'Dear Member,
As an affiliate of the Mages Council living in the Redtree area, your presence is requested at a meeting to be held at 214 Forrest Avenue this Saturday at 9PM. We have had reports of disturbances of the peace within your area, and would appreciate any assistance or other co-operation you would be willing to grant us in ensuring that all are safe and the matter can be swiftly resolved. Should you be unable to attend this meeting, please respond via the usual channels, and we will endeavour to arrange another time.
Your Sincerely,
Harry McKay, Council Enforcer'
For all its brevity, the letter is troubling. Enforcers of the mages council are never far from trouble, and to be summoned to meet with one is all but a guarantee the trouble will be landing upon your doorstep at any moment. That said, ignoring the matter will surely only make things worse, and so you gather yourself for the meeting. Hopefully it will not prove too eventful...
Welcome one and all to the latest in a long line of bad ideas: DTACs! Throwing out my long tradition of setting modern games in the fictional eastern-US city of Doumedesville, this game shall be set in the fictional eastern-US city of Redtree. Don't look too closely at that statement, and focus instead on the MAGIC. Yes you'll be playing as magicians, in case you couldn't tell that from the introduction, people who hide the existence of magicunder the mask from muggles like the rest of us through the organisations of the council and their enforcers.
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including throwing out players who look too shifty. Abuse of power is only okay when I do it after all.
This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where I throw you in the deep end and cackle as you flail around helplessly. If you're lucky, I might even explain what you're doing wrong, but that's only because it sets you up for a bigger fall.
And now for Character Creation. See this big form full of stuff? Fill it out with your characters details. If you somehow struggle with this, there is a step-by-step guide just below, so do try to read that if you get stuck.
Missions will generally occur on Friday at 10pm my time, which I believe means 5pm EST, although this may change should it become necessary, so if you have problems with this schedule please let me know. The game will also have in-thread elements similar to a certain other recent AC, in which you are occasionally assigned a series of action slots, which you can send in orders for to have your character perform out-of-mission activities such as artefact/potion creation, information-gathering, and any other preparations you might try to make to deal with the upcoming missions. Should you have any questions, feel free to contact me through PM or VM, although it may be possible to find me on either chatroom as well.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Summoning Games
As an affiliate of the Mages Council living in the Redtree area, your presence is requested at a meeting to be held at 214 Forrest Avenue this Saturday at 9PM. We have had reports of disturbances of the peace within your area, and would appreciate any assistance or other co-operation you would be willing to grant us in ensuring that all are safe and the matter can be swiftly resolved. Should you be unable to attend this meeting, please respond via the usual channels, and we will endeavour to arrange another time.
Your Sincerely,
Harry McKay, Council Enforcer'
For all its brevity, the letter is troubling. Enforcers of the mages council are never far from trouble, and to be summoned to meet with one is all but a guarantee the trouble will be landing upon your doorstep at any moment. That said, ignoring the matter will surely only make things worse, and so you gather yourself for the meeting. Hopefully it will not prove too eventful...
Welcome one and all to the latest in a long line of bad ideas: DTACs! Throwing out my long tradition of setting modern games in the fictional eastern-US city of Doumedesville, this game shall be set in the fictional eastern-US city of Redtree. Don't look too closely at that statement, and focus instead on the MAGIC. Yes you'll be playing as magicians, in case you couldn't tell that from the introduction, people who hide the existence of magic
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including throwing out players who look too shifty. Abuse of power is only okay when I do it after all.

This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where I throw you in the deep end and cackle as you flail around helplessly. If you're lucky, I might even explain what you're doing wrong, but that's only because it sets you up for a bigger fall.

And now for Character Creation. See this big form full of stuff? Fill it out with your characters details. If you somehow struggle with this, there is a step-by-step guide just below, so do try to read that if you get stuck.
Spoiler Character Sheet :
Name:
Gender:
Age:
Appearance:
Bio:
SP:
Skills:
Magical Items:
Non-Magical Items:
Other Factors:
Gender:
Age:
Appearance:
Bio:
SP:
Skills:
Magical Items:
Non-Magical Items:
Other Factors:
Spoiler :
Name: What is your characters name. Not your username, not your real name, the name of your character. If you mess this part up it is possible you aren't cut out for the game.
Gender: Is the character a male, a female or something in between? Again, this shouldn't be too hard.
Age: How long ago was your character born. Do please try to be reasonable about this.
Appearance: What does your character look like. Feel free to include their standard clothing as well as their features.
Bio: What has happened in your characters life, how did they become involved in magic, all that good stuff.
SP: Skill Points, the things you spend to level up your characters. You start with 10 of these, but I imagine you'll be down to 0 by the time you finish making the character somehow.
Skills: The things you buy with skill points. Each point buys one rank in a given skill, and the core skills are listed below.
Magical Items: Items with various magical effects can be found or even created during the game, and any in your possession should be listed here. This is unlikely to be relevant at game start
Non-Magical Items: Although everyone is assumed to have things like clothes and a certain amount of spell materials, characters who routinely carry around unusual objects should list them here.
Other Factors: At character creation, individuals with ideas for other useful notes about their characters should contact me. Contacts, familiars, old curses, and certain special items such as the trusty wizards staff are among the many things that might be on the table. Be Creative.
