Players may sign up at any time, but it is recommended to be in a "party" of at least 3-5 players.
This is a storytelling game with interaction between players and the host.
Lore: This universe takes place in an alternate multiverse in the year 2140 or in the scale used in this universe, 97 AA (After Awakening). It is Sci-Fi themed, but various types of magic, demons, angels, and entities/concepts that are left unexplained by science.
The War of Purity lasted 75 years has ended merely 10 years ago, tensions are lowering, but are still somewhat high. The groups that participated in the war consisted of; the United Peoples of the Universe (A democratic alliance between the majority of biological entities in the known universe) , the Council of Psi-Lords (A small group of beings that have extraordinary mental powers), the Kingdom of Elements (A society with a caste system, with elementals ruling over all), and The Wise (A knowledge hungry A.I, with hundreds of billions of machines and A.Is under her domination).
The Awakening was a catastrophic explosion of unknown energy that awakened mental powers in the minds of entities in the universe. It has been identified that the unknown energy has created incorporeal links to another plane of existence in the minds of those with "psionic" abilities. The purpose of these links or the dimension are unknown.
In the Year 2023 (29 BA), mankind underwent a period of technological advancement that has left old society in dust. This has left mankind seeking for a new identity. Five years later (2028 or 24 BA) many colony ships were sent out to settle on planets far from sol. Shortly afterwards, interplanetary vehicles became commonplace and mankind underwent the richest period of space exploration in the history of the known multiverse, meeting with new species, and exploring strange worlds. Seven years after the Awakening (7 AA or 2043) the War of Purity broke out when mankind offended The Wise by damaging one of her processing planets while attempting to study it. Meanwhile the inherent incapability between magic and psionics in the universe has grown into bigotry. Crossfire between the two wars ultimately led to all of the groups no longer trusting one another, and they all near simultaneously declared war on each other. The war devastated the known universe, with many planets left in ruins, and lives destroyed. The War ended when an immensely powerful psionic being sacrificed himself to save a planet of elementals by destroying a planet busting missile launched by The Wise. It showed the Elementals and the Psionics that they need not bigotry to consume them and they worked together along with the United Peoples of the Universe, to cripple The Wise by destroying several planets under her thrall. The Wise has sense then retracted her war machines and is working on a personality reprogram.
Game Mechanics:
*There are no player statistics, numbers will not be used to describe the world around the players, or the players themselves. They will not use numbers to justify actions, with the exception of a dice roll that the host may perform if applicable.
*Consistency will not be a defining trait of this game, I will be inconsistent because I am keeping track of the majority of this information in my head. Your journeys will not be the same, nor will be the NPCs you encounter.
*Actions performed by the players will have complete realistic freedom, you will be able to perform tasks that can be realistically performed by your characters, abiding to the known laws of physics and your abilities.
*I will use storytelling to inform the players of what their actions yield, I will also do a tl;dr of the results, but it will yield less information and will not have the flair of storytelling.
*As previously mentioned, dice roles may be used to calculate the results of actions, as a general rule there will be 4 possible results, critical failure (1), failure (2-5) success (6-19) critical success (20). These numbers are purely example and may be modified according to situation and character traits. Players will be informed before confirming to process an action, that whatever they submitted has a random aspect, and will be informed of the odds of each result.
* Players will go through a lengthy character creation process, a description of your character and their history will be a requirement to play.
* Players will not allocate to attributes but instead characters will evolve and adapt throughout the story. You will be informed of significant changes to your character.
* Players will have a maximum of 10 complexity points to allocate to traits and races for your character, certain races and traits will increase the amount of available points, most will decrease the amount.
*Death will be semi-permanent. Players can be revived by other players or friendly NPCs, or revived at a hospital for a fee. If neither of these conditions are met, your character will be dead.
Character Creation
Please select a race from the choices in the following spoiler [COMPLETE]
Spoiler : : :
Spoiler : Human :
-2 Points
You are a Human. Humans are widespread throughout the known universe and are incredibly diverse. Humans are the physiologically the weakest race, with very little defining traits, however make up for it by having few restrictions in traits.
