The Galaxy Forged by powers explores what space would be like if super powers were real.
- It takes place a hundred years into the future and uses relatively realistic science.
- It has an alternate history from the main WFP but runs along the same lines.
- You can play as practically anyone you like.
- It is always open to new players no matter how far along it is.
- Don't let all these posts intimidate you. Just read the first post and skip to the end.
A brief history of Space:
SpoilerAn ancient race, of unknown origin and fate, invented devices that made it possible to traverse the galaxy. Humanity would one day refer to these devices as bookmarks. Each bookmark continuously absorbs energy from a star and uses that energy to form a bend in space. This spatial bend is undetectable without the aid of portal generator technology or particularly sensitive psychic powers. Once accessed the bookmark can be used to create a long range portal between the star it's around and the star towards which it is aimed. A single bookmark typically spans about 20 lightyears.
A network of these bookmarks is spread throughout the Milky Way galaxy. They interconnect various stars to form a sort of maze. The ancient race that created them clearly did not intend for them to be discovered too early in a race's existence. The physical device is never around the star of a system that supports life. Therefore it can only be detected by first inventing portal technology and detecting the area in space where the bookmark can be accessed. On the other hand, once the network is discovered, it is fairly straightforward to make use of it.
The Human race has had psychic abilities since ancient times. However, for the majority of history, those abilities have been exceedingly rare in the gene pool. Those rare few who did have them inspired many of the ancient myths and legends we have today. They inspired the stories of the Greco-Roman, Egyption and Norse gods as well as many others. As time went by the prevalence of psychic abilities gradually increased. They were still fairly rare, however, until the events of the first world war. All countries involved in the great war gathered as many supernormals to their side as they could. The difference in raw power made the world really begin to notice the tangible value of supernormals as something beyond mere legends. They started encouraging them to interbreed with regular humans and other supernormals.
By the time of World War II there had been a massive upshot in the number of supernormals. The Second world war saw super powers and super science flung around like nobody's business. The sciences of genetics, robotics and microchips all came about much earlier than in our world. The War saw engineered soldiers with the attributes of animals spliced into their DNA, powered armour with the strength of ten men and laptop computers 40 years ahead of their time. Naturally this made the war much more destructive and complicated than it was in our world.
After World War II many supernormals took to fighting crime in masks. This was the rise of the superhero movement. However Earth's government did not like this and quickly put a stop to it. Supernormals were encouraged to put their powers to work in the fields of construction, science, fire and rescue, and law enforcement. During the Cold War those powers useful for stealth and infiltration were of prime desirability. It was also around this time that nanotechnology was developed. After the Cold War ended the covert organizations went public and started policing supernormal affairs.
In the modern era the world saw the invention of the portal network. It was a revolutionary new form of public transit which relied on portals. It was this technology that would eventually lead to the discovery of the bookmark network. This was brought about by a young Genius who went by the name of HardeWare. He and a friend he met in college made a technology company by the name of HardeWare Systems together. That friend of his was secretly Shift, a major figure in the criminal underground. However he managed to keep his identity as shift and that of a CEO entirely separate. It wasn't long before he had London's entire underworld under his thumb. That wasn't enough, however, he had greater plans. Over the next century he managed to control the majority of the human race and brought about an end to war and a general stability for all mankind.
As humanity expanded further into the solar system it began to rely on technology more and more. Robots and genetically engineered humans are produced by corporations and the wealthy in small numbers. Cybernetics are readily available for the injured and those with the money for upgrades. Most people are genetically screened before they're born to prevent cancer and other deformities. Portal and gravity technology are the best way to get around the solar system. It was in this way that the bookmark system was discovered. The realization that the rest of the galaxy was in reach came as quite a shock to humanity. It was even more of a shock when they discovered there was other life out there.
The Collective are a race of robot-created robots with human origins. They first got their start when a roboticist, far ahead of his time, came up with a method to replicate the human brain. He made this discovery during his time working for the Allied Armies in World War II. He presented it to the military with great pride but he was denied funding for his experiment on ethical grounds and told to cease and desist. He cursed their short-sightedness and began working on the project in secret. He managed to gather the parts he needed through his government sanctioned robotics projects.
Then disaster struck. The scientist was finally ready to test his creation when the Nazis attacked the installation. The scientist had already uploaded a simulation of his mind into the robotic body when the bombs fell and the original scientist was slain in the bombings. The robotic copy was all alone without his original self to guide him. He knew the government would disapprove of his very existence and so his only option was to escape. For years he lived in secret, making more robotic brethren and building his scientific and material resources.
Because of the secrecy of their origins the Collective had stealth as a core value. They never went out without disguise. Over the years they focused development on a variety of stealth technologies and honed their skills in espionage to a razor's edge. They invented systems to become invisible and to disguise themselves as civilians long before humans developed equivalent technology. In fact their technological advancement was always ahead of humans every step of the way. This was mainly due to the fact that they didn't hold their scientific development back with restrictions like patents, laws, or economic limitations.
The Collective managed to discover the bookmark system before humanity had even officially tested their first portal device thanks to the collective spy network. Whenever they saw that the potential for a new technology was being held back by red tape, or even a simple lack of resources, they would get hold of the plans and develop it themselves.
While their technology continued to surpass Humanity's they also developed along very similar technological lines. With this rapid growth, the Collective had great need for raw materials and energy. They used the bookmark network to mine resources from lifeless, airless planets. Their civilization migrated to the system closest to Earth, and established a defense perimeter to defend Earth from anything it wasn't ready to find or be found by.
When humankind eventually discovered the bookmark network for themselves, the Collective revealed their existence, and common origins on Earth, to Humanity. They supplied humanity with maps of the parts of the galaxy that had been explored thus far. Humanity was wary of this un-asked-for protector, and frankly found their overwhelming military might to be quite threatening. Eventually they came to an agreement where the collective moved the bulk of their forces to another star system.
The Leonines are the second most common species besides humans. The earliest leonines were essentially earth lions. Their home planet is slightly smaller than Earth but the gravity is also slightly higher due to the abundance of metals. Early on in their existence the Leos became the dominant predator on their planet. Any other predators that could compete with them or pose a threat to them were wiped out by the leo's superiour speed and cunning. Once the Leos were at the top of the food chain they had time to diversify their skills. Some leos were still hunters but others turned to skills such as medicine, sewing and crafting wood and stone.
Leonine children are born in litters of 4 to 6 babies at a time. Most of these litters are entirely female in number. Rarely a single male will be born within a litter but the population is 95% female and 5% male. Only a few of the leonines in any generation even have children at all. When they do they are mainly raised by the group as a whole rather than only their own mother. When male children are born they are raised by a male adult. This keeps the gender lines among their species pretty fair apart. Females consider males to be second class citizens for the most part. Typically male value is seen as looking pretty, breeding and lifting heavy objects.
Leonines are partly nocturnal. They have excellent night-vision (but somewhat sensitive eyes in daylight) and do a lot of their hunting at night. Their planet also has three moons, which they worshiped as goddesses (exemplifying the virtues of Cunning, Duty and Caution) in ancient times. The moons were referred to as the sisters and the sun was referred to as the brother. This reflects the dichotomy between males and females within the leonine species. They used to keep time by the speed at which different materials burned when cut into specific shapes. They have an ancient legend about fire being stolen from the sun. Metal is seen as former loyal servants of the moon sisters, cast into the ground by the sun.
They had quite a head start on humanity in terms of technology but they also develop much more slowly than humans. They were entirely nomadic for a long time before they eventually discovered metalcraft. For a while they continued to be nomadic even with their budding technology. They'd stay in an area rich in metals long enough to mine it. When they moved on they'd leave excess ore on the surface in honour of the moon goddesses. It was during these nomadic years that they began to form more closely knitted tribes and discovered the true value of powers. Metallokinetics and Pyrokinetics were especially valued.
