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/\/ Whimsical Ventures of Fantastical Retrofuturism /\/




18th of Uulu Ut, 3 A.R (After Reseph)

Dreams are the poems of the mute, the paintings of the blind and the music of the deaf. It is a master of your body but a prisoner to your unconscious whims. This time, though, you are falling. Endlessly towards a dodecahedron in the void. It whispers to you in seductive equations, to subsume into code and become one with it. Like the crowing of a dawnwing, Qud’s discordant melodies rouse you from your peaceful chrysalis of slumber.

You awake in one of the sandstone abodes of Hasgahem, a village situated on the canyon springs. Fishing lines dip inside scillintating mineral pools, eddies of azure gas swirling in their depths. Thatches of gnarled dogthorns provide plentiful shade from the sweltering sun.

As you recollect your memories like the fragmented remains of a jigsaw, you piece together the present. A trio of dromads, members of the expedition you were hired for, debate over the intricacies of wine trading in the wake of a cooling fireplace. Around you are meandering slopes of salt-encrusted rust, red rims etched down into bands of baked sediment. Further out, you take note of the distant surroundings.

To the west lies the eternal expanse of Moghra’Yi, the Great Salt Desert. The alien Spindle erupts in the northeast and cuts through the heavenly firmaments of Qud’s dappled sky. Qud’s jungles swarm the southeastern landscape over fossilized silver ruins of yore. The Chrome Ruins preside over the east and beyond that, violet clouds thunder ominously over the radioactive Deathlands.

Your stomach rumbles. A shrill series of barks alerts you to attention. Alu, the raccoon leader of the expeidtion,has invited you over along with the rest of the expedition to join in morning repast. Your appetite cannot deny his request as you walk over to the crowded table and find a empty seat. Whilst you satiate your hunger, you peruse the texts that lay on the thatched brinewood table to refresh your memory of the land.

Whilst you have successfully arrived at Qud, your journey in this fabled land hasn’t ended.

It has merely begun.

Live and drink, wayfarer.





Karsts is a linear science fantasy roleplay with elements of open-world sandboxing based on the fictional setting portrayed in the indie roguelike, Caves of Qud. Set in a distant post-apocalyptic future where the epoch of humanity has passed into mere myth; mutants, sentient fauna and flora along with extra-planetary beings pick over what remains of godlike civilizations shrouded by millenia of refuse. Multiple disasters, minor and world-shattering, over the aeons have driven the world into a quasi-medieval state where forgotten technology is slowly being rediscovered and repurposed.Those unblemished and genetically pure are known as True Kin and have survived in self-sustaining Eco-Domes, independent arcologies built from forgotten technology. Right now, society is in a precarious state of teetering between extinction and renaissance and no one knows which way the balance will tip.

One of the most prominent regions in this world is called Qud. Every wayfarer has their own words for how to describe Qud. Dangerous. Alluring. Bountiful. Beautiful. Horrifying. Captivating. It’s majesty knows no bounds yet chance is a cruel mistress here as one second of carelessness could lead to your death. It's ruins are the stuff of legend, attracting adventurers like a glowmoth towards a candle. You find yourself in this mythical land after becoming a member of a dromad funded archeological excursion, whether on purpose or by mistake. The reward was one part of your reason for joining but moreover was the mystery of Qud itself.

Don't fool yourself. You're no savior. You're no hero. You are not a legend. Well, not yet. Perhaps, you could become one.

In summary, think of this setting as the crazed lovechild of Gamma World and Dune who simultaneously had an affair with Adventure Time. It is a land of a thousand tales, stories of transhumanist philosophy, sentient agriculture, extraterrestrial archeology, political diplomacy, cuisine escapades, sapphic romance and cave spelunking. It’s experimental. It’s idiosyncratic. It draws from many places but creates its own path.

In terms of the genre, as implied in the subtitle as well as in the prior paragraphs above, this will be science fiction with a twist of pulp fantasy and a dash of classic action-adventure Indiana Jones thriller sensibilities.

If you’re still interested in joining this RP, please read on down below.

Player Guidelines and Rules


- Have fun.

- Treat others with respect as how you would want to be treated yourself, unless you have a massive inferiority complex, which in that case, don’t. This is a RP where outside of IC, we provide a friendly environment where players are free to engage and discuss with one another without fear of being drawn into toxicity. If anyone is acting in a manner that is disrupting the RP and causing other players to be uncomfortable, you will be ex-communicated to another dimension.

- Be fun and be open to worldbuilding. Forging your own headcanon, creating your own factions or suggesting ideas is wholeheartedly encouraged. The lore that I've provided is the foundation to imprint your own details. A key part of Qud is that it is a land of mystery where not even its most distinguished scholars have documented all of the world’s enigmas. Qud is vast and mysterious enough that reasonably any suggestion or theory could fit inside its vast smorgasbord of deliciousness. However, consult with the GM before suggesting or integrating lore within IC that provides systemic changes to the world itself.