+1 Point
You are a Dwarf. Dwarfs originated from one of the original Earth colonies with increased gravity, and are inherently stronger and shorter. Dwarfs are known to be excellent at hand crafting equipment and are renown for their machinery.
+6 Points
You are a Ral'kan. Ral'kan are a giant insectoid species that no one truly knows the origin of. Ral'kan are generally described as "Monstrous sized ants with un-proportionally tall torsos, elongated heads, and legs that could pierce a man from the head to the foot". They can generate webbing, which can be forged with other raw materials to make unnaturally durable armor. You have unusually high potential for developing psionic abilities. Standing around 8 meters tall and weighing an average of 2000 Kilograms, you are inherently a strong and durable species.
Inherit Traits: Strong, Advanced Hearing, +1 School of Psionics if chosen to adopt
Incompatible Traits: Leadership, Elusive, Military, Glitchy, Fuel Guzzler
Genders: Male, Female
Spoiler : Elemental :
+3 Points
You are an Elemental. Elementals are magical beings that represent various forces of the natural world. You may choose to be any of the following elementals:
Fire Elemental
Earth Elemental
Water Elemental
Wind Elemental
Lightning Elemental
Arcane Elemental
Elementals are inherently immune to most forms of kinetic based damage, and exhibit control over the element they represent.
Inherent Traits: Magic Wielder (Limited to their school of magic)
Incompatible Traits: Light/Mild/Major Cybernetic Augmentation, Psionic, Biologist, Glitchy, Fuel Guzzler, Paraplegic
Genders: N/A
Spoiler : Demon :
+2 Points
You are a Demon. Demons are creatures that born from hell, a alternate plane of existence that feeds off of the suffering of souls. You are inherently devious and have the ability of flight. You have non-magical control of fire.
+7 Points
You are a Jakurn. Jakurn are a supposedly extinct race that was wiped out by an unknown force. They are inherently the strongest playable race, typically standing over 10 meters tall with an average mass of 14 metric tons. You can easily physically overpower most entities with your absurd strength.
+1 Point
You are a Homemade Mechanoid. A mechanical being with no defined origin. You are inherently more durable than most other humanoids. You don't have very many defining traits. You are naturally immune to most forms of telepathic attacks.
+4 Points
You are a Dragonkin! A humanoid that is the descendant of an ancient race of dragons! You can turn into a draconic form at will, however this form is very taxing and will fatigue you very easily. You have inherent proficiency with magic wielding, and are naturally resistant to magical effects.
+3 Points
You are a HydraTerran! HydraTerrans originated from one of the original earth colonies with a high level of radiation, ultimately leading to long term mutations. HydraTerrans are unique in the fact that they have 3 heads, and with them, bring 3 different personalities. Other than the 3 heads, they are 3 armed abominations of nature: stronger than most humanoids, slower, and slightly difficult to coordinate.
To create a HydraTerran, you require 3 different players. Allocate any number of points into "Physical" traits, each "head" can spend half of the remaining points into psychological, skill based, and sensory traits. For example, if you allocate 3 points into physical traits, each head can allocate a remaining two points into non-physical traits. For balance reasons, a HydraTerran can't have both a Psionic head, and a Magic Wielding Head.
+6 Points
You are a Darksteel Guardian! Darksteel Guardians are robotic entities created by an ancient race. Darksteel Guardians are primarily constructed of Darksteel, which is an indestructible material. Darksteel Guardians have a roundish, almost pear-like shape, and are incredibly protective of their "fleshy friends". If somehow internally damaged, you may only seek repair from a Dwarf with the Forgemaster and Scrapper traits. Darksteel Guardians are inherently the 2nd physically strongest race.
+2 Points
You are a Cyberoid! Cyberoids originate from one of the original Earth Colonies. Humans on the planet decided to embrace evolution and created a cybernetic hive mind and hooked themselves up to it. All that is left of their humanity is the humanoid figure, as well as a human heart, which now pumps coolant through their bodies. The hive mind has sense then crashed and Cyberoids are now searching for their own identity as mechanical entities.
