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Hidden 8 yrs ago 8 yrs ago Post by Lucan The Mad
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Renatia, A Land Adrift

The Renatian Empire has stood as a beacon of knowledge and Civilization for over ten eons. In the past it was ruled by an Imperial High Council made up of the most influential public and military officials. They bowed to the will of the ancient aristocracy of the Old Houses: Urdan, Deloth, Synia, Orbalan, and Tyrius. These old clans held power in their blood, both literal and political. Every Renatian has the capacity for abilities and feats of psychic power, to bend the world around them with the might of their will alone.

The Old Houses have a greater potential for psychic power than almost any other, this allowed them to gain great influence in the days of yore, conquering their home worlds and establishing dynasties that last to this day. The mightiest of these houses is House Tyrius, rulers if the wealthy manufacturing world of Arnax. House Tyrius was founded long ago by the enigmatic Lucan Tyrius, a powerful, immortal, psyonic alchemist who had shaped Renatia from it's earliest days. House Tyrius now holds sway over a dozen worlds, with a private army large enough to give even the Synoid Legion and the Renatian Marines pause.

Recently, Lucan Tyrius, of the House Tyrius performed a ritual that ripped all of Renatia from space-time, and cast it adrift between universes. The Imperial High Council attempted to force him to reverse it, but he killed them all in retaliation, taking control. His Imortale Prelitor covertly removed problem individuals and replaced them with sympathizers. It was then Lucan Tyrius declared himself the Immortal Protecter and Ruler of Renatia, Emperor Lucan I.

Now the 300 star systems of Renatia, over a thousand worlds, have come to rest in an alien universe, as a irregularity near a galaxy dubbed "Theron Alpha". The Seekers of the Flame, the prophetic telepaths of Renatia have told of a great expedition into the wider galaxy.

Player Characters: What You Need to Know


Renatians: Renatians are a tall, pale, humanoid race. Their hair is almost always white and their sclera are black along with their pupils. Eye colors range from gold to red, to blue, but they always have a slight glow. Heights vary from 8-9ft tall, and they are physically superior to humans in almost every way, save for smell, which is about the same. Females tend to have greater psyonic power but are unstable, while males tend to be more stable, if weaker in power.

Renatian Culture: Renatia is a Theocratic Monarchy, with an Immortal Emperor ruling over all. This Emperor was worshiped for eons as a man who transcended death and achieved perfection. This "Temple of the Holy Flame" eventually became the state religion. As time past, the Emperor, then the Watcher, managed to gain greater and greater power over the political landscape, eventually gaining the support of several of the Old Houses. Then he waged a holy war, a crusade, to take power from the Imperial High Council and the Reigning Emperor.

After securing his throne, the god king... The Immortal Emperor, used his arts to displace his new realm, to remove it from the corrupted and dying universe they inhabited. He is viewed as a god, and possesses the power to back it up.

Family and bloodlines are heavily important in Renatian Culture, so much so that it borders on ancestor worship. Renatia has reached a point where no one goes hungry or homeless, almost all physical labor is proformed by autonomous machines, and energy is nearly limitless.

The Synoid Legions: Biomechanical soldiers engineered for loyalty and strength the Synoid are the chief protectors of Renatia from outside powers. Outstripping most Renatians in speed, strength, refelx, and even skill. They come with both male an female personalities, and their chassis are shaped accordingly.

The Renatian Marines: Organic soldiers that serve as enforcers and policing forces throughout Renatia, the Marines are equipped with the best weapons and armor available.

Player Character Choices and Requirements


What you are: Imortale Prelitor

Psyonic warriors raised from birth to serve the Immortal Emperor and protect Renatia, you have training in all forms of combat and the freedom to choose which you use. They are also trained to resist telepathic intrusion. You are considered Lords among the commoners of Renatia, and can command normal military units as you see fit... As you are the Emperor's voice, his will. You are his wrath.

Psy powers: You get one by default. If no requirements are met, you get Telepathy.