The Leonines spent quite a long time in their industrial age. Once they'd invented the steam engine they started to carry more and more stuff with them on their journies. Their caravans began to resemble human trains minus the tracks. As steam gave way to internal combustion they were well on their way to polluting their planet. They just didn't realize it yet. The things they left behind as they traveled began to make a physical timeline in their wake as they traveled the planet. They eventually started to slow down and settle in stable areas around the time they had invented wireless communication and calculation devices. They developed massive factories and the technique of mass production.
Space travel was a very important scientific development for the Leonines. One of their earliest goals was to visit each of the three moons in turn. They had long since stopped worshiping the moons as gods but they had cultural significance nonetheless. They new from telescopic images that the moons were made of simple stone but they were somewhat dissapointed when samples revealed nothing interesting whatsoever. That didn't stop them, though. They knew there were many other planets to explore in their system. They turned up empty handed on the next planet furthest away from the sun but found something wonderful on the planet closer to the sun from them. It was life... of a sort. They had discovered colonies of highly heat resistant micro-organisms with much in common with plants.
Those micro-organism would be the foundation for one of their most important technologies for centuries to come. Through a hundred years of stud they managed to re-engineer these organisms time and again till they had reached perfection. The final version was known as the forgelings. The applications for forgelings were endless. They were a networked system of computation, capable of communication between all the members of the leonine race. It was used similar to the way we use the internet in modern time. The devices also had a variety of physical benefits. They could reshape themselves and harden into useful shoes for a broad variety of purposes. In conjunction with their ability to secrete a fuel that was the equivalent of gasoline and gunpowder they were able to make easy duplicates of cars, helicopters, guns, chainsaws, flamethrowers, swords, houses, serving trays, butlers, maids, televisions, computers and space ships.
Anything a forgeling couldn't do was supplemented with stand-alone technology. They developed gravity drives and portal drives same as human beings. Their discovery of the bookmark system led them to explore the galaxy for more signs of life. The pollution on their home planet had gotten so bad at this point that they had to cover the entire planet in forgelings just to keep the air breathable. Food was also beginning to get very scarce at this point. Leonines, being carnivores, had a fairly narrow range of choices when it came to food. It was to their great joy when they discovered a planet full of delicious edible life. The planet was teeming with plants and, more importantly, animals. None of it was even remotely sentient so they decided to move right in. To this day it's their most prized possession in the galaxy.
When the leonines met the humans it was an encounter with one of their shipping vessels between the world where they got their meat and their home planet. The Leos were originally suspicious of the human's intentions. The humans eventually made a deal that let the leos keep their pet planet in exchange for a variety of allowances. Additionally the humans and the leos built a new space station together on the trade routes called Waystation Hermes. This station, which still stands today, was part human construction and partly made out of forgelings. They began to exchange services and technologies. It was a new age of peace and prosperity for both sides.
The Synthe are a species native to the Perseus arm of the galaxy. They are an extremely varied species. This is because rather than being a true species their lineage is defined by being created by a member of their species rather than sharing a common genetic code. Each Synthe is custom made to the whims of a Synthe life-weaver. Some creations are life-weavers themselves while some are lab assistants or field agents. Those species whom have become a pet project of the Synthe are also considered honorary members of the Synthe, however, not to a inclusive degree.
The sheer biomass of the Synthe would greatly outnumber the Humans and Leos combined were it not for the fact that the majority of them are still back in their own arm of the galaxy. The main reason for this is the fact that the Synthe make most of the things they use out of living tissue. They don't just stick to flesh forming, either. They use disembodied brains with psychokinetic powers to create psychokinetic systems which are used to fly their ships as well as for various other purposes. Their weapons often are formed from a combination of abilities or from the use of micro-organisms.
The Synthe have the capacity to funnel energy from reactors directly into biological systems. This is especially useful with psychokinetic systems. This combination is what makes space travel possible for them. Their field-testers are also often equipped with small sized reactors to increase the amount of power they can bring to bear in any given situation. They developed this technique due to conflict amongst themselves. The Synthe are mainly scientific, but when they do fight each-other it tends to become a tug of war. Whoever has the most powerful reactors wins.
The Synthe arrived in the Orion Spur of the galaxy in the latter half of the twenty-first century. Humanity's first encounter with the synthe was when they happened across one of the planets mankind was terraforming. It was a colony with just enough protection for pirates but no real military force. The Synthe discovered this planet and took interest in the odd mishmash of native and foreign life on the surface and the odd metallic objects around the planet. They sent some sort of weird harvester unit that came and collected up a bunch of sheep, cows and people. The humans were understandably freaked out.
When the Synthe capture one of the satellites around the planet the colonists managed to trace it back to the Synthe fleet responsible for the kidnappings. The colonists went after the Synthe, guns blazing, hoping to retake their captured or at least to take revenge. The Synthe detected the high potential for danger and decided to fire first. The colony ships took heavy damage from the unconventional weapons of the Synthe. Back up was called but the initial fleet was overwhelmed by the Synthe. Reports of biological weapons being used meant that no one dared to board the derelict ships to check for survivors.
The Collective spy network got wind of these reports as human reinforcements were being sent. Hostilities were noted, and a fleet was deployed from the nearest Collective-built station, from a mining planet, with replacements on their way. Two gunships and four frigates loaded with drop-ships refitted with boarding equipment. The fleet entered human colony space, one frigate activated long-term camo and drifted towards the objective while all others prepared for braking and combat. The Collective offered to take in the infected humans trapped aboard disabled ships so that the human military didn't have to risk any healthy crew.
There were many casualties on both sides and several ships were lost. In the end it was the the overwhelming force of the Collective, and the fact that the Collective were immune to a large number of the techniques the Synthe were used to employing, that won the day. The Collective finally found a way to communicate with the Synthe and managed to come to an understanding. These days there is a tenuous peace between the Synthe and humanity. Veterans of this short-lived battle tend to distrust the Synthe.
Now it was known that there was life in the Perseus arm of the Milky Way galaxy. The fact that it might be coming to our own neck of the woods was somewhat frightening to some. The forces of humanity, the collective and the leonines banded together to create an armada of ships called the Frontier Alliance Fleet. The purpose of this armada was to venture into the Perseus arm to explore and to befriend the life that lives there or learn to defend ourselves from it. In this way we would become a part of the larger stage of the galaxy and perhaps discover the origins of bookmark network.
Human Timeline:
SpoilerBCE: | Some of the earliest supernormals assume the mantle of gods in Nordic, Egyptian and Hellenistic culture.
From the early Dark Ages to the late Age of Enlightenment: | Superhumans are few and far in-between.
1914: | World War I, a small number supernormals are deployed on the battlefield but more than any previous war. The differences are noticed by all sides.
Immediately following WWI: | Everything changes. Super scientists devote their time to win the coming war by way of creating new supernormals and extraordinary technologies that advance society half a century ahead of schedule.
1936-1942: | World War II, another world war, only on a higher scale and with a far greater number of supernormals than WWI.
Immediately following WWII: | The aftermath leads to the creation of the “superhero” crime-fighting and "supervillain" Criminal trend.
1947: | The Cold War starts. Several super powers and technologies are turned to spy work. Miniaturization becomes the primary technological focus.
1981: | A human brain and all of its thoughts and memories are copied into a supercomputer for (Officially) the first time. The original brain is destroyed in the process and there is some loss of data but the success of the process signified a huge leap forward.