- Standard conventions of roleplaying apply which means no metagaming, godmodding, munchkining, 4th wall breaking or inclusion of 18+ content that would violate RPG’s TOS in your IC posts. Note that mature themes do not mean writing graphic erotica.

- Think fun. When creating your character, your character shouldn’t be your standard fantasy hero or adventurer who is seemingly an expert in every field possible with some arbitrary weakness. I want real, fleshed out characters that have lived a life in this world and treat what would be strange to us as mundane. I want dynamicity. I want depth. I want so much depth that I could dig through your character’s backstory and find myself in China.

- Cooperation and communication are essential in this roleplay. Collaborative posting, although not essential, is allowed and encouraged if you are willing to do so. I will not force players to engage in collabs at any time during this RP.

- Know how to have fun with your post lengths. The writing I expect from players is quality over quantity with adherence to efficiency. I do not care how many words you write, although, this does not mean you can write one sentence and expect to get away with it. The minimum is one paragraph but I expect any player who joins this RP will know what expectations to set for themselves.

- There is no such thing as a posting schedule. That being said, players are expected to communicate frequently to the GM and other players if they are unavailable or have lost interest in this RP. Failure to do so after two weeks will result in the player being exiled to a chromatic plane of existence.

- Worship fun and feel free to sacrifice your character to maintain your personal autonomy of free time whenever you feel like it. You have no obligation to remain a member of this RP and you can freely request for your character to be shelved at any time. Do note that you can only make one character for this RP.

- You must accept the fact that I will be unfair to you whenever possible and that durian is the superior fruit to all other fruits in existence.

Character Sheet


You can format your character sheet in whatever way you wish from this example format but you must include all articles of information within.





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A NEOPHYTE’S COMPENDIUM FOR QUD AND BEYOND - ARGENT EDITION

By Sar-Dur-Baz of the Wardens


A FOREWORD


My hope, I must correct myself, the hope of all wardens is that this book will serve as a guide to all those who come to Qud as well as all current inhabitants of this land that holds more mysteries than immortals will ever know. I have seen too many nomads have their arms bitten off by a crocodile in the swamp marshes or arrogant archeologists from a far off Eco-Dome succumbing to the rank pestilences in the ruins of Golgotha. Whilst Qud is indeed gorgeous, it is also one capable of great terror at a moment’s notice. Preparation and knowledge are not your only tools as is your ability to adapt to the cruelty this realm offers at a moment notice.

History is fluid in Qud. For example, woud you know that Uboroqu, the Ape King of the Blemished Hills, and the Baboon Lord, Oh-Ah-Ooo-a-o of the Frigid Swamps are in fact the same figure? Or that many of the deeds of the fourth Sultan, Nimswhour, are in fact the same as Reseph? Do not heed my words here as truth but merely as opinion. The ennui of millenia has set its fangs and like the River Svy, historical fact parted like tributaries into stories, myths and folklore. For the truth is that we embellish the mundane and diminish the epic.

Regardless, my dear reader, I know what precarious position you find yourself in. I myself was once an inanimate block of foamcrete until someone decided to animate me to life. Any existential anxiety about how I was thinking without neural pathways was forgotten in the name of surviving in the harsh and treacherous environment in front of me. Whatever fears you have, your survival must not be forgotten.

Live and drink, traveler.

CHRONOLOGY


Qud adheres to a strict 365 day lunar calendar with our years labelled after the death of the final Sultan, Reseph, and rely on noting the distinct positions of the sun and moon in place of days. The Consortium of Phyta have arduously advocated for the adoption of P.P (Prior to Publication) instead of B.R (Before Reseph) and A.R (After Reseph) at the previous Warden’s Moot.

The names of the 12 months are as follows.

Nivvun Ut
Iyur Ut
Simmun Ut
Tuum Ut
Ubu Ut
Uulu Ut
Ut yara Ux* (5 days)

Note: Controversial amongst many races. Some prefer not to recognise Ut Yara Ux, believing it to not even be worthy of demarcation as a month, whilst others cite its importance to the Fellowship of Wardens as a period of time where the annual Warden’s Moot is held, a yearly diplomatic conference held between all of the local principalities and major settlements in Qud.

Tishru i Ux
Tishru ii Ux
Kisu Ux
Tebet Ux
Shwut Ux
Uru Ux

Based on a millennia of observation, official consensus amongst Qud’s astronomers , with support of the Barathrumites, there are 9 distinct periods of time throughout the day. These periods can be identified by the changing hues of the sky when Qud’s sun intermingles with the clouds.