Inherent Traits: Major Cybernetic Augmentation, Weak Willed, Efficiency, Monophobia (Fear of being alone)
Incompatible Traits: Addict, Empathy, Lone Wolf
Gender: Male, Female, None
Please select trait(s) from the following list in the spoiler below [COMPLETE]
Spoiler : Traits :
Advanced hearing
+1 point
You have much more acute hearing than normal. Allowing you to detect enemies in a wider radius around you, and often hear conversations that would be otherwise impossible to hear.
Incompatible with: Deaf from Birth, Deaf from Trauma, Hard of Hearing
Durable
+2 point
You are much more pain tolerant and durable than other entities for whatever reason, allowing you to withstand tougher blows and recover quicker than others.
Incompatible with: Feeble
Leadership
+2 Points
You are a natural leader for whatever reason, your party performs slightly better in every way while you are with them and conscious.
Incompatible with: Lone Wolf
Stubborn
+1 Point
You are incredibly bull headed for whatever reason, granting you additional willpower and resistance to mental attacks.
Incompatible with: Weak Willed, Humble
Strong
+2 Points
You are incredibly strong for whatever reason, granting you increased melee power, and allowing you to wield and use weaponry and armor that would otherwise be unwieldy.
Incompatible with: Weak
Scientist
+1 Point
You have advanced knowledge of the scientific nature, granting you increased explanation of events and entities that would otherwise be unexplainable.
Loremaster
+1 Point
You have advanced knowledge of the historic nature, granting you increased explanation of events and entities that had a historic impact.
Addict
-1 Point
You are addicted to a substance and you will have cravings for that substance every so often, being unable to sate your craving will result in negative effects.
Mentally Unstable
-2 Points
You have a 1/10 chance with each interaction of a NPC to become violent, you have no control over this and will use everything at your disposal to destroy that NPC.
Public Enemy #1
-2 Points
NPCs have a higher chance to act towards you with fear and hostility, often trying to get away from you, or attempt to kill you.
Incompatible with: Heroic Nature
Myopia
-1 Point
It is difficult to see things that are far away, causing you to be vulnerable to longer ranged attacks and less awareness of your environment.
Incompatible with: Eagle Eye
Deaf from Birth
-3 Points
You are deaf to the point were it is impossible to hear normal conversation. This makes you vulnerable to be snuck up on, and difficult to communicate with NPCs. You cannot speak coherently unless you learn it. You are more attentive to your sight sense.
Incompatible with: Advanced Hearing, Deaf from Trauma, Hard of Hearing, Silver Tongued
Deaf by Trauma
-2 Points
You are deaf to the point were it is impossible to hear normal conversation. This makes you vulnerable to be snuck up on, and difficult to communicate with NPCs. You can still speak. You are slightly more attentive to your sight sense.
Incompatible with: Advanced Hearing, Deaf from Birth, Hard of Hearing, Silver Tongued
Hard of Hearing
-1 Point
You are unable to hear clearly many noises, but can make out most of normal conversation. This makes you vulnerable to be snuck up on, and difficult to communicate with NPCs.
Incompatible with: Advanced Hearing, Deaf from Birth, Deaf by Trauma
Blind
-3 Points
You cannot see. This makes it nearly impossible to dodge ranged attacks, it is difficult to communicate with NPCs, it is also makes you vulnerable to be snuck up on. You are more attentive to your hearing and touch senses.
Incompatible with: Myopia, Eagle Eye, Responsive,
Eagle Eye
+1 Point
You have more advanced sight than normal, allowing you to see further away.
Incompatible with: Myopia, Blind
ForgeMaster
+2 Points
You have the ability to create advanced weaponry and armor from raw materials, you will be a valuable asset to your party and able to make money off of your equipment.
Magic Wielder
+1-3 Points
You have the ability to use and manipulate magical energies around you.
Please choose 1-3 schools of Magic (X points equal X schools.)
