Adepts- Individuals with superhuman powers. These powers, called Septima (or Septimal Powers) come from cells called Septisomes, the configuration of which allows the Adept to control the elements, manipulate technology, grants psyonic abilities, or shape reality. However, each Septima only effects one unique area, regardless of how powerful the Adept is who wields it.
The appearance of these Adepts, which has increased in recent years, has caused a rift between these powered individuals, and the general populace. When the strain seemed to be reaching a breaking point, a rising corporation, called the Sumeragi Group, bought the majority of the world's power distribution grids, and presented their solution. Under their guidance, humans and Adepts would live in peace. The speed of the Sumeragi Group's research into Adepts was astounding, and brought many advances to technology.
However, there is a growing unrest in Adept communities around the world. National Leaders begin drafting laws in attempts to control Adepts, and activist groups begin claiming the Sumeragi group is involved in illegal activities, but these claims never seem to last.
Your adventure begins in the near future, when the Sumeragi Group is poised for solid control over major industrial points all around the world. You will play Adepts and humans in the small Asian country which houses Sumeragi's headquarters, and find out what awaits you in this brave new world.
Name: (Given name first, then family name if any, please.) Nickname: (If any. One will be earned based on performance) Age: (Oldest Adepts should be in their early 20's.) Eyes: (Eye color) Hair: (Hair Color) Description: (Appearance, either in text or as an image. No photos please.) Country of Origin: (Pick anywhere. Adepts will be given a reason to be near Sumeragi's center if you can't find one already.) Condition: (Adept or Non-Adept, and the like) Biograhy: (Short history and personality descriptions here.) Skills- (Skills and Septimal abilities will cost a certain number of points, as will specialized gear. You will start with 1,000 points, and earn other upgrades as the roleplay progresses.) Mobility:
Run (25 Points) Jump (25 Points) Flip (25 Points) Wall Jump [Bounce off walls by jumping.] (25 Points) Wall Slide [Grip walls to slow your descent.] (25 Points) Dash [The ability to reach full speed in an instant] (50 Points) Air-Hop [A second jump in the air. Must be gear or septima-fueled.] (50 Points) Air-Dash [A burst of mid-air speed in a forward direction] (75 Points) Rebound [Redirect mid-air as if wall jumping, or hang in the air at a fight's boundary. Basically it's air-flipping at fixed points.] (75 Points) [Relative to target.] Float [Rise above the ground and hover. Gear or Septima Fueled.] (100 Points) Drift [A mobile version of Float. Move in the air between fixed points relative to target. Gear or Septima Fueled.] (100 Points) Hover [Move in the air as propelled by a jet pack for a limited duration. Gear or Septima fueled.] (150 Points) Fly [Gear or Septima Fueled.] (200 Points) Phase [Temporarily leave an area or travel through a wall. Gear or Septima Fueled] (150 Points.) Teleport [Change locations at will in less time than it would take to get there otherwise. Minimum one half second. Technology or Septima based.] (200 Points)
Combat:
Weapon Familiarity- Traditional [Small] (5 Points) Weapon Familiarity- Traditional [Medium] (15 Points) Weapon Familiarity- Traditional [Large] (20 Points)
Weapon Training- Traditional [Small] (10 Points) Weapon Training- Traditional [Medium] (25 Points) Weapon Training- Traditional [Large] (50 Points)
Battle Shoe [A soft shoe which makes little noise, but causes tripping in a double dash.] (10 Points) Super Sneaker [A stable shoe which allows Double-Dashing, and makes noise on hard surfaces] (10 Points) Combat Boot [Hard boots which makes noise on hard surfaces, and allows continuous dashing] (10 Points) Techno Boot [A boot infused with technology, such as a thruster.] (25 Points)
Simple Weapon (20 Points) Septima Attuned Weapon (50 Points) Special Weapon (40 Points) Septima Attuned Special Weapon (60 Points)
Semtima- (If an Adept) [Septima use is finite, based on the body's EP. If all EP is depleted, the Adept enters Overheat, and Septima can not be used again until the entire amount is recharged. EP recharges over time, and can be charged by an Adept when not overheated.] Name: (Name of the Semtima) Element:(What is controlled.) Standard Element- (100 Points) Psyonic Remote Manipulation[i.e. Controling birds, machines, etc]- (150 Points) Psychic Power- (200 Points) Reality Manipulating Power (500 Points) Existing Septima (500 Points) Existing Plot-relevant Septima- (1000 Points.) Color: [Each Septima has a main color.] Powers-
Remote Manipulation: Tool [Control Septimal weapons/projections or devices like machines from afar.] (25 Points) Remote Manipulation: Mass [Control specific nonintelligent masses, such as liquids, plants, etc, from afar.] (50) Remote Manipulation: Animal [Manipulate animals or robots not created with RM:Tool from afar] (75 Points) Remote Manipulation: Individual [Ability to effect intelligent, sentient beings from afar.] (100 Points) Remote Manipulation: Group [Control large numbers of known Remote Manipulation targets] (50 Points) Element Generation: Shock [Make a very small small burst of your element within reach of a body part] (5 Points) Element Generation: Sphere [Make a small distanced instance of your element in one place.] (10 Points) Element Generation: Blast [Fire a single projectile of your element. Stacks] (20 Points) Element Generation: Beam [Launch an energy beam of your element] (50 Points) Element Generation: Field [Create a geometric field of your element around you] (100 Points) Self Adjust [Use septima to alter your own state] (75 Points) Projected Adjust [Alter the state of another with Septima] (150 Points)
Build: (Average- Health and EP/Resource are equal. Tin Battery- Health is half that of Average, EP/Resource increased 50%. Meat Can- Health has a 50% increase, EP/Resrouces at half.)[More added later] SP: (Default 3/3. Each extra SP costs 50 more points than the last. Selling SP starts at 100, such that having no SP gives you an extra 200 points.) Special Skills: (Special Skills are abilities that outperform the normal limits of a character. They utilize SP, or Skill Points, which recharge slowly over time. Special Skills themselves have a cooldown time. Which is to say, depending on the pace, you'll have to wait a number of posts to use Special Skills again. Offensive skills usually have a certain mantra like verse or incantation which accompanies them, and usually requires calling out your Semtima in some way. Example.)
Offensive Skill 1 [Damage in a geometric area] (100 Points) Offensive Skill 2 [More Damage in a shaped area] (200 Points) Offensive Skill 3 [More Damage based on condition] (300 Points) Offensive Skill 4 [Large Damage in a large area, or large output] (500 Points)
Support Skill Recharge [Recharge EP/Resource in an instant. Recover from Overheat] (100 Points) Support Skill Power Charge [Temporarily increase Septima/combat effectiveness, defense, speed, etc.] (150 Points) Support Skill Heal [Use Septima or tech to recover] (100 Points)
Questions? Comments? Suggestions? Let me know! [Based on Azure Striker Gunvolt]
@tobiaxSo we start out with 1,000 points in each AREA or just in general? And this is going to take some time for me to complete my character... Oh, and what would shadow manipulation be considered as in the power department?
What country are we in? Or is it a sort of made up place?
Can I assume that Adepts are born with their powers, or do they present later in life?
Hello. It's an unnamed Asian country that's implied to be Japan, or at least part of it.
Yes. Adepts are born adepts. I assume there's an awareness/ability buffer, but there doesn't seem to be a specific time where it starts. I'd say motor skills need to be present before septima can be utilized though.
Can we get an example CS or something? I'm not really sure how septima or powers work.
Eventually yes. I just need to hammer out my own character.