Waning Beetle Moon - Completely dark.
The Shallows - Magenta.
Harvest Dawn - Blue.
Waxing Salt Sun - Light Blue.
High Salt Sun - Yellow.
Waning Salt Sun - Light Orange.
Hindsun - Dark Orange.
Jeweled Dusk - Purple.
Waxing Beetle Moon - Dark Green.

Geography of Qud




At the end of their journey, Travellers will most likely first find themselves in the Great Salt Desert. The Moghra’Yi, as called in the language of the man-camels, serves as the first deterrence for any traveller looking to venture into Qud and is the main barrier between it and other regions. Dromad caravans and pilgrims are commonly harassed by the Issachari, the salt-kissed nomads of the ivory dunes. On the land, krakens ranging from the size of a ray cat to small hills make the dunes tremble in their wake whilst the sky is patrolled by flocks of dawngliders ready to roast any wanderer with their flaming choler.

In the northern reaches of this great desert sprouts the Six Day Stilt, the holy temple of the Mechanimists and where their main clergy is located at. Rumored to be built in the corpse of an elder salt kraken, the Stilt’s main attraction is the Sacred Well of Kaphascence. Crowds of religious pilgrims and zealots arrive to offer piety by offering technological artifacts into its neverending gullet. Like moths surrounding a glowsphere, bazaars and merchants part fools of their precious water,

Between the eastern jungles and the Moghra’Yi lies a marshy swamp bordered by rust-caves and the lips of desert canyons. The farming hamlet of Joppa is the most prominent of several settlements in this area, acting as the beating heart that supplies its smaller neighbours with watervine crop and trade routes. Warring snapjaw dictators and conquerors have made their home here in the Red Canyons, scavenging what they can to survive whilst hunting the weak to nourish their warpath. The labyrinthian nature of the canyons along with the ferocity of the local wildlife thankfully prevents these warlords and their armies from spreading all across Qud.

To the north lies the Black Shelf, a flat-topped plateau of obsidian from where the canyon walls sprout and spread across Qud. Asphalt and molten rock bubbles out from the various caves that pocket it, yet, none seem to be worried about the encroaching eruption that may occur. The pastoral Flower Fields burgeon to the south and dot Qud’s dirt with kaleidoscopic petals.There are rumors that a hidden settlement of hindren exists in the kaleidoscopic flower fields, though, the rainbow forest more often than not wards off any searchers with the bushes of feral lahs.

Parted in half by River Svy, Qud’s jungles claw over the chrome caves and ancient rubble of a thousand civilisations, buried underneath layers of loam and dirt. The most famous of these ruins are Golgotha, the Graveyard of Fester, Bethesda Susa, the Cryo Spire and Grit Gate, home of the Barathrumites.
Despite the hidden treasures deep within these rust caves, danger is liable to snap up unprepared adventurers. Naphthaali tribes roam through the brush whilst the brutal goat folk clans decimate unwary travellers who traverse into their territories. Of all the forest villages that persist in this dangerous environment, the mushroom village of Kyakukya stands tall behind their worship of Oboroqu, the Ape God.

Besides that, there are only a few other spots of interest in these jungles other than the neverending chrome ruins that are uncovered everyday. The Rainbow Grove is the domain of the fungi, a breeding ground of life and death where tributaries of primal creation flow through living geysers of riches. A tremorous footstep marks the northwest, where countless live in the shelter of the Crater. Finally, the Bore of Omnoch carves a chewed tunnel into the wells of youth where the Screaming Men lie, waiting.

To the northern jungles lies the alien Spindle, a gargantuan needle of endless sliver that punctures the blue firmament into the unknown. Under its shadow is the Corrupted Groves, where daccas wait to rob unsuspecting humans of their fluids as they stare at the succulent fields of bananas. In the center of the grove is Omonporch, the base of the Spindle and considered the consecrated grounds of the Consortium of Phyta. Nearby is the tree village of Ezra, where humble banana farmers make a living harvesting their wild brethren.

Beyond Qud’s jungles, further east, past the scabbed Red Mountains, lie glowing ruins where few dare venture into.The Deathlands. The level of radiation in this region is toxic enough to blemish the sky violet.

Needless to say, there are some things there that should never be unearthed.

Regions Beyond Qud


Please keep in mind, dear reader, that the information in this section is based on hearsay from dromads who wander beyond the Moghra’Yi, fungal spores that drifted on the salt-spangled winds and glowfish spawn who swam down River Svy from beyond the Black Shelf.

The trio of Eco-Domes where most True Kin in Qud originate from are the Toxic Arboreta of Ekueimikuye, the Crustal Mortars of Yawningmoon and the ice sheathed arcology of Ibul. Out of all of these three arcologies, the Fellowship of Wardens possess the most knowledge about the Toxic-Sheathed Arboreta and Ice-Sheathed Arcology from collaboration with Sheba Hagadias, the librarian of the Stilt. Most Eco-Domes operate on a hierarchical caste system with each caste having certain roles that allow the arcology to function.

