Hidden 11 yrs ago Post by Gowi
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I had a slow moving roleplay about this a while back on the Guild but it died out of poor GM navigation and some other issues. But I'm curious if anybody who is new to it or were involved would like to give it a shake or discuss it to flesh it out more through this interest check?

The Terror and other slavers have a pseudo-hierarchy of slaves and this much is obvious given roles and responsibilities. But heed no mind, every walk of life in this way is awful.

Technician - A technician to say the least is a polite way to say laborer. Men and women within this caste build roads, work in mines, and are general canon fodder for monsters who creep their way into the work camps.

Manager - A manager is a "head slave" or "house slave" that work with The Terror to manage and ensure that their slave population keeps in check and to point out any ones who are prone to escape attempts. They live in better barracks, which is assuredly better than living like caged animals.

Surveyor - The Terror's indebted engineers and operators; these are slaves who see ruins and are charged with hacking and opening doors, vaults, and security systems. They get fed better than technicians and live in better barracks, but its not a quality life choice.

Informer (NPC only) - Living outside of the domain of the slaves? This is a dream, but informer's are spies that take residence in small communities to infiltrate, report, and exploit it's weaknesses. They are the only slaves that The Terror pays but their loyalty is expected so they are few in number.

SETTING

The World is the planet Aegis, a fractured version of what the world once was as large metropolitan areas were destroyed, military factories were fractured, and large towns were buried. What happened is uncertain, but largely irrelevant as what is important is the lands that are today's Aegis. Throughout the years the lands changed and undergrowth flourished as the secondary species evolved to take a new to this world. Humanity is dead, and it's history is a foreign language that nobody can comprehend. The world's animals took shape and rose from their enviroments due to the tampering the end of the world provided. Foxes, Wolves, Raccoon, Cats, Lizards, and other species rose from their home to a world of scattered remains and constructed civilization from it's ruin.

Old world technology is scattered and contained by those with power, the only bits of it there that are commonplace are firearms that have been re-purposed or re-engineered. New world engineers are always working around the clock to understand more about the old world and few have understanding of the idiosyncrasies of automated mechs, stationary turrets, and other such technologies; and most of them are held with an iron fist by factions such as The Dominion. People who have a symbiotic relationship with these engineers are called "world seekers" and fufill a scavenger/salvager's role. These people hunt for old world tech and leads on any answers to their complicated workings, however the world is dangerous and these seekers find much difficulties to survive.

The known world is surrounded by mountains, craters, and what the population calls "wasteland" that sickens the people who travel there and ultimately kills them from simple contact. These cases of wasteland explorers have scared the majority of the masses that they are best surviving where they are. In the western regions there stands an extremely large desert and to the north lies a coastline that contains one of the few unburied/lost metropolitan cities, however it is controlled by tyrants and their extremely talented engineers. Then there is the west, an area of high hills, plains, rivers, and mountain valleys. This is the "free world" and in a sense it isn't inherently incorrect.

MYTHOLOGY

Primitive worlds are superstitious and this one is no different. Whispers of ghosts, magic, and monsters are commonplace. But what is real? Magic does exist in Aegis, but it exists in light magic conventions in the form of people called ghosts. Ghosts are people like the rest of the new world, but they have an hyper-evolved niche that can be described as magic.

Depending on the "metagene" that has been evolved through the old world's weapons and environment, these ghosts can do a number of things. Those born with fire can control their body heat and are bred to the center of the desert frontier to the west, they live and strive because of their ability to tolerate the harsh night's climate and the most talented of them can control their magic beyond simple uses.

Fire Ghost's have internal control of body heat and advanced users can burn their enemies flesh through simple touch, Light Ghost's have internal control of their visibility in daytime and advanced users can have short-term complete invisibility, Air Ghost's have internal control of their breathing and advanced users can restrict breathing completely in no-oxygen environments, Water Ghost's have internal control of blood movement and advanced users can refuse water into their body making them optimal to survive underwater.

These are some example of ghosts and their typical ability and then their ability through advanced ability or mastery. If you have any thoughts on this let me know if I need to expand it or you have an idea for other types of ghosts.

