give your character a background that fits the setting, gives them a reason to be in Beacon/interact with other people’s characters, and go from there. You can incorporate canon relationships, NPC family members, or even hash out a non-canonical relationship with someone else’s character -- AU.
Kon’s background as an example:
Kon-El/Superboy: Kon’s a sophmore in highschool, new this year. Before Beacon he claims to have spent time in Metropolis, Hawaii, pretty much anywhere, because of his Dad’s job. He’s awkward socially, which fits with the life of an army brat, moving every few months, never staying any place long enough to make lasting friends. Despite this, Kon is brash, confident, equally annoying to classmates and teachers alike.
SECRETLY, however, Kon is an army experiment designed as a means to combat supernatural threats. He was created in a lab, the result of an experiment in grafting genetic material from an ancient unknown creature with that of a human. It’s unknown whether even the scientists in charge of his creation knew what the source of the genetic material was, whether it was a being of good or bad intent, or if it’s just that classified. Regardless, you have one artificially aged clone, equipped with supernatural strength, heightened hearing, speed, and an instinctual magic ability that makes him mostly invulnerable, able to fly and manipulate things he can touch with a limited form of telekinesis. However, he can’t channel this magic into spells. He’s also as vulnerable to them as normal-non-magical person would be, although his endurance does mean an attack that would be fatal to a human will only injure him.
Kon is being raised by his two Dads, Captain Jim Harper, who saw active service and received commendations for it, before being placed in charge of project: BLANKIE. Jim is better known in town as that retired army guy who chairs the neighbourhood watch meetings, hosts killer bbqs in his yard and is self-employed offering home-security solutions. His partner, Dubbilex, works in the Beacon library, and is a quiet, rather non-descript person to the unintitiated. To anyone with magical senses, Dubbilex is demonic in appearance, but human on the inside, the result of an earlier government experiment to produce psychic powers in a test subject. They succeeded: Dubbilex is a powerful telepath, able to use his powers to put up a front of normalcy around him. Due to the prevalence of magical sensing types in Beacon, he wears gloves, dark glasses and a hat whenever possible and tries to keep to his office at the library, or the house that the Harper household occupy (white picket fence, back yard and everything).
Basics: Modern AU setting with plenty of supernatural elements. Free-form playing/world-building, with opportunity for one-on-one, group, mingle posts and on-going plots.
This world’s three types of magical energy -- Light, Dark and Wild for now (apologies to Susan Cooper) have been in conflict since the start of time, and battles between powerful gods, goddesses, elementals, or mythic creatures have left pockets of ‘influence’ behind -- magical radiation that over time warps the reality around it, producing psychic echos, ghosts, visions etc. People who live in these areas for many generations may find their children developing supernatural senses such as, psychic abilities, precognitive dreams/flashes, heightened instincts, the ability to sense the presence of magic/magical creatures.
In addition, there exist creatures created by the different magics as pawns in their battles -- angels, demons, vampires, werewolves, vampire-hunters, monsters, dragons, narwhals -- that occasionally still surface (there was a really big intense battle between the Light and Dark about the time of the Crusades, since then those two Powers have been mostly quiet, licking their wounds, while the Wild has always been more concerned with protecting its own than starting fights). Over time, these creatures have intermingled, hidden themselves within human communities and adopted their customs, giving rise to new races. Humans descended from these creatures can become witches and wizards of great ability, or very very good hunters of them, although normal humans who are able to successfully raise and petition a sufficiently powerful magical being can be granted significant magical abilities, or supernatural strength and hunting prowess -- in exchange for something, of course. These are not benevolent deities.
Despite the length and extent of magical occupation and impact on this world, most people prefer to ignore the existence of these supernatural forces and live lives in line with modern thought, preferring to write off encounters as hallucinations or imagination. The government is aware that this is not the case, but is in no hurry to raise awareness of this fact, preferring to do their own research before raising the alarm. Many other shadowy organisations, councils, brotherhoods etc. do the same. For the most part it works -- then you get places that are so steeped in magic they become beacons to anything unnatural.