1984: | Stephen Hawking creates the first stable, artificially created gravity field based on his study of Gravitokinetics.
1986: | Nanotechnology enters its infancy as it's applications in spy work are developed.
1988: | A man who can sense and alter quantum states uses his ability to create a revolutionary type of processor. These new quantum processors are incredibly tiny and soon replace printed circuitry in everything from computers to telephones to home appliances.
1989: | For the first time a human brain is copied in its entirety without destroying or seriously damaging it. This results in two of the same person existing at once; revolutionizing the idea of what it means to be human.
1991: | The USSR falls and the Cold War is over.
1993: | The Collective discover the bookmark system while experimenting in space with a portal system based on stolen plans.
1998: | Stephen Hawking creates the first functional artificial portal system based on his study of Ætherkinetics.
1999: | The first true AI is made. (Not a computer program and not a copy of a human mind.) The humanity and legal rights of both fully synthetic, and human-based AIs is called into question once more.
2000: | First manned mission to Mars.
2001: | The terrorist attack on 9/11 destroys the twin towers but has almost no effect on the heavily armored pentagon building.
2002: | HardeWare's permanent portal link devices to airports around the world. Due to the fear of flying after the events of 9/11 and it being a speedier form of travel it soon surpasses most commercial flights.
2008: | Permanent portal link to the international moonbase is first opened for public use.
2034: | Bookmark network first discovered by humans. Humans officially meet the Collective.
2052: | Humans officially meet the Leonines.
2057: | Trade Station is founded.
2076: | A way to mass produce QECs is discovered.
2103: | Humans first meet the Synthe.
2112: | The ship to explore the Perseus arm is launched.
Alien Species:
SpoilerAncient builders of the bookmark system. No longer to be met in person as no one knows where they went or if they're even still alive. Mainly people just encounter their technology. No one knows what they looked like nor much of anything else about them.
Humans of course, and robots. The incredible availability robotics and genetic engineering puts human and robot appearances all over the place. Not as much variety as the Synthe of course. Most robots, both collective and human made, tend to look like humans in appearance. A surprisingly large number of humans have animal features in their gene pool. Those with money tend to enjoy the benefits of elective cybernetics.
Leonines are mammals. Their posture is hunched forward when running (with a tail for balance) and squatting or laying down when standing still. They tend not to stand straight up unless they're trying to reach something up high. Their ankles are raised rather than at ground level giving them a somewhat zigzag leg structure. Their fingers are somewhat shorter than human fingers with claws retracted and somewhat longer with claws extended.
The Synthe are bit of a mishmash. Each Synthe is designed by another Synthe. They don't share genetic ties so much as simply having an origin in the mind of another Synthe. Some Synthe can reproduce naturally but the vast majority choose to design their children from scratch. Because of this there is an incredible amount of variety in appearance between them. When making a Synthe character you can pretty much come up with anything you like.
Also, any number of additional alien races who are drastically less advanced. Most of these will be encountered in the Perseus arm of the galaxy. The main exception to this is the Death world in the Orion arm of the galaxy. The Death world is teaming with life of all sorts in constant competition to survive. The vast majority of other planets in the galaxy have no life at all or simple life such as micro-organisms, plants, or non-sentient animals in ascending order of rarity.
Pre-approved Technology:
SpoilerAncient Technology |
The Bookmark System | The bookmark system is a network of devices spread throughout the known galaxy. Their function is to assist in the creation of portals between stars. A portal is formed by folding space until two points are close enough together to make a bridge. We see this as a hole in space. The further you have to bend the space the larger the distance you can travel but also the more energy you have to use. For interstellar distances this energy requirement becomes too heavy, making those sorts of distances unfeasible.
The Bookmark Devices help with this by making permanent folds wherever they are located. A single Bookmark consists of a ring of solar collectors orbiting around a star. The star provides them with the massive amount of energy they need in order to function. The rings power a massive space-fold generator. These generators are always operating and holding the same fold in space at any given moment. Though the fold is always active the device does not form a portal. It can only be found and then used if you already possess portal technology. In order to finish the job you need a device capable of making long range portals such as those found aboard ships.
Most bookmarks cover a distance of about 10 to 50 lightyears. The Bookmark device connecting two stars together only needs to be around one of the stars. As such, the system was built so that no planets of value had the bookmark around their own star but rather around the neighboring star they were connected to instead. This also greatly reduced the odds of a species visually seeing the bookmark, even with telescopes.
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Human Technology | Humans have all the same technology we have in the real world. We also have several things that do not exist in the real world. Some of these technologies are based on powers.
Quantum Connectivity | All human devices are quantum entangled with central stations. These stations, usually on Earth, provide the devices with vast calculating power anywhere in the known galaxy while hardly requiring any room on the user's end. In addition this allows devices to connect with any other device on the same system or on connected systems no matter where each device is located. This means any human device can bring the entirety of human knowledge to your finger tips. (Or brainstem in the case of implants.)
Quantum Computers | Calculating machines capable of using quantum particles to perform calculations at extreme speed with a fraction of the physical space of a traditional computer while at the same time able to store and calculate a much larger quantity of data. These Q-puters are the processing backbone in everything from starships, to processing stations, to Artificial Intelligences.
Virtual Intelligence | Highly complex computer programs capable of doing various tasks and relating to Humans. They are not actually Sapient but many of them are programmed to imitate sapience as well as possible. Not to be confused with AI which are not actually programs.
DNA splicing | The ability to take what has been learned from one DNA strand and alter another DNA strand and grow a new child from them. This doesn't work on existing life forms it's simply a way to make new ones. This is where transgenic hybrids come from. The majority of humans tend to be engineered in some way before they're born.
Biolaminators | Devices capable of creating cloned body parts by growing the cells one layer at a time until they form a whole. These are commonly used to replace limbs or organs when they're lost through injury or disease.
Fabricators | Devices that can assemble raw materials from the elements into fairly simple designs. Much like 3-d printing of today but capable of creating objects of various functionality such as tools and weapons. The higher quality the device the more complexity. Extremely high end devices come equipped with the capability to turn one element into another.
Hologram Projectors | A device that can make three and four dimensional images projected into real-space for various purposes. Comes in two kinds. Sheaths project outwards from surface points but cannot appear to be smaller than the object inside. Rooms project inwards from walls but cannot appear to be larger than the room projecting them.
Kinetic Barrier (Shields)| A device that can make artificial projected objects. protection types tend to be simpler shapes that can resist more damage. Entertainment types are weaker but more complex and typically used to make holograms feel solid. All force applied to shields are directed through the generator. If something hits the shield hard enough the generator might come loose from its mounting.
Gravity Drive | A device that can make anti-gravity for lightening loads or allowing them to fly. It is also used to make gravity chambers with null gravity or heavier gravity or gravity going in odd directions. Space ships can use a gravity point ahead of the ship to accelerate continuously without limit. This is a bit like surfing.
Teleportation Portals | A device that can bend space in order to bring two points together to make a wormhole. These come in two main types. The ring type has a ring at each end that keeps the portal open making it like a doorway between rooms. The variable destination type opens one point at the device and another in a secondary location. Most ships use this and thrusters as their primary form of transportation for both short range and to access the bookmark network.
Dimensional Compressor | A device that can twist of a section off space like a balloon animal to make pocket dimensions. This is used to store items while using less space than they'd normally take up. It also allows you to travel through solid objects if you are inside the bubble.
Teleport Area Denial | A device that detects anomalies in the curvature of space and applies a bend in the opposite direction to cancel it. This keeps portals and intangibles out of your secure area. Ships can erect a field around their entire entire ships in order to keep another ship's crew from boarding or simply portaling some bombs over.