FACTIONS

The League of Avalon is one of the major powers and the parallel to The Dominion; settled west of the settlements of Hope, the League of Avalon sits on the edge of the Necrosis against the southernmost mountains. Like The Dominion they have a strong understanding of the old world languages and technology; and they exploit this fact. While not tyrannical in the "invasion" sense, Avalon is led by a theocratic church and their word is the law in their district. Led by a religious council; the Avalon people find themselves frightened the most of the world of all. Between propaganda and matter-of-the-fact news, they do not want to leave their city unless they are among the select few the church deems worthy to search for old world artifacts and information; these people are part of a sub-church organization called The Vanguard of Truth. The church will train those born (or have proven worthy) in becoming such, but it becomes a chaste and zealous lifestyle. The League of Avalon allows immigrants but they are heavily mandated and debated if they are worthy into letting into the League for citizenship by the council.

The Dominion are the big bad guys of the world as they are the most advanced and the most ingenious. They are located alongside the large northern coastline called "aegia" from the few signs they have deciphered. They have one of the most practical understanding of the old world languages and have some idea of the history but only in the most basic form. Their headquarters is a metropolitan area that they have locked down through reforged walls, automated mechs, and turret control. The people born under these "highborn" are either in poverty or in decency. Few are in luxury, and those people run things control the engineering cast and have the army on their side. This is a dictatorship and it isn't not nice to live in, to escape is a challenge but it is freedom.

The Terror is the cliche-named organization that employs the best bandits, raiders, slavers, and fourth-rate engineers. Some join them only to have a life of safety within their jurisdiction, and such is a practical way of life. They lack personal honor and are in life for a profit and of course these are the overlord who have an iron thumb over our slaves, over our characters, and they are the thing to defeat intelligently.

The Ghosts are the tribes of "spooky, tricky wizard-like people" who every "normal" person is scared of because of mythic storytales. They live in the Necrosis, the giant desert that is devoid of safety and practical resources. Most people leave them alone and maintain their own realm and those who escape to the desert are never heard from again.

Hope is a loose city-state much similar to Fallout's "Megaton", but without the giant nuclear bomb. It's a town run by the people and the enforcer's they elect. Loose trade between The Terror keeps the biggest bandits away from them and as thus they generally only have to worry about smaller bandit collectives. They have third-rate engineers and they have many who aspire to make it big as seekers. A small school of engineering is situated in the city itself, but what they know is kids stuff compared to The Dominion.

The Kingdom of Arnak is a feudalistic sub-kingdom that exists somewhere in the mountains to the northeast, virtually unknown to the entire world the kingdom has no interest in expanding or finding out about the rest of the world due to general mutants, monsters, and wasteland that surrounds them and has killed their champions. They still occasionally send champions out to find the "old gods" and whatever artifacts they left for them, but none have ever found way back home if they did make it to the fields and valleys of where our roleplay takes place. The kingdom also is afraid of firearms, old and new; feeling they are demonic and one of the weapons of the one's who defeated the old gods; so this creates Arnak as a kingdom that focuses on post-modern feudal weapons. Crossbows, Longbows, Swords, Lances, Pikes, Spears, and Shields have been re-purposed to work better through contact with mutants of all shapes and sizes. One of their best weapons is the guardian-class crossbow (similar to the one in Van Helsing).


Sample CS:

Name - Doran Karek

Age - Adult (25)

Species - Fox

Background - Manager: Doran was trained in entry-level engineering and has a average ability to survive independently. He is self-taught in basic firearms, but not to a high quality level. Doran is a slave.

Personality - Doran was once a man of passion, adventure, willpower, and focus. But time and experience has rendered him broken and defeated. What many see is a defeatist Doran, who barely makes light of things and quips comically to lighten the mood. Really, Doran's true self is lost and there is only a hollow shell of stone.

Psychology - Broken; you could say that Doran has been beaten into submission and operates dutifully. If there's a spark someone hasn't ignited it.