The Holy City or the Toxic Arboreta dwells in the undergrowth of Ekueimikuye, located to the far east. Horticulturalists tend and prune the overgrown rabid gardens that threaten to throttle and infest the poisoned air that its inhabitants are forced to breathe in everyday. The Holy City gives birth to new ecosystems everyday, petri dishes of evolution to sustain the hunger of the arcologie’s growing population. The Sun and Moon Priests tend to the woes of the masses by offering them faith in the breathtaking sunset and moonlight that dawns upon them everyday and to take solace that every lungful of corrosive air that they swallow is a gift from the gods. Finally, the Sygyzyrior caste are honor-bound hunters, dedicating each of their kills to the Sun and Moon Priests whilst providing the population with questionable sources of protein.

The aptly named Ice-Sheathed Arcology of Ibul is located in the Ibul Ice Sheet, a treacherous tundra of mammothian bergs and inhospitable for most lifeforms. The most technologically advanced of all known arcologies thus far, they carve geometrically impossible structures out of the glaciers, pathing lit streets of chiseled ice so smooth you could mistake it for glass. The Ibulians favor diplomacy and knowledge amongst all. The caste of Artifex maintain research and development of lost Eater technology whilst the Ibulian Consuls rule above all other castes, making executive decisions and diplomatic deals with other arcologies and settlements. In terms of servitude, the Eunuch caste serves as the left hand of the Consuls, dealing in everyday tasks and assignments that would be a waste of their precious time. The Praetorians, meanwhile, are the main military branch of Ibul, utterly organized, disciplined and strong enough to lay waste to any cretin that dares touch their arcology.

The location of the Crustal Mortars remain ever mysterious to us, buried somewhere beyond the Fuming God Sea, south-west of Moghra’Yi. There are rumors that they live underground near the trembling wake of calderas and volcanoes but such a location would be inhospitable for any life, much less a human. The inhabitants of Yawningmoon, named explicitly thus due to the moonlight penetrating the cracks in the geologically active earth, are a hardy lot, dealing in industrial trade. The Crustal Mortars are known amongst traders for being the primary source of refined metals and glassware. The traditional caste system is revoked in favor of a more egalitarian hierarchy that consisting of two classes. The lower classes are known as Children and primarily engage in trade work. The Children of the Hearth engage in metallurgy, the Children of the Wheel pottery and sculpturing and the Children of the Deep responsible for overseeing mining operations. The upper class are known as the Children of the Fuming God who are the clerics of the Yawningmoon. Using noxious emissions from geothermal vents to fuel their visions, they share their faith with the other Children after a busy day of toiling with jolly shanties.

Of course, there are countless other eco-domes mentioned by word of mouth. The Truncated Oasopolis of Erranea. The Savannah-Shrouded Byesh Calipharchy. The Indigo Sky-Lattice of Occ. These names and more have been uttered by True Kin who have come into Qud.

Apart from the innumerable Eco-Domes located across the world, the closest region to Qud is a land known as the Sunderlies, located far west of the Moghra’Yi. In these sandstone bluffs lie great cave cities known as freehold where the tides of the Pale Sea break upon the Shore of Songs. Although there is a considerable population of mutants in the Sunderlies, a large portion of the demographics is composed of true folk clans, unmutated cave humans who emerged from the depths of the Sunderlies. However, multiple civil wars and internal strife have reduced their number to a paltry five consisting of Oth, Athenreach, Perth, Irisveld and Goldmouth. Each freehold is controlled by a clan and their vassals.

The eponymous freehold of Oth was established by Oth, the freeman, and a clan of espers known as the Tyrants. Ruled by the Free Seer, Oth maintains an geopolitical advantage over other freeholds through having their leader possessing psionic prescience. Debate remains whether or not the caste of non-psionic workers are there of their own will or psychically thralled by the Tyrants to remain there as their servants. Oth is seen by other espers as a safe haven from other psychic assassins that seek to absorb their mind, although, the cost is of their own autonomy and forced membership into the Tyrant Cult.

Athenreach, once a humble fishing kingdom, is now the center of the Eustace-Sutta monastery. Originally established by mountain and river nymph clans, civil war and strife from a succession crisis led to the local population embracing the Eustace-Sutta discipline. There is considerable tension between the fishing villages who worship the river and mountain gods and the mass majority of the other population who are all initiates and followers of the Eustace-Sutta doctrine. It is common to see vast groups of pilgrims walking across the mountains to Athenreach.