Lightning: Shoot torrents of lightning at foes. Requirements: Arcane(30)

Healing Factor/Regeneration: Stave off wounds normally fatal by healing in moments. This can be negated by life drain powers and attacks that affect the soul. Instadeath attacks will kill you regardless. You can die due of bloodloss. Requirements: Arcane(50)

Teleportation: Teleport short distances in an instant, overuse could lead to you fading from existence. Requirements: Arcane(50)

Machine Manipulation: Alter or control machines with your mind. The more complex, the greater the concentration required. Requirements: Arcane(20) Technology(30)

Forewarning: Increase reaction time by seeing threats before they happen. You see it mere seconds before. Requirements: Arcane(60)

Supernatural Speed: Your speed is boosted to superhuman levels, and arguments your agility. Requirements: Arcane(30)

Supernatural Strength: Your strength is beyond normal limits, also making your endurance much higher. Requirements: Arcane(30)

Molten Beam: You can project gouts of pure flame from your hands, melting even metal. Requirements: Arcane(40)

Flaming Form: You become fire, striking out at your foe's very souls... Requirements: Arcane(60)

Telekinesis: Manipulation of objects with ones mind. Barriers. Requirements: Arcane(50)

Telepathy: Reading minds, communication over distance. Requirements(none)

Life Drain: Drain the very life force from your foe, adding to your own. Requirements: Arcane(60)

Weapons:

Plasma Weapons

PX3 Rifle: Automatic, medium range, great stopping power. Orange plasma bolts. 400 rounds per power pack. Requirements: Ranged(20)

MNR REGALIA SMG: Light plasma bolts fire at rapid pace (Orange). 1000 rounds per power pack. One handed. Requirements: Ranged(15)

MAW (Mass Accelerator Weapons)

MAW-60 DMR: Low rate of fire, high stopping power. Variable Zoom scope, infrared, X-ray. 12 rounds per clip. Requirements: Ranged(50)

MAW-23 Battle Rifle: 4 round burst, 2.4 second wait between bursts. Variable Zoom scope, infrared. Requirements: Ranged(45)

Heavy Weapons:

Olympia Shatterpoint Cannon: Advanced particle beam condensed into a round that causes a massive energy explosion. 1 shot per power pack. Requirements: Heavy Weapons(40) Ranged Weapons(30)

AEther Heavy Repeating Laser: Fires high power lasers at a rapid pace, suffers from lack of accuracy, but makes up in sheer power. 7000 shots per power pack. Requirements: heavy weapons(30) ranged weapons(20)

Melee Weapons

Ion Blades: Monomolecular Adamantine metal enveloped in an electromagnetic field that ionizes flesh and armor alike. Can take the form of any bladed weapon. Requirements: Melee(30)

Fractal Edge Weapons: These weapons phase in and out of reality, and requires a deep understanding of Psyonics to hold properly. They can ignore armor by passing through it to strike at the flesh beneath. Requirements: Melee(40) Arcane(30)

Grenades:

lethal
Plasma: Five second delay, then a radiant seven meter plasma detonation.

Ignus: Creates a fiery explosion that adhears to the target. Can burn through most armor.

Tactical
Smoke: Creates a field of smoke that obscures sight.

EMP: Causes malfunction in electrical based technologies.

Special Equipment

Special Equipment is things like sheilds, or a weapon resistant cloak. Everyone can have one of these special Equipment. Please make a post detailing what you would like, and what it does.

General Rules

A turn will begin when the GM posts, in this post they will set up the stage and give responses to actions taken the previous turn.

You will have *one post per turn*. In the post you will describe your actions, but not the outcome, that is for the gm to put down in the response at the start of the next turn.

The GM will determine the results of actions with a dice roll for fairness.

Character Creation


Stats: Each stat has a value of 0 by default, you get 35 points to use on stats as you see fit. Weapons and Psy powers have certain requirements, and Stats will also affect the way character behave. Each stat effects several skills, for every one stat point, the skills related to that stat go up by five points by default.

Strength: A mesure of physical strength. Melee, Heavy Weapons

Endurance: How much punishment can you take? How long can you last? Melee, Survival

Agility: How fast are you? How nimble? Melee, Acrobatics, Stealth

Psy Power: Determines the Strength of Psyonic Abilities. Arcane Knowledge

Charisma: Determines how well you communicate. Leadership

Perception: How well you can see, hear, taste, smell, and feel the World around you. Ranged, Heavy, Technology

Intelligence: The mesure of your ability to adapt, comprehend, and solve problems. Leadership, Survival, Technology, Arcane Knowledge

Skills: You will need skills to use weapons and abilities, or to allow for some actions. All skills start at baseline 0 and you get 100 points to use as you see fit.

Melee: Impacts the use of melee weapons and attacks.

Ranged Weapons: Impacts the use of ranged weapons.

Heavy Weapons: Impacts the use of heavy weapons, ranged or melee.

Leadership: Impacts the number of npcs you can command during battle.

Acrobatics: Allows you to attack faster, and proformed feats of agility, like climbing.

Survival: Impacts your Survival skills, as well as your over all toughness.