Backstory - Doran Karek was born and raised in the inner-workings of the city-state of Hope within the southern plains. He was the son to Dalis and Shira Karek, who were important but forgettable members in the community. Doran's mother helped the hydro-plant that kept the clean water supply steady by salvage repair and maintenance, as such she dealt with a lot of scrap merchants for the materials she needed. Doran's father was a world seeker who did his job well and carefully, but ultimately was shot in the back when Doran was fourteen. At that point Doran had a typical life in Hope and had no interest in leaving due to the assorted horror stories both his father and the community spoke of and this death struck the young fox hard. Doran had already been showing initiative and reading entry-level engineering manuals and working on non-essential devices in his community to see exactly how they worked. With his father's death he went headfirst into engineering and entered a school in Hope that taught engineering and electronics. Up until that point he had mixed opinions about learning his part-time hobby. His girlfriend Maria supported his interest.

From age fourteen to age twenty two he had spent time learning electrical engineering and all of it's traps, but he wanted more than being re-purposed as one of the engineers to help run Hope and make sure it never went quiet. His mother had died one year earlier for unknown reasons. So with all that he had left was his group of friends and his girlfriend, Maria, Doran set out for the world of opportunity and danger. All of his friends sought this as a group and believed only those who go out alone would perish and for one year they were relatively correct. On a hunt in the ruins of "BlaksteTeh" they ran into a group of raiders under the control of The Terror when they had succeeded on the scavenging run of the ruin. Three of their six man group were shot dead as what seemed like a flash happened and they were captured. It took weeks of travel until they arrived at an unnamed camp that they were to be "processed" in. The group of three were inducted and sent to work helping with road construction, tunnel construction, mining, and other sorts of expectations. Their slave driver, Akir Tashet, gave them a choice of the labor options and they chose to insult the driver causing him to mock them and pick their job for them; mining, one of the most dangerous.

The trio plotted as they refused to be trampled by a bunch of low morality slavers, coming up with plans to escape; on their first attempt their friend, Kon, was shot in the leg. This took time for Kon to recover in the slave-owned medical facilities as time withered on as months turned into years. Eventually a year later Kon suggested the idea to play the martyr and as much as Maria and Doran refused it, ultimately it was his choice. They successfully escaped as Kon was shot and assumed dead by the duo. They didn't taste freedom long. Months later, Doran and Maria were found by "slave hunters" by the name of Marik, Jada, and Lnife. The three brought the two back to the slave camps and separated the two. As time went on rumors reached Doran's ears of a female fox's death as she tried to escape and this completely shattered any passion he had left. Through these life experiences it defeated him, emptied his resolve, and made him a willing drone of The Terror.
Hidden 11 yrs ago Post by Minarawr
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This sounds awesome, though I fo have some questions.

First off, ghost people are still animals, right?
Can they be held as slaves as well? Can their power be bound someway? And can we pick other elements than the ones stated above?

I am definately interested ^^
Hidden 11 yrs ago Post by Gowi
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Ghosts are still anthropomorphic fellows and gals, yes.

There is nothing that makes them against becoming slaves. There have been cases where ghost youths have traveled away from their isolated desert to find settlements and some of them settle down with non-Ghosts. So there's a lot of option with that.

I haven't considered binding it since most non-Ghosts see it as "myths" and not reality.

As long as the aspect of low magic in a manner that I approve of (no fireball slinging; "magic" isn't fantastical).
Hidden 11 yrs ago Post by Minarawr
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Well let's say I make a character with an electric ability. Of course you wouldn't allow creating massive thunderstorms, but would, for example, the creation of sparks be allowed?
Or for example in a combat situation, the use of electric currents in the body to stimulate your muscles and mind, faster reaction time, etc.
Or even the use of electricity in the body to paralyze a person's muscles by touch?
Just some questions for when I make my character ^^"
Hidden 11 yrs ago Post by Gowi
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Or for example in a combat situation, the use of electric currents in the body to stimulate your muscles and mind, faster reaction time, etc.
Or even the use of electricity in the body to paralyze a person's muscles by touch?


That sounds completely within reason since I've described "heat ghosts" as controlling their internal body heat (with advanced use being able to burn by touch).
Hidden 11 yrs ago Post by Minarawr
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Alrighty then ^^ I'll try to make my form a.s.a.p
Hidden 11 yrs ago Post by VioletWhirlwind
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Copy-pasting this from the temp-forum...And yes, I have two, but they were both in the first version, so...And I won't make any more (asside from random NPCs, but that doesn't count) I know this isn't really where we will be posting characters, but...here's my (updated) profiles again:

*********

Name - Serenity "Reni" Leticia Oakseed

Age - 19

Rank - High-value Technician, currently in training to be a racer.

