ActionPony
One Thousand Club
St. George's Academy for the Gifted is a mysterious and quite prestegious academy, located on a small island in the pacific ocean. It seems to have it all: Buzzwordy name, procedures for enrollment that are frankly a mystery to everyone but the guys who send out the invitations, and a private airstrip for flying students in. It keeps itself to itself, mostly, in the manner of all schools that want to make themselves look cool.
And you just got invited.
You enrolled in the academy, and flew over to the island. You attended the opening assembly.
And then, you learned exactly what they meant by "gifted".
St. George's Academy is a school for hunters.
In St. George's, as well as doing some regular school, you will learn how to hone your physical and mental skills (or, if you have them, magical talents) to the point where you are qualified to hunt the many supernatural creatures that threaten humanity, and police the peaceful ones.
Don't think that means that you're getting out of homework.
--
1. Types of Powers:
Ordinary Human- Your sheer physical and/or mental strength will carry you through. Ordinary humans can have any backstory, but they should have a special skill that was the reason that they were invited to the academy. Ordinary humans are given more physical training than those with supernatural abilities.
Ectomancer: You can see, speak to, and interact with ghosts and poltergeists. Ectomancers are more likely to have a paranormal experience in their backstory.
Auran: You can see auras. A person's aura is color-coded to them (so someone might have a green aura, and the other blue). Supernatural creatures have different auras than humans, and the shade of the aura's color indicates emotions. Aurans are most likely to have been born to a family of people who believe in auras (or other such things), although once in a while you get an Auran in an ordinary family.
Diviners: You can see flashes of the future. The vision isn't guaranteed to come true, and sometimes it's so vague that you can't get much out of it. It is usually pretty accurate, though, and people are often warned about trying to get out of fulfilling it without knowing the context, as they might accidentally make it happen. Divination is one of the less understood supernatural abilities.
2. New classes may be added upon suggestion, but you will have to clear it with me, and remember, no big and flashy powers. All of the supernaturally gifted students have to fight like normal people. You can also be a member of a supernatural race (such as a vampire, fairy (several races of these; for most, think Shakespeare's A Midsummer Night's Dream) or something else), but you'll have to clear the race, its abilities, and weaknesses with me.
3. No god-moding. Abilities are laid out, and if you can't convince me why you should be able to do something (hint: 'because it can solve everything in one go' and 'because my character is just that awesome' aren't good reasons), you don't get to do it.
4. Please be pleasant.
5. Even if they don't god-mode, Mary Sues and Gary Stus won't be accepted, or, if discovered after acceptance, will get a warning and advice on improving the character. If this advice is not heeded after a reasonable period of time, they will be kicked.
6. No bunnying (Bunnying means to take control of other's characters to make the plot go your way).
7. Decent grammar is expected.
8. Sexy-time stuff is fade to black.
And you just got invited.
You enrolled in the academy, and flew over to the island. You attended the opening assembly.
And then, you learned exactly what they meant by "gifted".
St. George's Academy is a school for hunters.
In St. George's, as well as doing some regular school, you will learn how to hone your physical and mental skills (or, if you have them, magical talents) to the point where you are qualified to hunt the many supernatural creatures that threaten humanity, and police the peaceful ones.
Don't think that means that you're getting out of homework.
--
1. Types of Powers:
Ordinary Human- Your sheer physical and/or mental strength will carry you through. Ordinary humans can have any backstory, but they should have a special skill that was the reason that they were invited to the academy. Ordinary humans are given more physical training than those with supernatural abilities.
Ectomancer: You can see, speak to, and interact with ghosts and poltergeists. Ectomancers are more likely to have a paranormal experience in their backstory.
Auran: You can see auras. A person's aura is color-coded to them (so someone might have a green aura, and the other blue). Supernatural creatures have different auras than humans, and the shade of the aura's color indicates emotions. Aurans are most likely to have been born to a family of people who believe in auras (or other such things), although once in a while you get an Auran in an ordinary family.
Diviners: You can see flashes of the future. The vision isn't guaranteed to come true, and sometimes it's so vague that you can't get much out of it. It is usually pretty accurate, though, and people are often warned about trying to get out of fulfilling it without knowing the context, as they might accidentally make it happen. Divination is one of the less understood supernatural abilities.
2. New classes may be added upon suggestion, but you will have to clear it with me, and remember, no big and flashy powers. All of the supernaturally gifted students have to fight like normal people. You can also be a member of a supernatural race (such as a vampire, fairy (several races of these; for most, think Shakespeare's A Midsummer Night's Dream) or something else), but you'll have to clear the race, its abilities, and weaknesses with me.
3. No god-moding. Abilities are laid out, and if you can't convince me why you should be able to do something (hint: 'because it can solve everything in one go' and 'because my character is just that awesome' aren't good reasons), you don't get to do it.
4. Please be pleasant.
5. Even if they don't god-mode, Mary Sues and Gary Stus won't be accepted, or, if discovered after acceptance, will get a warning and advice on improving the character. If this advice is not heeded after a reasonable period of time, they will be kicked.
6. No bunnying (Bunnying means to take control of other's characters to make the plot go your way).
7. Decent grammar is expected.
8. Sexy-time stuff is fade to black.
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