Repulsion Focussers | Devices that can attract or repel solid objects at close range, usually used to jump and hover or grip and climb. (Yes, you can make a gravity gun with this but it won't make things any lighter so be careful what you try to pick up, you may throw your back out.) They essentially act like magnets but for any solid mass instead of only magnetic metals.
LASERs | The old school directed energy weapon, LASERs are condensed beams of light. They do concentrated heat damage. Typically they get fired in bursts so as not to overheat or run out of power too quickly.
Plasma weapons | Directed energy weapons that utilizes super-heated air. Looks almost the same as a blowtorch. Pretty much the most powerful in terms of armor busting but burns a lot of energy and is limited in range. Used in cutting torches and armour busting breech charges.
Electro-Blades | Melee weapons covered in an electrostatic field that helps to break chemical bonds. Works on armour and flesh but not shields. Used in blades and claws. (Not to be confused with taser blades which shock things.)
Vibro-Blades | Melee weapons that vibrate while cutting to smash things on a microscopic scale. Works on armour and shields but not flesh. Used in blades and claws.
Nano-tube Muscles | Bundles of nanotubes that contract when electrified. Used in robotic limbs and such. Faster and slightly stronger than normal Human limbs and take up a fraction of the space.
Spinners | Just what they sound like. small, high powered, fast spinning motors for grappling hook guns and mini-chainsaws and what-have-you.
Nanites | Microscopic machines used for various purposes such as cleaning, repairing, constructing, deconstructing, etc. their specific purposes tend to vary a lot.
Foglets | Similar to nanobots but smarter, bigger, tougher and made to combine together to form objects Instead of making objects out of raw materials. they can't do microscopic detail work, though. These are occasionally used to house AI.
Nano-tube Weave | An extremely thin flexible cloth made from what is essentially diamond thread. It's not armour but it's nearly impossible to rip. It's main uses are for high strength rope or weaving into fabrics to help them survive more wear and tear. When not woven into a fabric this material is almost unbelievable thin, slightly see-through and very shiny.
Powered Armour | Armored suits that increase the users strength or have built in force fields or something like that. If It's armour and it has a power source then it's probably this. (Sometimes have built in systems for weapons, sensors, flight, etc.)
Shield Metal | A carefully processed metal that creates an unfocused repulsion field when powered. You can reverse the polarity to make it either attract objects or push them away.
Reactive Nano-Armour | A fully flexible cloth, with a carefully designed exterior layer that reacts to sudden force with a small electrical impulse. When this happens the force is partially deflected and partially distributed, reducing the blow and stopping piercing from bullets and knives.
Hyperdiamond Plating | Large diamond plates (A few inches each) that are able to resist far more damage than metal but shatter with a great enough impact. The bigger they are the more easily they fracture.
LASER Diffraction Array | A field that causes light to disperse and diffract making the subject appear fuzzy and greatly reducing the effect of LASERs. Upper end holographic sheathes can double as this.
Active Camouflage | A special surface coating that imitates the ambient colours and shapes of it's environment. Just like a chameleon only way better.
Active Stealth | An outward projecting holographic sheath that imitates it's surroundings in such a way as to appear invisible.
Nano-tube Capacitors | Open ended carbon nano-tubes that store electrical potential and can be recharged. They don't last long before needing to be recharged but they can be any shape and can even be woven into clothing or built into the casing of a device.
Seebeck Batteries | Cells that utilize the Seebeck effect to make energy from the passive decay of radioactive materials to make power. Very small and can last for months or years but with a small power output. These are generally used to power cellphones and other such devices. They're generally tube shaped.
High-density Chemical Batteries | Heavy cells that utilize energy from rapid chemical reactions to produce power. Due to their short lifespans, high output and general stability, they're more suited to powering weapons. They're generally boxy in shape.
Microfusion Reactors | Miniaturized fusion reactors small enough to act as the power source for things like tanks and powered armour. They are heavy, high powered and dangerous but they can usually last for hours on end before needing to be refueled. Are almost always doughnut shaped and rather large.
Star Chambers | Large size Fusions reactors used to power starships or facilities not large enough to have their own power plants. These things are often the size of small houses so they're not exactly small. They tend to be sufficient for long periods of time with only refueling needed before they ever need maintenance.
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Collective Technology | The Collective are a race of sentient machines based on Earth. They have access to Human technology but are, themselves, somewhat more advanced thanks to their dedicated science division. They are focused quite heavily on military research,. They have upgraded many of the technologies that their organic counterparts have discovered and, thanks to their easy access to resources, they have developed several unique technologies the humans haven't discovered yet.
Weapons | The Collective tend to favour LASER weaponry and old-fashioned fire-arms and explosives.
Armour | Collective frames have armour plating standard. The plates overlap and slide over one another to prevent gaps. Collective design has a tendency to include Shield metal. Additionally each unit is equipped with kinetic barriers and often times also LDAs. The specific armour ratings and shield power levels are customized to fit the specific unit.
Transportation | The Collective are have a small fleet of space ships but for the most part they tend to use multiapplication portal technology. Some units are equipped with these devices built in but for the most part they tend to use satellite based units.
Gel-circuitry | A substance designed to imitate the Human brain. It is partially readable by both machine speak and mind reading but it is difficult for both. All Collective AIs run on Gel-circuitry.
Civilian Camouflage | A heavily modified hologram device that projects a fully simulated opaque 3D image over the user. Most off-duty Collective AIs are equipped with this to allow them to live 'normal' lives, if they so choose
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Leonine Technology | The Leonines are an advanced industrial society. They rely primarily on forgelings for most purposes. For non-Forgeling technologies they primarily use self contained units that contain the device itself and a dedicated reactor or other type of power source.
Weapons | The main item they use that is not forgeling based is a sort of plasma sword. Essentially a glorified cutting torch with a longer flame this sword is mainly for show rather than actually being practical. Additionally some leonines have their claws tipped with razor sharp diamonds.
Armour | Clothing made out of forgelings is often sufficient as armour on its own. Of course forgeling clothing is rather heavy so often times people tend to wear much lighter, non-shapeshifting armour for any practical purpose. Of course forgeling power armour is another matter since the forgeling takes care of lifting its own weight.
Transportation | Forgelings are quite capable of forming various vehicles such as cars, motorcycles, helicopters and rockets. As such most leos find little to no need for any other form of transport.
Forgelings | Forgelings are both servants and substance. As servants they follow their masters around and see to their needs. As substance they form into whatever their master may require. They are capable of changing thier physical form (but not size) into an shape needed and hardening various parts to secure them in place and offer rigid stability. They consume carbon dioxide, simple hydrocarbons, water and various other elements. They excrete a highly flammable substance, oxygen and various waste products. They are able to use these abilities in conjunction to form anything from cars, helicopters and rocket ships to guns, flamethrowers and chainsaws. As such they are considered dangerous by some. The Leonines who have been around them since birth tend to trust them implicitly.
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Synthe Technology | The Synthe are a highly advanced technological society whose technology is almost entirely biological in nature. All members of their species are custom created or modified. Their weaponry and ships are grown and modified organisms. They've even found a way to channel enormous amounts of energy from reactors into biological systems in order to make highly effective use of psychokinetics.
Weapons | The Synthe use all manner of biological weaponry from infectious agents to psychokinetic devices. Their personal ground troops are often fitted with small reactors in order to make more effective use of their abilities. Claws, pincers and combat tentacles are also favoured.
Armour | Chitin is the most straightforward example of biological armour. It' the substance that makes insects hard on the outside. They also use constructs similar to turtle shells, bone plates and various other types as well. Forcefields are common on units that have multiple psychokinetic systems grafted in.