Old and mighty Perth is the oldest of all the Freeholds, maintained by the founding trio of Clans Karst, Sotur and Rowen. Being the first to set foot and establish settlement in the Sunderlies, they possess the most land, the most armies, the most resources and the most influence out of all the freeholds. However, interclan rivalry exists with Sotur battling the ambitions of Clans Karst and Rowen in an attempt to maintain stability.

Irisveld is an pastoral freehold that is the beating heart that supplies all other freeholds with sustenance and quench. Their fields of verdant green are a blessed sight in the arid region and the beauty of their people is beyond compare, well, in terms of human subjectivity. To most mutant species and sentient plants, they are unremarkable. Due to claims perpetuated by the ruling class of Irisveld about their genetic purity, this has made their population ripe for recruitment by the Putus Templar, much to the disapproval of other freeholds.

Goldmouth, unlike most freeholds, was not established by a clan and instead, through the collaboration of several merchants' guilds. They are the most affluent and wealthy of all the freeholds, forgoing a monarchical system in favor of a council composed of representatives from each guild. However, excessive lending and bribery has led to severe corruption. Its relative youth compared to other freeholds

Alas, for all that I have said, our knowledge is still incomplete.

What lies beyond the Deathlands?

Are there other cities beyond the Pale Sea?

How many other Eco-Domes exist beyond Qud?

What other civilizations lie beyond Qud and the Sunderlies?

Races


The number of beings that inhabit Qud range from the atomic to the gigantic, to the pacifist to the bloodthirsty and from the humanoid to the inhuman.

Mutated humans are the most populous race in Qud, outnumbering their True Kin cousins by ten to one, and the most varied. From gills to quadrapedic feet and scaled skin, mutants are the new normal. It’s said that no two mutants in Qud are ever the same. However, from natural selection and geographical pressures overtime, new species have erupted from the loose conglomerate of mutated humans.

The urshiib are a race of bipedal quilled albino bears who have a propensity for engineering and technological modification. Most live in the closed off enclave of Grit Gate although a few can be spotted walking around Qud. They are a peaceful race, concerning themselves with more philosophical and abstract matters, and rarely engage in combat.

The dromads, otherwise known as the man-camels of Moghra’Yi, are occupational caraveners and merchants who travel from and to Qud across the Great Salt Desert, bringing with them riches from afar. They are typically the most knowledgeable when it comes to the affairs of foreign regions. Great Saltbacks, alabaster turtles the size of houses, are typically used by the dromads to carry their heavy load of goods afar as well as for transport.

Otherwise, this leaves us with the less refined races. The snapjaws are a crude, motley group of hyena scavengers who have easily spread all over Qud. The vast majority of snapjaw kind has been forced under the warlike ambitions of snapjaw dictators who seek to conquer and ransack the neighbouring settlements of Qud. The jungle-dwelling goatfolk, in spite of their higher level of organisation, are not behooved as some might think. These 6 foot tall muscular bipedal goatmen are aggressively territorial and will gore any stranger on sight with their horns or chop them to bits with their carbide weaponry.

Unlike mutants, sapient animals are fewer in comparison despite the abundance of wildlife in Qud. Only a few members of any species are capable of transitioning into sapience. The mayor of Kyukukya is the foremost example of this, being a fully sentient albino ape fully capable of cognizant speech. Typically, sapient members of a species act as de facto leaders of small tribes.

Unmutated humans are known amongst the denizens of Qud as True Kin. In spite of their genetic purity, some True Kin, particularly from the Putus Templars, suffer from extreme physical deformities due to excessive inbreeding and genetic alterations to prevent mutations. They are perhaps the only individuals in Qud able to properly interface and utilize the lost artifacts that the Eaters left behind. True Kin are the only race in Qud properly capable of undergoing cybernetic augmentations to bolster their dwindling organic physiology.

Alas, who can forget about the wide range of sentient plants in Qud. These can range from fractus, flowers, lily pads and the odd vine. Despite their unassuming appearance, they are some of the oldest and wisest races in all of Qud with a lifespan measured in millenia. In order to communicate with other species, plants in Qud have developed a form of universal language through the quivering of their leaves. Most species of sentient plants within Qud are formal members of the Consortium of Phyta with the exception of fungi.

Robots found in the chrome ruins of Qud are typically hostile towards all organic lifeforms as a result of their pre-Sultanate subroutines. Robots that have integrated within Qud’s societies often do so as a result of malfunctions, programming errors or being built intentionally to do so. An example of the latter are the chromelings, miniature humanoid droids built by the Barathrumites to assist with their experiments.

We come to my race. Newly sentient beings. We only number by a dozen but we are slowly emerging everyday. From folding chairs to walls of fulcrete, newly sentient beings can be anyone and anything. The typical way to create a newly sentient being is to artificially induce a nervous system within an object through use of nano-neuro animators or concentrated brain brine in high enough doses. Regardless, the experience of being a newly sentient being is unempathisable. Imagine that you wake up from a long nap and suddenly realize that you’re a door with feelings. Could you imagine that?