Species - hedgehog; purple, with blue eyes, and a birthmark: a band of rainbow-colored fur on her left arm just under her shoulder, has a forelock of quills that hangs in front of her face. (The version labeled "new?" in this: http://fav.me/d4wh08s )

Background - grew up as part of a noble family in the kingdom of Arnak; lean athletic build and a good runner, but not super-powered; some skill with bow and arrow, though not expert

Personality - a bit of a tomboy, despite her noble upbringing (or possibly in defiance of it), impulsive, impatient, nieve, unlucky (or so she sees it XP), snarky, determined, at times overly proud, adventurous, arachnophobic, somewhat defiant, spoiled, and irreverent but her heart is good, terrified of firearms (like all Arnakians), hates to be pinned down/trapped (claustrophobic); once she found out about the whole enslavement thing, she was determined to escape and put an end to it, regardless of how futile it seems. So far, she hasn't had much luck.

Psychology - Mostly unbroken, but starting to acquiesse, begrudgingly, as she responds to her captors discipline. Since arriving here, she has developed several stress-related repetitive (and sometimes self-destructive) behaviors, like quill-plucking, though she tries to hide it.

Backstory - grew up as the only daughter of a noble family in the kingdom of Arnak (though she had brothers, she was the only girl...this may also be why she's a tomboy), Her life in Arnak was pretty good, though she longed for adventure. However, when her father announced that he'd found a husband for her, she rebelled, especially after meeting the prospective husband, as he was twice her age, and a total creep. Even her brothers sided with her about the guy, but nothing would change her father's mind. So she decided to run away, with the help of two of her brothers (the other two stayed behind; the oldest, since he was the family's heir and pretty much HAD to, and the youngest was just a toddler. The middle two had nothing to lose, since they were not heirs, so they went with her.) They made their way into the tunnels and caves surrounding the kingdom, but the trecherous footing caused them to fall from the path into a lower cavern, in which they lost most of their supplies.

They soon discovered they were being stalked by unspeakable monsters...giant cave spiders. They evaded them for a time, but then first one, then the other of Serenity's brothers was captured by the spiders and dragged away. Serenity ran on...and just as she was about to reach an opening to the outside world...the spider queen pounced, injecting paralyzing venom...

Serenity awoke some time later in a strange village beyond the cave, where she was tended by the shaman and his daughter. Her wound healed, though not completely, as the spider had left her mark in a patch of hairless skin around the bite area. Serenity realized that her brothers were irrevocably lost, and that she would not be able to go home...or onward, due to the bite. She resolved to live the rest of her life in this village...

...But then the raiders came...

She was deemed a 'high-value' aquisition due to her unusual color and marking, and marked for sale to collectors. Her captors go to great lengths to keep her pelt free of scars (aside from the spider-bite, of coarse), including using a shock-collar for discipline instead of physical blows. She tried to run once, but was stopped in her tracks by the sound of the "demon firesticks"...a warning shot that had been fired into the ground near her to stop her escape. This is when the slavers discovered her olympic-level running ability, and decided to train her as a racer as a further selling point. She loves to run, but hates the fact that they are using her ability against her for thier own greedy purposes.

******************

Name - Snowdrift (last name unknown...if she has one)

Age - 20

Rank - Recently promoted to Manager

Species - Albino (spotted (though you can't really tell because of the albinoness)) skunk

Background - Daughter of a a cave-spider-slayer tribe's shaman-healer, she has knowledge of healing herbs and first aid, and was in training to become the next healer. Not much in the way of fighting skills, and she tries to avoid confrontations.

Personality - Generally easy-going and sweet, she can be firm when dealing with strong-willed patients, making sure they get what they need to recover their health and strength. Somewhat fearful and acquiescent now that she's in the slave camp, since she knows what slavers can do to young female slaves...from having to treat victims of it in the past. Tries to avoid the guards and slavers for the same reason.