Elemental Enchanting: Allows magical enhancement of equipment
Flame Magic: The manipulation and creation of Fire and lava.
Frost Magic: The manipulation and creation of Ice.
Wind Magic: The manipulation of air flow.
Void Magic: The manipulation of the Void (Frowned upon by NPCs). Void Magic allows for incredibly powerful abilities that are of a more evil nature.
Earth Shaman (two schools): Allows manipulation of rock and lower lifeforms.
Voodoo (two schools ): Enables the ability to curse your foes, debilitating them, and resurrection of the dead.
Holy Magic: Enables blessing your allies and smiting your foes, eventually the ability to resurrect the dead.
Arcane Magic: The ability to teleport yourself, cast wards, and shoot basic projectiles.
Demonology: The ability to summon demons from other planes of existance to fight for you, also allows control of creatures of the same nature.
Mind Magic: The ability to manipulate the minds of those around you, to a limited extent.
Lightning Magic: The ability to manipulate and create electricity, to a limited extent.
Incompatible with: Psionic
Psionic
+2 Points
You have the ability to manipulate the world around you using psionic abilities. Brain damage may result in loss of psionic abilities. All Psionic beings have a Psi-Shield that at least partially shields you from most forms of damage (excluding melee damage).
Please choose up to one of the following schools of Psionics to choose from (amount can change based off of race and traits).
Telekinesis: The ability to move matter around you.
Energetics: The ability to manipulate energy around you.
Altierism: The ability to manipulate biological matter, healing it or enhancing it.
Telepathy: The ability to communicate with other entities mentally, and allows mental attacks. You are more resistant to psionic based mental attacks.
Psi-Manifestation: The ability to forge ammunition and basic weapons (swords, spears, shields, anything made out of a single material) that can be used by you. Psionic weapons drain the life from the matter it hits, rather than destroying it.
Foresight: The ability to sense extraordinary things, including future events, the health of an entity, and things far away.
Incompatible with: Magic Wielder
Psychic Adept
+1 Point
You have trained in the art of Psionics, you can now adopt another school of Psionics (max of 2 schools of psionics total)
Psi-Lord
+3 Points
You are a rare being that can adopt more than two schools of Psionics, you can adopt two more schools of Psionics. Additionally, you are respected by most Psionic beings. (max of 6 schools of psionics total)
Weak Willed
-1 Point
You have less willpower than normal, and are more vulnerable to mental attacks.
Incompatible with: Stubborn, Psychopathy
Weak
-2 Points
You are physically weaker than normal, you deal less melee damage than normal, and you cannot wield heavy equipment.
Incompatible with: Strong, Unstoppable
Feeble
-1 Point
You are more physically vulnerable to attacks, you take more damage than normal, and recover slower than others.
Incompatible with: Durable, Unstoppable
Lone Wolf
+1 Point
You are a lone wolf, and perform much better in every way while not in a party.
Incompatible with: Leadership
Musical
+1 Point
You have increased affinity for musical instruments and music in general.
Incompatible with: Advanced Hearing, Deaf from Birth, Deaf by Trauma, Hard of Hearing
Heroic Façade
+1 Point
You are respected by NPCs, more quest opportunities will be available for you and your party while you're present.
Incompatible with: Public Enemy #1
Heroic Compulsion
-1 Point
You are compelled to help others. Your rewards for questing are lowered if people take advantage of it.
Incompatible with: Public Enemy #1
Elusive
+1 Point
You are much more difficult to notice in general, allowing you to sneak up on enemies and avoid detection easier.
Military
+2 Points
You have vigorous military training, increasing your proficiency with weaponry of all kinds.
Incompatible with: Pacifist
Berserker
+1 Point
You have the ability to go berserk, increasing your proficiency with weaponry of all kinds, yet slightly increasing the chance of friendly fire.
Light Cybernetic Augmentation
+1 Point
Light implants here and there that slightly enhance your reflex time, and senses.
Incompatible With: Mild Cybernetic Augmentation, Major Cybernetic Augmentation
Mild Cybernetic Augmentation
+2 Points
Mild implants here and there that mildly enhance your strength, reflex time, and senses. Yet making you more vulnerable to energy based attacks.