Transportation | Synthe ships are grown from multiple different parts and assembled into one enormous living thing. These ships are sentient in much the same way a human ship with an AI is sentient. They might even have multiple minds working together in tandem if it is an especially large ship. They have multiple psychokinetic systems grafted into place to act as engine, weapons and shields and they contain entire ecosystems to support the crew for long journeys.
Pre-approved Powers:
SpoilerThis is my combined list of documented Super aspects in the RP world including super-powers, afflictions, species and super-technology. New powers will be added to the list as they are discovered. If you have any questions about powers, tech and the super-physics that they are based on or a new power you'd like me to add to the list post it. If- you're planning on submitting a new power we strongly suggest you submit the power first before making a whole sheets.
IMPORTANT TO NOTE
The more primary powers you have the weaker each one will be. For example a superspeedster telekinetic will not be as fast as a straight up super-speedster. Some powers however make each other stronger. for example a metamorphic shapeshifter with regeneration would have the regeneration cause the metamorphic changes to function better and the metamorphic changes would cause the regeneration to function better. However the Metamorphic changes would not be as good as those of a pure metamorph. Some powers make each other weaker. For example superdurable skin and cloaking. Trying to make the skin do two opposite things greatly hampers both. If you are not sure whether two powers are Sympathetic, neutral or conflicting then please ask me, I will be happy to tell you. Additionally Psychokinetic powers are strictly one per character. Telepathic and Psychokinetic powers may not be used in AIs or non-sapient organisms. Other than that the only limit on organic powers is how many food calories you eat. In order to do something you have to have the energy. That means you get tired and hungry after fighting.
Physical Abilities | Abilities that have to do with your own body, senses or mental processes.
Super-metabolism | The ability to consume large quantities of food and burn the energy gained therein. Typically a required secondary power with most other powers as they tend to use great amounts of energy especially psychokinetics, speedsters and such. Many supers eat extremely high calories super foods because of this. Others just seem to eat constantly. vampires have the thirst and werewolves have the hunger. This is essentially super-metabolism.
Super-stamina | The ability to carry large amounts of stored energy. Typically a required secondary power with most other powers as they tend to use great amounts of energy especially psychokinetics, speedsters and such. Sometimes manifests as layers of body fat. Goes hand in hand with the high metabolism that nearly all supers tend to have. Even if someone already has super-stamina they lose it when they become a vampire or werewolf.
Additional body parts | Things such as claws, extra arms, tails, wings, spikes, tentacles, cybernetics, etc.
Metamorphic Shape-shifting | The ability to bend and stretch body parts, even ones that normally don't bend and stretch, into a given shape and colour scheme. Typically used to imitate other people or to stretch and bend like a rubber person. (Limited by organic structure. If you make your arms too long your heart won't be able to pump blood to them anymore. You also have to make sure you don't crush your internal organs.)
Cloaking | A lesser form of metamorphic abilities where you can only change colour and not shape. It's like a chameleon only way better. Unfortunate side effects may include character nudity.
Unusual coloration | Things such as naturally pink hair or purple eyes. This is, in fact, one of the most common mutations.
Unusual body chemistry | Things such as immunity to poisons, toxic flesh, transparent skin, etc.
Regeneration | The ability to regrow damaged or lost parts of your body. Regeneration is typically an automatic process. Speed of the process depends on power level and diet of the supernormal in question. Typically bones are the slowest to grow though. All vampires and werewolves have regeneration.
Super-durability | Organic structure that can take more punishment than a Human being 'normally' could. This can come in a variety of forms from basic toughened skin and bones to something as exotic as flexible metal skin or an exoskeleton. This ability comes with a natural increase in density. Typically a required secondary power in order to make other powers more viable such as being able to use super strength without crushing your own fist when you punch things.
Super-strength | Muscles that can bear and lift great weight and pull with great force. (This ability increases jumping height as well but not as much as equivalent super-speed because jumping height is mostly a matter of velocity as you leave the ground. Super Strength increases your load bearing potential rather than your muscle velocity.) Super-strength muscles are very dense. All werewolves have a minor form of super-strength.
Super-speed | Muscles that can move at exceptional velocities thus allowing the user to perform actions very quickly. (Also makes the user able to jump very high.) Strictly speaking, super-speed is simply an alternate form of super-strength. Super-speed muscles are also very dense. All vampires have a minor form of super-speed.
Super-dexterity | A great degree of control over the precise movement of your muscles. Especially in the fingers. Typically a required secondary power for other powers such as super-accuracy.
Super-agility | The ability to change body position rapidly and accurately without losing balance using coordination, and dynamic flexibility. Typically a required secondary power for other powers such as super-speed.
Super-reflexes | The ability to quickly process and react to stimulus without actually thinking about it. (or not a lot anyway.) Just like when you touch something hot and pull back only faster. Typically a required secondary power for other powers such as super speed.
Super-accuracy | The ability to aim at and hit targets by intuitively figuring out the math in your head. Technically an Intuitive ability but worth its own separate slot.
Super-senses |One or more senses that can perceive more than 'normal'. This is a category of sub-abilities and can mean heightening of the normal senses or an altered version of normal senses (such as seeing UV light) or an entirely new sense altogether (such as sensing EM fields like a shark does.)
Super-intelligence|When any of a number of processes of the brain simply work more efficiently. This is a category of sub-abilities and can mean the brain works to greater capacity, faster, parallel, or whatever.
Intuitive abilities | Abilities that allow one to understand something as if by instinct. This is a category of sub-abilities and examples can include the ability to precisely target, knowledge of biology or other sciences and immediate grasp of languages. (They cannot do so without any contact with the information though. for example you can't learn Spanish if you've never heard of the language before but you can learn it very quickly if you have "Intuitive abilities: Spanish".)
Learned abilities or skills | Things like acrobatics, martial arts or knowledge that you study or train in. goes under powers even though most might not consider these to be powers..Secretion Abilities | Abilities that generate chemical effects. These are usually part of the mouth (or sometimes the hands) unless otherwise specified in your sheet.
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Fire breathing | The ability to secrete organic fuel and ignite it as you spit it out.
Venom | The ability to secrete bio-hazardous materials (usually liquids.)
Acid | The ability to secrete organic compounds capable of quickly corroding certain materials..Unusual Abilities | Abilities that aren't quite physical and aren't quite psychokinetic.
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Healing | The ability to control cell growth and inject materials into an organic subject by touching near the area you desire to manipulate. typically used to heal or hurt but can also be used for cosmetic changes. This ability is completely at will so it requires active thought and concentration to work. This ability does work on your own body body but unlike regeneration you have to do it on purpose. You don't heal yourself automatically.
Psychometabolism | The ability to control your own hormones and nervous system to enhance your own bodily functions, though without an outwards change in appearance. Those with a high enough level of this power can use it like healing power except without the ability to affect other people.
Kinetic Blast | The ability to project force through air (or water or whatever) to push things away. Also the ability to draw things towards you and cling to them. Essentially the same as magnetism but for any solid mass instead of only working on magnetic metals.
Microwave Blast | The ability to project microwaves from any part of your body in order to fry stuff.
Plasma Blast | The ability to ionize and superheat air in a stream as you breathe it out. This affect is basically the same a blowtorch in form and function. A very dangerous and tiring ability with devastating damage potential
Organic LASER | The ability to generate photon beams capable of causing concentrated heat damage. This is achieved by a separate organ that works much the same way as a regular LASER does. It is not the same organ as the eyes since that would make you unable to see.
Electrocution | The ability to to produce a jolt of electricity capable of causing pain and convulsions.