Setting:
I was originally thinking the West Coast of NZ, but given that I am the only kiwi on the internet ever, that’s probably not going to work.
Beacon is a country town on the coast, somewhere with lots of primitive, undisturbed forest and rocky cliffs, surf and shores of cool, black pebbles. There’s only one road that connects the little community with the greater world, and due to the extreme weather the region is prone to, the road can get cut off and the town isolated very easily.
The town is large enough to have its own high school and a couple of elementary schools, though for tertiary education, there’s a branch University, specializing mostly in marine-sciences, zoology, biology, etc. The arts school is tiny, although its history department, which offers classes that look at the evolution of demonology, interpretation of magical texts and the town’s varied history, are strangely popular.
There is one hospital, bigger and better staffed than one might expect given the small size of the town, but as the staff are happy to tell you, you can’t take anything for granted in Beacon. Likewise, the police force is kept busy, chasing a variety of human and inhuman menaces. When things get too tough, there is an army base nearby. Why, no one is really sure, but things have been somewhat calmer since they set up a few years ago.
The town’s main industries are fishing, farming, and mining although since the town’s abundance of nature made it popular with nature lovers, conservationists and alternate life-stylers, there is a thriving fashion/art/cultural and music scene as well. People tend to move in and out of Beacon often, so there is an interesting mix of people, known and unknown.
The forest is partly a protected nature reserve, but parts of it are open to hikers, mountain bikers, hunters and there is of course, the mine. Periodically there are rumours of things seen or found in the woods, and the occasional lost hiker who turns up raving made, but hey, who in their right mind would willingly go bush-walking, am I right?
Characters: Anyone from anything, ever! Basically, you need to give your character a background that fits the setting, gives them a reason to be in Beacon/interact with other people’s characters, and go from there. You can incorporate canon relationships, NPC family members, or even hash out a non-canonical relationship with someone else’s character -- AU.
Kon’s background as an example:
Kon-El/Superboy: Kon’s a sophmore in highschool, new this year. Before Beacon he claims to have spent time in Metropolis, Hawaii, pretty much anywhere, because of his Dad’s job. He’s awkward socially, which fits with the life of an army brat, moving every few months, never staying any place long enough to make lasting friends. Despite this, Kon is brash, confident, equally annoying to classmates and teachers alike.
SECRETLY, however, Kon is an army experiment designed as a means to combat supernatural threats. He was created in a lab, the result of an experiment in grafting genetic material from an ancient unknown creature with that of a human. It’s unknown whether even the scientists in charge of his creation knew what the source of the genetic material was, whether it was a being of good or bad intent, or if it’s just that classified. Regardless, you have one artificially aged clone, equipped with supernatural strength, heightened hearing, speed, and an instinctual magic ability that makes him mostly invulnerable, able to fly and manipulate things he can touch with a limited form of telekinesis. However, he can’t channel this magic into spells. He’s also as vulnerable to them as normal-non-magical person would be, although his endurance does mean an attack that would be fatal to a human will only injure him.
Kon is being raised by his two Dads, Captain Jim Harper, who saw active service and received commendations for it, before being placed in charge of project: BLANKIE. Jim is better known in town as that retired army guy who chairs the neighbourhood watch meetings, hosts killer bbqs in his yard and is self-employed offering home-security solutions. His partner, Dubbilex, works in the Beacon library, and is a quiet, rather non-descript person to the unintitiated. To anyone with magical senses, Dubbilex is demonic in appearance, but human on the inside, the result of an earlier government experiment to produce psychic powers in a test subject. They succeeded: Dubbilex is a powerful telepath, able to use his powers to put up a front of normalcy around him. Due to the prevalence of magical sensing types in Beacon, he wears gloves, dark glasses and a hat whenever possible and tries to keep to his office at the library, or the house that the Harper household occupy (white picket fence, back yard and everything).