Incompatible with: Light Cybernetic Augmentation, Major Cybernetic Augmentation
Major Cybernetic Augmentation
+3 Points
A large portion of your body is now cybernetic, greatly enhancing your durability, strength, reflex time, senses, speed. In addition to granting you a special ability that you describe in your character description. You are however greatly vulnerable to energy based attacks, and remote control.
Biologist
+1 Point
You have extensive knowledge of medicine and how to apply it, you have a majorly increased ability to heal people of your species.
Xenobiologist
+1 Point
You have extensive knowledge of the physiological nature of alien races, you have a moderately increased ability to heal people of other species.
Programmer
+1 Point
You have extensive knowledge of computers and A.Is, allowing you to manipulate machines and robotic entities.
Unstoppable
+3 Points
You are incredibly difficult to hold down or stop, increasing your resistance to stuns and things of a debilitating nature. Easier to break from physical or mental restraint. Mildly increases your melee damage.
Incompatible with: Feeble, Weak, Weak Willed
Pacifist
-2 Points
You have never wielded a weapon in your life, severely decreasing your proficiency with weaponry of all types.
Incompatible With: Military
Hunter
+1 Point
You have lived off of wild animals before, increasing your proficiency with rifles, and enabling you to create snares of all sorts.
Honorable
+1 Point
You have greatly increased proficiency with melee weapons, shielding, and heavy armor. In addition you have the respect of NPCs. Lying, stealing, or murder in cold blood will negate this bonus for a while.
Incompatible with: Dishonorable
Dishonorable
+1 Point
You have greatly increased proficiency with "cheap tactics", however NPCs have less respect for you. Honorable acts will negate this bonus for a while.
Incompatible with: Honorable
Lightning Rod
-1 Point
You have a have a tendency to be targeted by hostile NPCs, reducing the chance other members of your party will be targeted.
Incompatible with: Lucky
Glitchy
-2 Points
You have a higher rate of system failure.
Fuel Guzzler
-2 Points
Your fuel usage rate is moderately increased.
Lucky
+1 Point
You have slightly lower odds of negative effects, and slightly higher odds of positive effects.
Incompatible with: Lightning Rod
Night Owl
+1 Point
Your vision is not reduced as much in low light settings, allowing you to see better than normal. You also do not have to sleep as much.
Incompatible with: Blind, Dinural
Charismatic
+1 Point
You are more attractive to NPCs, slightly reducing the chance of negative interactions with them.
Responsive
+2 Point
You have faster reflexes than normal, granting you an increased chance to avoid damage.
Incompatible with: Blind
Visual Artist
+1 Point
You have increased affinity for the visual arts.
Incompatible with: Blind, Myopia
Silver Tongued
+1 Point
You find the words to express your meanings much more quickly, granting you more specific information
Incompatible with: Deaf from Birth, Deaf by Trauma, Idiot
Psychopathy
+1 Point
You find enhanced focus, but you lack a conscience. You can fake having one.
Empathy
+1 Point
You are more attuned to the emotions of others.
Incompatible with: Psychopathy
____phobia
-X Point(s)
You are scared of __________.
Points will be reduced based off of the rarity and severity of the phobia.
Pilot
+2 Point
You are a natural at commandeering vehicles, from cars to spaceships. Your vehicles are moderately more effective in every way.
Scavenger
+2 Points
You are moderately more efficient at finding items.
Incompatible with: Blind, Myopia
Nocturnal
+1 Point
You are a night crawler, you are slightly more effective in everyway while outside of light, your sight and focus is slightly reduced while in light.
Incompatible with: Diurnal
Diurnal
+1 Point
You are a day dweller, you are slightly more effective in everyway while in light. Your sight is moderately reduced while not in light.
Incompatible with: Nocturnal, Night Owl
Psychologist
+1 Point
You are informed of the mental traits of any significant NPC you interact with.
