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Thursday, December 29th, 2011

    Time Event
    1:21p

    PREMISE RULES SUPERNATURALS CAST HOLDS
    WANTED APPLICATION


    Two days ago this was an empty lot, an abandoned field near the edge of town. Then the trucks rolled in, big semis huffing clouds of noxious fumes, and able-bodied men jumped out to set stakes in the ground, run string to mark off areas. The townspeople whispered excitedly as the posters and flyers arrived around town, posted on telephone poles and bulletin boards, stacks of them on the counters in shops.

    The Dark Carnival was in town.

    The tents aren't the brilliant red and white stripes of the carnivals of yesteryear; these are black and gray, burgundy and purple, dark jewel tones lit from within by lanterns and candles and black-lights. Torches burn at the entrance and a sign warns all who enter that they are lost. Here the carnies walk among the crowd dressed in leather jackets embroidered like a skeleton's infrastructure, weaving expertly between the marks and disappearing into the crowd so effortlessly you'd swear you'd seen a ghost. Barkers call to passersby, luring them in for the sights and sounds. Canvas banners ripple in the wind, which carries with it the scent of food cooking, the hot smell of machinery and oil.

    There are cries of laughter and delighted squeals coming from the midway, the freak tent, the handful of thrill rides. People walk out of the psychic's tent looking a little uneasy, laughing it off as hokum even as their skin crawls. And some of those shrieks from the haunted house... well, they sound a little too sincere, don't they?

    Of course, not all who enter will leave when the night is over.

    This is the Dark Carnival.
    6:13p

    Someone once told me that with great power comes great responsibility. That's usually thought of as a lesson for children. A simple injunction to do the right thing.

    But there's nothing simple about it.


    Imagine if you suddenly woke up to find that reality as you know it has changed. Cultural norms have taken a drastic turn. What was considered state-of-the-art is now obsolete. But this can't be normal for everyone else...can it?

    The year is 2011. Our M-Day has already occurred, shifting the comforts of a 1960s-era reality to a very harsh and blinding new world. Mutants, costumed criminals, and superheroes alike are struggling to find their rightful place, while 'modern' mutants face the same dangers and prejudices found even nearly fifty years ago. But time marches on no matter what. The battle is far from over. Where will you stand, and what will you stand for?

    ______________

    Marvel: Art of War is an alternate universe game set in New York state. Residents of the Xavier Institute work to promote peace, both personal and political, while Magneto prepares his Brotherhood for a fight to protect mutantkind from persecution and extinction.

    Art of War is looking for canon and original characters no younger than 18 years old. Because of the AU nature of the game, the mods and players look forward to creativity in applications as players re-imagine Marvel characters to fit that setting.

    //LINKS//
    The RPG // The Mod Journal // Game Premise // Rules/FAQs
    Wanted Characters // Taken Characters // Played Bys
    Place a Hold // Application //

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