Gender: Is the character a male, a female or something in between? Again, this shouldn't be too hard.
Age: How long ago was your character born. Do please try to be reasonable about this.
Appearance: What does your character look like. Feel free to include their standard clothing as well as their features.
Bio: What has happened in your characters life, how did they become involved in magic, all that good stuff.
SP: Skill Points, the things you spend to level up your characters. You start with 10 of these, but I imagine you'll be down to 0 by the time you finish making the character somehow.
Skills: The things you buy with skill points. Each point buys one rank in a given skill, and the core skills are listed below.
Spoiler The Skills :
Sorceries: The simplest spells: Directing power with nothing but willpower and a few quick words. Quick to cast, but lack much of the versatility of other forms of magic.
Rituals: Complicated magic requires complicated direction; rituals use focus materials and precise incantations to achieve specific effects.
Circles: Magic Circles allow one to effect everything within with specific effects, although their most well known uses are summoning and shielding from other magic.
Enchantments: An oddity amongst magic, enchantments allow a 'simple' effect to be imprinted upon a person or item for a period of time in a manner not dissimilar to a sorcery. As they are more difficult to maintain, each skill rank allows an additional enchantment to be in use at once.
Willpower: Ability to continue moving, fighting, and casting even when under pressure. Also useful for Sorceries and dealing with supernatural creatures.
Lore: Knowledge of magical history, artefacts, beasts, and society. This will help in dealing with any of these things you might encounter.
Theory: Understanding of magic itself: what the rules are and how to work them. This may help in the casting of various spells, or when faced with unknown effects.
Potions: Potions are another way the well-prepared can gain an advantage, storing certain effects for later use. Each skill rank allows the user to make an additional type of potion at a time, as well as making mass-brewing more effective as the brewer becomes more practised.
Artefacts: Imbuing items with magic is a common trick, especially on mages who avoid quick spells. Although one can give these to others, they are most effective when used by their creator. The user must remain in sync with the item however, so can only use one artefact per rank in the skill.
Fitness: Magic may complete tasks, but sometimes it is necessary to have honed your body as well as your mind.
Combat: Some of the most powerful mages of history have been brought low with a single gunshot; those with an inclination to violence often train in fighting techniques to avoid such embarrassments. This skill only applies to a certain weapon group, such as pistols or swords, but may be taken multiple times.
Other Skills: Although a magician is assumed to be competent in the day-to-day mundanities of life, those who have trained with other significant talents should confirm them with the GM.
Rituals: Complicated magic requires complicated direction; rituals use focus materials and precise incantations to achieve specific effects.
Circles: Magic Circles allow one to effect everything within with specific effects, although their most well known uses are summoning and shielding from other magic.
Enchantments: An oddity amongst magic, enchantments allow a 'simple' effect to be imprinted upon a person or item for a period of time in a manner not dissimilar to a sorcery. As they are more difficult to maintain, each skill rank allows an additional enchantment to be in use at once.
Willpower: Ability to continue moving, fighting, and casting even when under pressure. Also useful for Sorceries and dealing with supernatural creatures.
Lore: Knowledge of magical history, artefacts, beasts, and society. This will help in dealing with any of these things you might encounter.
Theory: Understanding of magic itself: what the rules are and how to work them. This may help in the casting of various spells, or when faced with unknown effects.
Potions: Potions are another way the well-prepared can gain an advantage, storing certain effects for later use. Each skill rank allows the user to make an additional type of potion at a time, as well as making mass-brewing more effective as the brewer becomes more practised.
Artefacts: Imbuing items with magic is a common trick, especially on mages who avoid quick spells. Although one can give these to others, they are most effective when used by their creator. The user must remain in sync with the item however, so can only use one artefact per rank in the skill.
Fitness: Magic may complete tasks, but sometimes it is necessary to have honed your body as well as your mind.
Combat: Some of the most powerful mages of history have been brought low with a single gunshot; those with an inclination to violence often train in fighting techniques to avoid such embarrassments. This skill only applies to a certain weapon group, such as pistols or swords, but may be taken multiple times.
Other Skills: Although a magician is assumed to be competent in the day-to-day mundanities of life, those who have trained with other significant talents should confirm them with the GM.
Magical Items: Items with various magical effects can be found or even created during the game, and any in your possession should be listed here. This is unlikely to be relevant at game start
Non-Magical Items: Although everyone is assumed to have things like clothes and a certain amount of spell materials, characters who routinely carry around unusual objects should list them here.
Other Factors: At character creation, individuals with ideas for other useful notes about their characters should contact me. Contacts, familiars, old curses, and certain special items such as the trusty wizards staff are among the many things that might be on the table. Be Creative.
Missions will generally occur on Friday at 10pm my time, which I believe means 5pm EST, although this may change should it become necessary, so if you have problems with this schedule please let me know. The game will also have in-thread elements similar to a certain other recent AC, in which you are occasionally assigned a series of action slots, which you can send in orders for to have your character perform out-of-mission activities such as artefact/potion creation, information-gathering, and any other preparations you might try to make to deal with the upcoming missions. Should you have any questions, feel free to contact me through PM or VM, although it may be possible to find me on either chatroom as well.
The Chatroom is Here.
[Anything I missed will be added here when I remember it.]
DT
Summoning Games