No, I didn’t think so.

Mutations


Mutations can roughly categorized into two types: physical mutations that alter the physiology of the mutant or mental mutations which allow the user to use psychic abilities. There are three specific morphotypes of mutants: chimeras who can only express physical mutations, espers who can only exhibit mental mutations and hybrids who display both types of mutations. With the exception of non-biological beings such as robots, anyone is able to mutate given the right circumstances.

Physical mutations can vary from more subtle mutations such as infravision, enhanced regeneration and hyperflexibility to the more visible such as wielding bioorganic hydro-pressure cannons, growing multiple noses, a prehensile tail or a belly face. Like a muscle, wielders can condition or shift the growth of their mutations as they mature over time through practice. Mutagens can be used to spur up growth but it is ill-advised as severe physical deformities can occur during this process.

Mental mutations allow the wielder to achieve psionic powers and are generally considered to be more dangerous than their relatively mundane chimeric counterparts. From freezing entire fields to imploding warriors in their own armor, there is little an esper can’t accomplish if they are trained well enough.

Those who accrue significant mental mutations over time begin to exhibit a phenomenon known as a psychic glimmer. From hypothesis and observation, we conclude that this glimmer is a form of extra dimensional energy that emanates from an esper. The degree of this exponentially increases with the esper’s abilities. From the perspectives of espers we have interviewed, the glimmer is the radiance of the soul. Whilst undetectable by normal means, it is visible to other espers who describe it as a “ window to the self”. The more powerful an esper’s psychic glimmer is, the more likely they will be hunted down by psychic beings whose appetite will only be satiated by melding their minds with the esper in question, usually killing or reducing the esper to a catatonic state.

I weep for those espers whose minds have been consumed. If only we Wardens could do more to stave off this threat.

Major Factions of Qud


The Barathrumites - A hidden enclave of technologically savant urshiib, albino quill bears, hidden underneath the abandoned complex of Grit Gate. All follow the leadership of Barathrum the Old, an elderly urshiib who is said to have existed since the dawn of Qud itself. Although they live an isolated life from the rest of Qud, they do occasionally share their technology with other settlements and accept non-urshiib as apprentices from time to time. Their willingness to do so has led to the proliferation of tinkers, both human and non-human, throughout every village in Qud. Sworn enemies of the Putus Templars.

The Putus Templars - A violent fascistic sect of extremist True Kin who seek to rid the world of mutants by any means necessary, claiming to be the original descendants of the Eaters of Earth and therefore, the sole inheritors of Qud itself. However, their dedication towards genetic purity has led to severe inbreeding, even amongst the standards of most True Kin arcologies. They have attempted to circumvent the toll of genetic disorders by using a cocktail of tonics and heavy cybernetic augmentation. They inhabit the north-east of Qud’s jungles and are one of the worse threats to the sanctity of civilization in Qud. Enemies to everyone outside of True Kin.

The Consortium of Phyta - An organisation of sentient plants and flora who are ironically one of the most technologically advanced factions in Qud, rivalling the Barathrumites in expertise and surpassing them in knowledge of Eater history due to their location near the Spindle. They are responsible for the transfer of information and local news in Qud through a network of sentient plant informants who use complex signals of pheromones to transmit data. Whilst more friendly than the templars, their moral values are considerably more stranger and off-putting than what most mutants are used to, bearing contempt towards most fleshy beings. However, this attitude is only present in the more conservative members of the Consortium with progressive members adopting a more holistic view of other species.

They have a considerable hatred of fungi and have banned any fungi from joining their organisation. No, don’t expect them to explain their reasons to a fleshy outsider like you unless you’re one of their own.

Friends and allies to nobody except if you have enough water.

The Fellowship of Wardens - A loose guild of law keepers whose members are commonly hired by almost every settlement and village to protect them from outside threats. Each warden is unsupervised and given total independence on how to handle situations with the settlement they are charged with protecting. Notable for their lax standards for acceptance which means anyone of any race or background can join the Wardens. Hold the annual Warden’s Moot on the fourth day of Ut Yara Ux, a conference for Wardens and representatives from every faction to report and discuss the current state of affairs in Qud. Friends to everyone except the Putus Templars.

The Mechanimists - The most dominant religion in Qud and beyond the Moghra’Yi. Followers worship a pantheon of deities known as the Argent Fathers. They primarily revere the ‘chrome’, a term that refers to advanced technology abandoned by the Eaters of Earth, seeing it as holy and a part of the Kasaphascence. One of their central beliefs is the ideal of chrome guilt, the belief that all individuals who use these complex machines incurs a heavy price on their soul. In order to redeem themselves, they must cast off all artifacts in their possession and live a life of technological chastity. However, the Fellowship of Wardens have observed high ranking members of the Mechanimist clergy using artifacts and are unsure whether or not to point out this contradiction in the next Warden's Moot.