Technology: How well you are with machines, this can impact story and your ability to use alien weapons.

Arcane Knowledge: Your command over psyonic powers. With every 25 points one can take on a new power. It also effects your character's knowledge of Psyonics in the story.

Stealth: Your ability to remain hidden.
Hidden 8 yrs ago 8 yrs ago Post by Lucan The Mad
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Please note: These stats are baseline, and can be improved. Weapons are starters, you will find more powerful ones later down the line.

More advanced powers will also become Available.

The Gm and Co-Gm characters will be more powerful, but will only be partially involved, leaving it to you.
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Hidden 8 yrs ago Post by RyuShura
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RyuShura The Muted Dream

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Everyone seems to have a special ranking added to the ends of their titles, what do I do to determine this? Or is those things reserved only for GM/Co-Gm's?
Hidden 8 yrs ago Post by Lucan The Mad
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Oh, I'm sorry. I forgot to mention that.

The rank is determined by the following

Primus: Primarily a Defensive warrior
Umbra: Stealth and covert ops
Savantus: A powerful psychic, usually slated for greater power
Auxillia: A support soldier, heavy Gunners and medics.
Furia: Special Operations, multiple engagement Ranges.
Optima: Jack of all trades, normally higher in rank, and tends to be more experienced. (This rank is Reserved for GMs and Co GMs)
Hidden 8 yrs ago Post by Senera2000
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Senera2000 The Hammer / of the Emperor

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ETA on the IC?
Hidden 8 yrs ago Post by Lucan The Mad
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Tomorrow.
Hidden 8 yrs ago 8 yrs ago Post by RyuShura
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Um, quick question. I see you stating we start out with one psy-power, but many people have more than one. How do we determine how many powers we get? Is there a buy based on arcane knowledge or is it situational? I sort of just winged mine and it got approved. I just want to make the mechanic clear so I can use it better in the future. And can we make up powers so long as we bring the the idea to be reviewed by you first?
Hidden 8 yrs ago 8 yrs ago Post by Lucan The Mad
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The number of powers is determined by your Arcane Knowledge level, as stated in the description, you get one extra power per every 25 points in Arcane Knowledge. So you start with 1 by default, and gain a second st 25, a third at 50 and so on.

You can make up a power, but I will have to approve it first.
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Hidden 8 yrs ago Post by RyuShura
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Seems I missed that detail, thanks for pointing it out. Sometimes I'm really just an airhead. And alright, if I ever get any ideas, I'll shoot them over to you. :^D
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No problem.

In character posting will begin tomorrow, not sure what time.
Hidden 8 yrs ago Post by Senera2000
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Senera2000 The Hammer / of the Emperor

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@RyuShura Took me a while to figure out as well.
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Hidden 8 yrs ago Post by Lucan The Mad
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Posting will begin later tonight.
The first turn will be static, allowing for free conversation between characters.

Starting with turn 2 post only once per turn.

Thank you.
Hidden 8 yrs ago Post by Ezekiel
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Seems really interesting, I'll try and whip up a character this morning.
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No problem.
Recruitment will close after the first turn. But it will be longer than normal so the characters can interact a bit.
Hidden 8 yrs ago Post by Ezekiel
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Can't quite pin down why my idea isn't working for me, but won't be able to work it out in time.
Have fun though folks :) will probably follow the rp regardless, for fun reading.
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First turn will end tomorrow everyone, get your talking in.
Hidden 8 yrs ago 8 yrs ago Post by RyuShura
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RyuShura The Muted Dream

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@RunaCat Oh no, I didn't even notice the edit you made. Sorry! I was a little busy over the holidays, but it was more I didn't even know you made one. Just ping me next time, so I don't miss you out. DX
Hidden 8 yrs ago Post by ApothecaryMeros
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I would like to point out an error some of us (including me and our GM Lucan, I suppose rather embarrassingly XP) with our psychic powers.

To quote from the opening post, "Psy powers: You get one by default. If no requirements are met, you get Telepathy."

And from the entry for the Arcane Knowlege skill, "With every 25 points one can take on a new power."

This means we have one more power than the amount permitted by our Arcane Knowlege skill, something I notice has been forgotten by some after looking through the characters. Apologies on behalf of myself and Lucan for any inconvenience caused by what may result in character alterations by some, but I suppose getting an extra psychic power isn't all bad.
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Hidden 8 yrs ago Post by Lucan The Mad
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First turn ends tonight, recruitment closes after the first turn.
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Recruitment is locked in, no new characters will be accepted.

First turn ends at 8:00pm Eastern US time.
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