Psychology - Mostly broken...She doesn't want to 'make waves' or call attention to herself (any more than she already has)

Backstory - Daughter of a a cave-spider-slayer tribe's shaman-healer, she was in training to become the next healer. When several of the spider-hunters brought in a spider-poisoned Reni, she helped care for her and nursed her back to health. The two became friends through this, but were separated and captured when the slavers attacked the village.

Works in the medical tent of the slave compound, for obvious reasons. Often given the onerous duty of deciding when a slave is too badly injured to bother saving ("Downers" to be culled or left to die.), thus many of the slaves regard her with fear and reproach, calling her things like the "Angel of Death" or "Deathbringer," despite the fact she has no choice in the matter.

Recently "promoted" to manager when a high-ranking slaver gave her an offer she couldn't refuse...in exchange for certain..."favors"...
Hidden 11 yrs ago Post by Minarawr
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Can I get a form skeleton btw?
Hidden 11 yrs ago Post by Gowi
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Name -

Age -

Species -

Background -

Personality -

Psychology -

Backstory -
Though I thought this was self-explanatory by the example CS, heh.
Hidden 11 yrs ago Post by Irell Starling
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Name: Ellina McKarn

Age: Adult (23)

Species: Squirrel

Background: Ellina was ‘recruited’ to be a Surveyor at a very young and was trained under her mother’s strict supervision. Whether it’s breaking into the main frame of an old computer unit or using an old fashion lock pick, Ellina excels at breaking and entering.

Personally: ”It’s easy to frown at all this. It takes strength to smile but it feels so much better.” Ellina is spunky and light hearted. She is willing to try just about anything once and often barely manages to escape trouble. Ellina tends to be a bit absent minded at the best of times.

Psychology: Functioning and observed to be well adjusted.

Background:
“Everyone always asks me what it was like. I mean, not a first, right? Because that would be rude but eventually they all do. I don’t mind talking about it because I really can’t remember much. When my mother and I escaped from The Dominion, I was only five. I don’t have a lot of memories of it and my mother refused to talk about it to anyone including me.” Ellina closes her eyes as if trying to focus on something far off. “It rained a lot. Cold rain that smelled of smoke and made black streaks were it fell on your skin. I remember always being cold. And hungry. Not like here. It was the kind of hungry that you stopped feeling after a while because you got so used to it. The kind that made you feel sick, just thinking about food. Anyways, I remember my mother would hide me away, making me promise to stay quiet so they wouldn’t find me and take me away. Then she’d go and wouldn’t come back until the sun was gone again. Then one day we escaped, hacked our way out through the city gates. My mother chose to join up with the Terror. We had no where else to go. And it isn’t so bad here. I get food and a bed. And I’m not alone. And I get to go exploring! I don’t really want to talk about that place anymore, if that’s alright with you.”

Ellina joined the Terror six months after her and her mother escaped. It was a hard decision her mother had to face, choosing between freedom and survival. But the truth was, out there alone their for survival were even less that than in The Dominion. Their hours were spent constantly searching for the next meal or finding a safe place to rest for a few hours. While Ellina's mother's brain stayed as sharp as ever through the ordeal, her health began to deteriorate. It was either be a slave and live or be free and die.

At first Ellina did not speak to anyone. She was her mother’s shadow, a silent specter that trailed a foot behind. She wouldn’t play games with the other children and had no interest in people in general up until her late teens. Her childhood was not lonely or sad, however. Her mother spent all her extra time teaching Ellina about hacking, picking locks, and setting traps. Her mother sang songs, played games, and rigorously drilled Ellina until being a Surveyor was second nature. At the age of nine Ellina was easily one of the best hackers in their group. At fifteen she was second, only to her mother. Seventeen was the first time anyone could remember hearing her laugh. She hasn't stopped laughing since. Sometimes people mention her aloofness when she was younger. Her only response is, "I didn't have anything important to say. Now I do." Since her mother's death two years ago, Ellina has come out of her shell more and more.
Hidden 11 yrs ago Post by Gowi
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That's three confirmed for Hollow Stone, I'll at least start working on a proper OOC.
Hidden 11 yrs ago Post by Gowi
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OOC/IC is up!
Hidden 11 yrs ago Post by Gowi
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Any takers?
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