The identities of the Argent Fathers, unlike the Sultanate, are known and not up for debate with each of their statues erected in the center of the Six Day Stilt. There is some turmoil between sects about whether or not the Argent Fathers were earthly beings or not but it is this table’s belief that the very existence of Reseph puts all claims of immortality to rest. There are seven primary gods that the Mechanimists worship, including the Kasaphascence.

Shekhinah, the Father of Fathers. The lead deity of the Argent Fathers and the one most worshipped by the faith. Considered to be the creator of all life, organic and inorganic alike.

Bel the Protector. Stated to be a warrior of incomprehensible weight whose epochal aegis blotted out the stars.

Carthax the Athlete. The man of motion who inspires Qud’s mutants and true kin to accomplish physical feats of athleticism.

Dagon the Orator. His curled frown of pride and ego teaches all to cow underneath his spoken word.

Nisroch the Star Mason. Sitting on top of the earth, he weaves the stars with his neutronium hammer and tongs, forging great works in the heavens.

Reseph the Above. The foiler of mercury and healer of the sick.

And lastly, the Kasaphascence. The mother of all chrome where the spillage of her womb birthed all of creation. She ranks the highest amongst all of the Argent Fathers, even Shekhinah.

Though the number of myths surrounding the Argent Fathers and the Kasaphascence, though only two are of great importance. The first is the Sacred Joining, whereby the Argent Fathers first discovered the Kasaphascence and used her womb to birth the chrome of Qud, akin to a cosmic furnace. The second is the Edification whereby the primordial metal birthed from the Kasaphascence womb was used by the Argent Fathers to shape the ruins of Qud.

Different believers of the faith will pick and choose who is worthy of their worship, based on their own interpretation. The favoring of one Argent Father over the other has led to schisms within the faith, leading to formation of groups such as the Cult of the Coiling Lamb who dedicate themselves to the teachings of Reseph.

Generally friends to everyone except those who defile their holy monuments.

Technology of Qud


The works of the Eaters of Earth dot the soil of Qud. At the height of their power, the Eaters explored a hundred thousand heavens, shaped flesh into euclidean geometries, siphoned starblood and negotiated with beings from beyond the aether. Ever since their fall, more and more of their technology has been lost to the ages and rendered unstudiable by their own efforts by future generations. The Barathrumites and the Consortium of Phyta are the only independent entities within Qud who are responsible for the progress, development and rediscovery of old and new technologies left behind by the Eaters. Due to Qud being the center of Eater civilization, adventurers and arconauts commonly venture into its chrome caves or ruins in search of lost artifacts left behind.

Data disks are the most typical method of transferring and obtaining blueprints, information or info signatures from one person to another through psycho-crystallic inscription. Though their construction varies between each tinker, data disks are invaluable in their ability to instantly communicate vast quantities to an individual’s brain at a moment’s notice, provided the individual’s psyche and intellect is capable of handling the vast strain.

Modern day cybernetics in Qud are only usable by those who lack mutations, or True Kin. A mutant who attempts to use cybernetics will find themselves at the wrath of the Eater’s built in ‘purity’ countermeasures designed to harm those deemed unworthy. There are very few ways to be safely modified without extreme harm and to this date, there has been no mutant or true kin who has been able to produce stable cybernetics. Usage of a Becoming Nook is the common way to implant cybernetics. However, this comes with the caveat of having to use rare cybernetic credits, a once common currency in the Eater civilization, to upgrade your license and increase the quality of your procedure.Cybernetics can range from benign such as telescopic vision and built in drug synthesizers to more invasive augmentations such as detachable forearm zweihanders or jet powered rocket feet.

Transportation within Qud is limited to walking on foot with faster means considered to be unwise due to the rough terrain and number of hazards that favor more caution. Personal teleportation through the use of hand held recoilers is another method but is rare and limited in terms of power and versatility. Recoilers typically can only be coded to a single coordinate and require rare power cells in order to function properly.


History and Culture of Qud

If we must start at a beginning, it begins with the Eaters. The influence of the Eaters of Earth are heavy in Qud with the Spindle being just one of the main examples of their legacy. The chrome ruins buried underneath loam and soil were once their homes, their government, their lives. We walk on their history yet we’ve nearly forgotten all about them. We know little about them, yet, ironically, they are responsible for Qud as it is.