EMP Blast | The ability to charge up and release an organic electromagnetic pulse. This ability takes a bit of concentration and time to charge up and a lot of energy with each use..Psychokinetic Abilities | Mental abilities which allow one to to manipulate a specific particle or force depending on which ability they have. Psychokinetic abilities are able to produce vibrations to the extent of sounds and temperature changes, all Particle abilities can do this but only a few have a noticeable effect (Hydrokinesis, Ventrokinesis and Pyrokinesis are the best examples of this). These abilities burn calories (food energy) and require mental focus. Those with Psychokinetic abilities have a special organ in their brain that is separate and different from the one for telepathy. Psychokinetic is often shortened to PK.
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The Body Rule | Psychokinetic abilities cannot manifest control within sentient beings. This is due to brain-wave interference; which is strongest in the living parts of their body, including the matter within it. You can, however, use them on the inside of your own body. PK abilities also cannot manifest control within kinetic barriers, computer systems, radioactive materials or anything else with a significant energy signature. However once you control something you maintain control, even if it enters something with a significant energy signature, until it is completely surrounded and cut off from you. As long as part of it is outside you can control it.
The Bootstraps Rule | Psychokinetic abilities that lift substances cannot be used to fly by lifting yourself up or standing on lifted mass. This is because for every action there is an equal and opposite reaction. It would be like trying to lift yourself up by your bootstraps. However, you can push yourself up by applying force down. Meaning you can hover as long as there is something within range of your to power to push down upon. The reason powers of this type do not crush the user is because they can brace themselves by controlling two different things at once to help cancel out the force.
The One Per Character Rule | Unlike other powers, Psychokinetic abilities are limited to one per character. The exceptions to this rule are the doubles abilities; which specifically state that they are a combination of two other powers. If you choose a doubles ability, however, the odds of you having any other powers at all is very low. Exceptions can be made for minor powers such as mind reading.
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Hydrokinesis (Water-Mover) | The ability to control the location and temperature of H2O (water particles). For example, to make waves or gushes of water. They can force state changes of water particles into a gaseous or solid state effectively creating steam or ice. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over a mass of water.
Ventrokinesis (Wind-Mover) | The ability to control the location and temperature of N2 (nitrogen particles) AKA air. For example, to create pressure waves for wind, sounds or to achieve flight. This is a specific particle power, so the body and bootstraps rules apply. As there is almost always air around, you can use this ability to fly, so long as you don't go so high that you freeze and/or suffocate.
Pyrokinesis (Fire-Mover) | The ability to control the location and temperature of O2 (oxygen molecules). For example, to control the strength and shape of a fire or to make someone feel dizzy or lightheaded. Heating a small area or object to flash point is possible with a high enough level of concentration. This is a specific particle power, so the body and bootstraps rules apply. This ability is rarely strong enough to lift a Human body so hovering does not apply. (You're welcome to attempt being a Human rocket.)
Electrokinesis (Lightning-Mover) | The ability to control the location of free electrons (electrons not bound to an atom). Examples being electrons floating in the air or in metals. For example, to make magnetic fields and lightning bolts by spinning or hurling the electrons respectively. This is a specific particle power, so the body and bootstraps rules apply. This ability is rarely strong enough to lift a Human body so hovering does not apply. (You're welcome to attempt magnetic lift though.)
Psammokinesis (Sand-Mover) | The ability to control the location of silicone particles (sand and glass). For example, to make shapes out of sand, move or shatter glass into shards or simply into sand. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over a mass of silicone. Remember, sand is heavy and is the main component of most rocks and dirt.
Arborkinesis (Tree-Mover) | The ability to control cellulose (the stuff paper, cardboard, lumber and other plant materials are made of). For example, you can make paper airplanes actually fly, wrap someone up like a Christmas present or throw logs at people. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over trees or rolls of paper or the like.
Trichokinesis (Hair-Mover) | The ability to control keratin (the stuff that skin, hair, nails, scales, feathers, wool and shells are made of). For example, you could snare people with your hair or use sharpened feathers as darts. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only over keratin. Remember, most of dust is made up of keratin.
Osteokinesis (Bone-Mover) | The ability to control Calcium-Hydroxylapatite (the stuff bones and teeth are made of). For example, to make skeletons walk, throw teeth around or sharpen bones. This is a specific particle power, so the body and bootstraps rules apply. You can use this ability to hover but only if there are bones on the ground.
Metallokinesis (Metal-Shaper) | The ability to reshape metals or mostly metallic alloys. For example to turn a manhole cover into a sword. This is a particle shaping power, so the body rule applies but the bootstraps rule does not. The only way to lift the metal is to reshape it so that it is taller.
Carbokinesis (Diamond-Shaper) | The ability to reshape carbon into its various allotropes (graphite, diamond or nano-tubes). For example to create objects out of diamond or nano-tube mesh. This is a particle shaping power, so the body rule applies but the bootstraps rule does not. The only way to lift the carbon is to reshape it so that it is taller.
Photokinesis (Light-Shaper) | The ability to make photons (light) 'bounce' off of nothing as if they had struck a one-sided mirror. This applies to the entire EM Spectrum. For example, you could make light bounce back and forth until you had enough for a LASER blast or you could make a mirage image (You can sort light for colour and brightness). This is a photon shaping power, so the body rule applies but the bootstraps rule does not.
Microkinesis (Precision-Mover) | The ability to arrange many tiny objects in precise ways. For example, to assemble the gears of a watch or to pick a lock or to vibrate an object to make a sound. This is a generalized power, so the body and bootstraps rules apply. This ability is rarely strong enough to lift a Human body so hovering does not apply.
Macrokinesis (Heavy-Mover) | The ability to target and move heavy objects or multiple lighter objects. For example, to lift a car or even yourself. This is a generalized power, so the body and bootstraps rules apply. You can use this ability to hover over solid objects or to super jump.
Telekinesis (Doubles-Ability) | Macrokinesis and Microkinesis combined. This is a doubles ability. It's finesse plus raw power, however, it is highly physically draining and mentally overwhelming.
Gravitokinesis (Weight-Changer) | The ability to create false gravity (Force exerted by mass that isn't there with deep but very narrow gravitational troughs.). For example, you could make sideways gravity to stand on a wall or vertical gravity to float through the air. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by having the gravity pull you up or whatever directions you want to go.
Magnetokinesis (Magnetism-Changer) | The ability to create artificial magnetic fields. For example, attracting a collection of paperclips to a specific point in space. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by wearing magnetic materials on your body and having the magnetic field pull you up or whatever directions you want to go.
Chronokinesis (Time-Changer) | The ability to speed up or slow down relative time within a bubble. For example, you could slow someone else down, or make yourself faster. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly if you make your bubble of time skintight and swim in the slowed down air. You canNOT use this ability to travel back in time.
Ostrakinesis (Barrier-Maker, Qi-User) | The ability to create and move transparent objects that feel solid even though they have no mass. For example, to create a wall to protect you or a stabbing weapon to attack with. Each ostrakinetic's objects have a specific colour; one ostrakinetic user might make red fields while another might make blue fields. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by standing on a created object and lifting it into the air.
Ætherkinesis (Portal-Maker, Teleporter) | The ability to fold space until it overlaps in order to make wormholes (portals). For example, to get from one side of a wall to another or to get up on top of a wall without a ladder. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fall through the air and open a portal under you to a higher point to get up to a higher altitude.
Phantasmokinesis (Ghost-Flyer, Hammer-Space) | The ability to twist off a section of space to make a pocket dimension off to the side of reality that you can move around at will. For example, you could store items or you could go inside of it yourself and travel 'through' a wall. This is a natural force manipulation ability, so the body rule applies but the bootstraps rule does not. You can use this ability to fly by having just your feet in the pocket dimension while you move it around.