Physiologist
+1 Point
You are informed of the physical traits of any significant NPC you interact with.
Efficiency
+1 Point
You are oddly efficient with all of your tasks, reducing the need to consume food
Compulsive
-3 Points
Your efficiency has taken a more negative turn, you are now compulsive with your tasks, you are required to finish all of your tasks to the end, or you will suffer several debilitating effects.
Exclusive With: Efficiency
Idiot
-3 Points
Nothing makes very much sense to you . Decreasing your comprehension of the universe and literally everything, significantly.
Insanity
-2 Points
You have a very warped perspective of the world around you, causing you have very strange and sometimes unhelpful behavior. Rate of friendly fire is moderately increased
Dimensional Awareness
+5 Points
Your warped perspective of the world has eventually led you to figuring out that you are not real, and the universe around you is fictional! Granting you a somehow deeper understanding of the universe and its inhabitants. Now if only other people could comprehend this knowledge...
Exclusive with: Insanity
Scrapper
+1 Point
You are proficient with repair, allowing to you heal mechanical beings without damaging them or yourself.
Mechanic
+1 Point
You can repair and create advanced machinery (items/vehicles) from raw materials.
Exclusive with: Scrapper
Geologist
+1 Point
You can identify and harvest useful maw materials in your environment with much greater efficiency.
Paraplegic
-3 Points
Your lower limbs are no longer functioning due to a irreversible injury, you require assistance in some fashion to move at a moderate pace. (Levitation, Wheelchair, etc.)
Incompatible With: Lone Wolf, Unstoppable
Internal Diagnostics
+2 Points
You are more aware of debilitating affecting you, and exactly how it debilitates you.
Mute
-3 Points
You cannot speak, making it excruciatingly difficult for you to communicate with NPCs.
Incompatible with: Silver Tongued, Leadership
Regenerative
+2 Points
You're unnaturally regenerative, making it incredibly difficult for you to die. (Brain damage can negate this effect)
Please create your characters in the following format
Spoiler : Template :
Name:
Race/Gender:
Traits:
Background:
Example Character:
Name: Richard Klarim
Race: Human (-2), Male
Traits:
Psionic (+2), (Energetics, Telekinesis)
Psychic Adept (+1)
Xenophobic (-2) (Scared of Aliens)
Lone Wolf (+1)
Military (+2)
Light Cybernetic Augmentation (+1)
Charismatic (+1)
Responsive (+2)
Eagle Eye (+1)
Scientist (+1)
Stubborn (+1)
Visual Artist (+1)
Background: Richard Klarim (Codename Psion) was the first human to have ever been recorded using psionic abilities. At the age of 23 (before he developed Psionic abilities) he was the top sharpshooter in the United Earth's Military. Shortly after the Awakening Richard accidently telekinetically shoved one of his bunker mates into a wall during a card game, and killed him. This has caught the attention of the Military's research division, and was shortly shipped off to a research colony that studied Xenobiology. Richard went through endless horrific tests, to see what made his abilities "tick". A year later, an insidious alien has broken out of the facility, and disguised itself as one of the researchers, and slowly started to infest each researcher into a horrific monstrosity. Psion broke out, unknowing what has happened to some of the researchers. After encountering one of the aliens, Psion went on a psychotic break and murdered each of the researchers, in cold blood.
This has all happened around the year 0 AA, this makes Psion approximately 121 years old, however he has not aged a bit. As a side effect of his tests, his cells are rejuvenating at an extraordinary rate, effectively making him immortal. He has been wondering the galaxy, working as a mercenary for hire ever sense.
Current Characters/Players:
Last edited by deathworlds; September 5th, 2016 at 10:32 PM.
Originally Posted by MattZed
deathworld's and RLVG's suicides made me lul. I take a lot of pleasure in knowing that I gave you an night action, and that you used it to kill yourself.
Originally Posted by yzb25
At least Mesk has lewdy lefty and raunchy righty. You're not even Canadian.
Originally Posted by FM-Shocked Kirby Face
Deathworlds is simply better than us at this game. Don't kill them for that.