Sustrephokinesis (Doubles-Ability) | AEtherkinesis and Phantasmokinesis combined. This is a doubles ability. It's more flexible while also highly physically draining and mentally overwhelming.
Psychokinetic Mimicry | The ability to sense PK abilities in others and copy them. You can only copy PK abilities from one person at a time and when you sleep or are otherwise greatly distracted your mind resets to none. You can sense the 'flavour' of a PK ability but if it's one you've never seen in action before you won't know what it is until you try it out.
Unlisted PK powers | Particle abilities can be specific to any particle, this means that if a particle or compound exists there is a PK ability to control it (Keep in mind that uncommon substances lead to uncommon powers). You can pick a specific molecule from unusual compounds like acetylsalicylic acid (Aspirin) to more straight forward compounds like Carbondioxide and have a PK ability to control it, it might be near useless but you can do it if you want to..Telepathic Abilities | Mental abilities that allow you to sense and command with your mind. Those with Telepathic abilities have a special organ in their brain that is separate and different from the one for Psychokinetics. Unlike psychokinetic abilities it allows for multiple telepathic powers on the same character.
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Mind Reading | The ability to sense the thoughts of others (including words images, sounds, etc.) Cannot delve deep but rather only senses currently or recently active thoughts.
Thought Sending | The ability to send suggestions (including words images, sounds, etc.) to communicate mentally with people.
Empathy |The ability to share emotions with other people including sensing theirs and sending them yours. You can also send them original emotions you're not actually feeling.
Illusions | The ability to influence people's senses to put them in a world of your creating. In other words you sense everything they sense and you can then alter what they are sensing. This functions a lot like dreaming and sleep-walking.
Machine Speak (Technopathy) | The ability to read info from and send commands to quantum computer systems (even when that system may not have com equipment.) In the case of AIs this is essentially the same as Mind Reading. Please note that you can't actually hack AIs.
Animal Speak (Zoopathy) | The ability to sense and control the behavior of animals. You can also sense what they sense. Many with this power are limited in what animals or category of animals they can control.
Zombie Speak (Necropathy) | The ability to sense and control zombies You can also use any of their senses they have that still work. For more on Zombies see the affliction section.
Virus Speak (Viropathy) | The ability to sense and control viruses. Used for genetic engineering with retroviruses..Super Afflictions | Essentially infections that you can catch but for which there is no known cure, even with healing powers. Although, sometimes regeneration abilities can prevent you from catching them in the first place. They occurred naturally as far as anyone can tell and have been around for ages. Once they get into your body they change what you are into something else and then stick around in order to maintain your new form and to spread elsewhere.
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Vampirism | Vampires are many times faster and more agile than Humans. Most can lift twice their own body weight. They have enhanced hearing and eyesight (especially in the dark) but those senses can be overloaded (Loud sounds, bright lights etc.) They also have regenerative powers so they can regrow any missing body part as long as they're still alive and being fed. They have the thirst. Their super-metabolisms are always in high gear and they have low stamina even if they had super-stamina before they were infected. Vampires are especially susceptible to sunlight. (Ultraviolet radiation causes cancerous growths that, coupled with their speedy regeneration, can kill them rather quickly.) Vampirism is considered an STD. Vampirism also tends to make you immune to other diseases including lycanthropy.
Lycanthropy | Werewolves are usually strong enough to lift six to ten times their body weight and are reasonably fast and agile. Werewolves are colourblind. They have amazing senses of smell and hearing but those senses can be overloaded (strong smells, loud sounds, etc.) Werewolves normally subside in Human form but when they have an adrenaline rush hair grows suddenly covering most of their body and their nose and heels change into a more wolf-like shape, hence the name. They have regenerative abilities so they can regrow any missing body part as long as they're still alive and being fed. They have the hunger. Their super-metabolisms are always in high gear and they have low stamina even if they had super-stamina before they were infected. Lycanthropy is also considered an STD. Lycanthropy tends to make you immune to other diseases including vampirism.
Zombification | Zombies have a brain that has basically turned to mush. A blithering idiot searching only for food in the stupidest, most straightforward way you can imagine. (walk towards food, bite, repeat as needed.) Zombies are also completely immune to disease as their flesh is lethal (Most anything that tries to eat them dies,) and they have a tendancy to keep moving even when their heart has stopped. In fact most zombies don't stop unless their brain is no longer hooked up to their limbs or they run out of juice. Whichever comes first. It is an incurable disease that completely kills anything recognizable as the persons mind. They are therefore considered dead by most governments, so you can legally kill them even if they are not threatening you.
Doppelganger | Doppelgangers are infected with transmutic cells. These cells have the ability to 'scan' people and objects at extremely short range. It's sort of like a cat-scan where you can see all the different layers except this is much more detailed and much higher resolution. The transmutic cells are then able to form a cocoon around the body and alter every atom of your being. Each time this happens you are fully remade into an exact copy of a person the transmutic cells have scanned recently in the exact way they were when they scanned them. (Including clothing and equipment.) The cells usually only remember the last 8 or so organic sentient life-forms who have been scanned. They always exclude non-sentient life-forms. Those infected with transmutic cells do not actually have any control over any of this. Usually upon your death the transmutic cells choose an organic sentient life-form for you to become based on how you died. Occasionally this ability is triggered by severe injury or even seemingly at random. The ability furthermore causes severe memory loss each time it is used due to transcription errors in your memories. You typically only remembers things that have happened recently or things that happen frequently..Species | Like races; you have to be born them in order to be them at all.
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Non-sapient Species | Basically everything from cats and dogs to grass and trees to the common cold. Animals can have powers too. However there are many powers that animals cannot have. They never have psychokinetic or telepathic powers. They never have abilities that require complex thought such as intuitive abilities, healing or psychometabolism. If they have super-intelligence it doesn't make them sapient. Some animals can be capable of talking but they can't visualize complex concepts. They typically have to stick to simple commands and information. Animals are also capable of being infected with vampirism, lycanthropy and zombification. They do not, however, become doppelgangers. The Transmutic cells appear to only choose sapient forms. Many Animals have exaggerated forms of their natural abilities. For example; cats with super speed, skunks with knock-out gas or super-sugar with fifty times the calories of normal sugar cane.
Transgenic Hybrids | Humans whose DNA has been altered with enhancements from animal DNA (or sometimes other humans) done for specific purposes. Typically the animals used are supernormal in some way. Hybrids can also refer to virtually any sentient being created by genetic engineering. Hybrids are an everyday sight in most cities. Hybrids are typically capable of reproducing with other humans except in extreme cases. Typically children with one hybrid parent and one non-hybrid parent are less visually different from non-hybrids. Most hybrids only have the powers of the supernormal animals they're based on. However with one hybrid parent and with one non-hybrid parent with another power they can inherit both. This is generally the only way you can have a hybrid with a psychokinetic or telepathic ability.
Cyborgs | Cyborgs are still basically human. Often times they require replacement limbs or internal organs from an accident. Other times people simply prefer to be cybernetic for their own personal reasons. Some people like to think of them as a separate species from regular humans but there's not that much difference between a regular cyborg and and a regular human. Of course some cyborgs are so extensively modified that they're no longer recognizable as human any longer. In general the main difference between a cyborg and a copied intelligence is whether they still have their original brain or whether they've transferred their consciousnesses to a computer. Some animals are made cybernetic sometimes as well.
Sapient Artificial Intelligences | Artificial Intelligences that have gained or were created with sapience and thus have rights. Robots and advanced computers are common but it's not always easy to tell which are sapient. VI or virtual Intelligences are non-sapient. Sapient AIs are generally copied minds or imitation minds. They fall into one of three categories: Q-puter-AIs, Foglet-AIs or Gel-Circuitry-AIs (see Collective tech for Gel-circuitry). As can be inferred from the name these are based on the medium the AI runs on. Copied minds are considered, by law, to be people in their own right. This is because originally the only way to copy minds destroyed the original. This led to the copies being considered to be the original person themselves. However, as the technology progress, Humans became able to copy minds without destroying the original or even create new minds based on what is known about minds in general. Because of this the law was changed where a copy is considered a new person. Mobile robots and non-mobile networked AIs and VIs are fairly common on Earth.
Collective AIs | Artificial Intelligences made using Gel-circuitry. Gel-circuitry brains were created by the founder of the Collective and have never been made available outside of the Collective.
RULES
- No stealing from other media. All material must be kept at least a little bit original. In other words, don't put stuff we could get sued for if we put it in our comic. Change the names and don't directly copy things.
- No magic. This includes runes, curses, chants, etc or unrealistic powers. All things must be explainable by what I like to call "superhuman physics" if you have questions about what this means feel free to ask me or one of the other GMs on this thread.
Player Character Sheet Format
(PCs may only be controlled by the player who owns them.)
Legal Name:
- Name on your birth certificate.
- If you have legally changed your name then put your old name in parenthesis afterward.
- Shortened versions of names go under nicknames.
Nickname(s):
- Include all that apply.
Power/Skills/Training:
- Go into plenty of Detail here.
- Remember it has to work with super-physics, no magic.
- A list of already established Powers can be found above. If you want a power not on this list then you need to submit it and get it approved before you make your sheet.
Equipment:
- What do you have besides your powers?
- Powered Armours go here, as do devices that give you powers.
- Think weapons, tools, transportation, etc.
- Don't forget data devices, IDs and money.
- A list of already established Tech can be found above.
Appearance:
- Height: I prefer Centimeters.
- Weight: I prefer Kilograms
- Build: Fat, skinny, muscular, etc.
- Eye Colour: In this world any colour can be a natural eye colour.
- Skin/Hair/Scale/Feather Colour: In this world any colour can be a natural skin/hair/scale/feather colour.
- Clothes:
- This is where you put pictures if you have any.
Date of Birth:
- When was this character born/hatched/removed from their cloning tube/ built. You get the point.
- The current month and year in the RP is almost always the current month and year in real life plus one hundred years.
- To avoid confusion please use 'Day, Name of Month, Year'. For example 4 Feb 2077.
Race/Gender:
- What Race do you belong to? Are you Human, AI, Hybrid or something else?
- What Gender are you? Male, Female or something else?
History:
- What did you do before you got here? Who do you work for? Who are your friends? Who are your enemies?
- Please talk with your fellow RPers to decide who knows who.
- Where do you live? What's your purpose in life? How did you get your powers?
- Remember, most people are born with their powers since they inherit them from their parents. Psychokinetic powers do not develop until puberty.
Legal Status:
- Are you enlisted in any military organizations or are you civilian?
- Do you have citizenship in any planets or colonies?
- Do you have a Criminal Record?
Other:
- Anything you don't mention in the nine above fields that you feel is important to the game.
NPC Sheet Format
(NPCs may be controlled by anyone as long as they stay in character. Try not to throw them off their plot rails willy nilly, though.)
NPC
Known Name(s):
- Any name(s) this character goes by.
Power/Skills/Training:
- Go into plenty of Detail here.
- Cybernetics and other enhancements go here.
- Remember it has to work with super-physics, no magic.
- A list of already established Powers can be found above. If you want a power not on this list then you need to submit it and get it approved before you make your sheet.
Equipment:
- What does this character have besides their powers.
- Armour goes here, as do devices that give powers.
- Think weapons, tools, transportation, etc.
- A list of already established Tech can be found above.
Appearance:
- Height:
- Weight:
- Build:
- Eye Colour:
- Skin/Hair/Scale/Feather Colour:
- Clothes:
- This is where you put pictures if you have any.
Date of Birth:
- When was this character born/hatched/removed from their cloning tube/ built. You get the point.
- The current month and year in the RP is almost always the current month and year in real life plus one hundred years.
- To avoid confusion please use 'Day, Name of Month, Year'. For example 4 Feb 2077.
Species/Gender:
- What Species do you belong to? Are you Human, AI, Alien or something else?
- What Gender are you? Male, Female or something else?
Previous Appearances:
- What has this character done in thread so far?
- What is (s)he known for?
- Who is (s)he friends with?
- Any enemies?
- Talk to other roleplayers to establish background stories.
Legal Status:
- Is this NPC enlisted in any military organizations or are they civilian?
- Does this NPC have citizenship in any planets or colonies?
- Does this NPC have a Criminal Record?
Other:
- Anything you didn't mention in the fields that you feel is important to the game.
Ship/Station/Colony Format
------These are Ships/Stations/Colonies that exist within the galaxy that the PCs or NPCs can be part of.
Name:
- What is the name of you vehicle or facility?
Purpose:
- What does this group do?
Reputation:
- What is this group known for?
Completion:
- When was this vehicle or facility built?
Construction:
- Describe the shape and functions of your vehicle or facility?
Crew Compliment:
- How many people live in your vehicle or facility?
Group History:
- What has this vehicle or facility done in the past?
Group Location(s):
- Where is this facility located? Not applicable for vehicles.
Legal Status:
- What is this vehicle or facility standing with the governments of the galaxy?
Other:
- Anything you didn't mention in the six above fields that you feel is important to the game.
Name: Waystation Hermes
Purpose: The station is meant to serve as a repair yard, center of trade and housing for all of the ships and people along the shipping lanes.
Reputation: The station is known for it's quality repairs, sometimes questionably legal merchandise and its rather wide variety of interesting people.
Completion: The station was completed in 2057.
Construction: The Station consists of two rings rotating in opposite directions. One ring is made entirely out of forgelings while the other is of traditional human construction.
Crew Compliment: The combined compliment of employees, shop owners, family and assorted hangers-on and passers-through number around 3500 at any given time.
Group History: The station was originally built as a place to trade goods and culture between humanity and the leonines. Over the years it has built up a life of its own. These days it's home to many and a familiar stop on the route of many a ship-hand.
Group Location: The station is in permanent orbit around a gas giant in an otherwise barren system. This location was chosen because it was halfway between the leonine home world and the agricultural world they use for food and thus made a convenient destination for their existing space travel.
Legal Status: Most parts of the station are considered neutral ground for all nations. However there are embassies on board that are sovereign territory.
Name: Frontier Alliance Fleet
Purpose: To explore the Perseus arm of the galaxy.
Reputation: The fleet is generally considered to be a brave exploration venture. Of course some citizens consider it a waste of tax money on a monumental scale.
Completion: The fleet was assembled and launched in late 2112.
Construction: The fleet consists of a variety of ships of human, collective and leonine construction. Several ships are of hybrid construction.
Crew Compliment: 36 ships with an estimated crew of 1700 humans, robots and leonines.
Group History: After the incident with the Synthe it known that the perseus arm of the galaxy contained life. It was decided to explore that arm of the galaxy to discover whatever knowledge we could from it and possibly find new allies there.
Group Location(s): The fleet will mainly stay in the perseus arm of the galaxy, returning only rarely for major overhauls or visits with family.
Legal Status: The fleet is a joint effort between the Human, Collective and Leonine governments. No one government has full control over the fleet. Rather each government controls its member ships of the fleet and the fleet as a whole is controlled by a board of diplomats aboard the flag ship.