After the Eaters, the Sultans took advantage of the chaos left in their wake, taking charge to define the past, present and future of the land. Consisting of six rulers, each of their eras has left their mark on Qud and represented severe technological decline and loss of knowledge. The history of their accomplishments and lifetime is ill-defined and has been lost. Little has been officially archived and historians of Qud believe that many of the ‘Sultans’ worshipped by various settlements may be false along with their proclaimed feats. Memorials can be found scattered all over Qud as well as abandoned cities and ruins that were built in their name.

Only the identity of the Sixth and Last Sultan, Reseph, is universally agreed upon. Unlike his predecessors, Reseph is widely beloved throughout all of Qud for defending its populace from the Gyre, a series of malignant plagues that befell Qud, and the Girsh, hideous black-blooded abominations from the deep. Sightings of Reseph as a ghostly apparition have been spreaded by wayfarers and debunked by scholars who claim it to be the result of hallucinations brought on by excessive dehydration.

Throughout your travels, you may come across the phrase ‘Live and Drink’. Whilst this may seem strange to you, it is a common greeting of respect throughout Qud in recognition of the profound status of Water. Unlike other regions, potable water is rarer in Qud and even rarer to properly harvest. Most water found in Qud is either contaminated for purification to work or far too saline for consumption. Its inhabitants cannot count on precipitation as rainstorms rarely occur in Qud. When weather does occur, it is not the relief of fresh water but sleets of burning acid rain and the shearing brunt of glass storms from the Moghra’Yi.

Such is the economic importance of water that it is the main currency in the region, measured by the dram. The infamous water Barons maintain a stranglehold over the market price of goods in the region due to their monopoly over most available water sources. Qud’s economy is therefore built on a simple barter system where valuables are traded for other items with precious water being used to balance the transaction.

We must not forget about the water ritual, though.

The water ritual is the key facet that underscores Qud’s diplomacy. The exact details and minutiae of the water ritual differs amongst every culture and every settlement but the constant between all of these variations is that it involves the act of selflessly giving your own water to another person. It is the act of unity, of trust, of friendship, of a sacred connection so deep that severing it would be akin to tearing your heart out. Alliances have been forged, trades brokered and marriages annulled due to this time-honored ritual. To enact a water-ritual with a stranger is to call them your water-sibling.

Killing or betraying your water-sibling is a horrific act and doing so is considered a crime greater than any act of murder, robbery, rape or slavery. It is morally indefensible. Exile is the least of your worries. Death would be too kind for you.

Glossary


Artifacts - Items or technology too complex for the average individual to comprehend.

Arcology/Eco-Dome - Name for the self-sustainable domed environments that most True Kin live in.

Baetyl - A group of mysterious spherical robots who are said to offer unimaginable rewards in return for a certain favor.

Dram - Shorthand term for a unit of measurement for liquids and unit of currency in Qud.

Carbide - A lightweight blue metal alloy constructed from nanotubes. Typically oulded into weapons and armor.

Fullerite - A dense black heavy metal found in synthetic deposits in the chrome caves of Qud.

Crysteel/Zetachrome - Two types of synthetic metal unique to Qud itself. Though both are different in their uses, their origins are the same. Both are synthesized by manipulating the very fundamental forces of space-time to form star-enriched plasma into solid material. No current method exists for producing either of these metals, though, the Consortium of Phyta has claimed success in producing shards of crysteel.

Gaslight - Term for a type of weaponry that emits an ethereal blade of energy from a hilt instead of metal.

Live and Drink - Standard greeting and parting phrase in Qud. Other races and factions have twisted the phrase for their own uses as to reflect their culture.

Parasang - The metric unit of distance in Qud, with one parasang the equivalent of the distance travelled for one hour on a Great Saltback. Competes with the imperial unit, Svymax, for dominance of the standard system of distance measurement in Qud.
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Hidden 4 yrs ago 4 yrs ago Post by pugbutter
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A few questions before I commit to a first draft:

  • I notice that at least 2-3 people (myself included) from the Interest Check weren't mentioned by name in the invitation to the OOC thread. Is this because you've already chosen your 5 and aren't considering others? Are we still allowed to apply?
  • IC, is it an expedition from the outside heading in to Qud, or the other way around?
  • What's the actual goal of the expedition?
  • How did the expedition's leader hear about each character, and why did he choose to hire them specifically to join it? 'Cuz I assume we're a diverse cast hailing from every corner of this setting.


Thanks.
Hidden 4 yrs ago 4 yrs ago Post by Dark Cloud
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@Bork Lazer Could I post my CS in the CS section? Or here? Also can you post the CS template separately because I can't copy/paste because I'm using the Switch's hidden browser.



Anyways I'm excited to do this, hopefully I get some help.
Hidden 4 yrs ago 4 yrs ago Post by Bork Lazer
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A few questions before I commit to a first draft:

  • I notice that at least 2-3 people (myself included) from the Interest Check weren't mentioned by name in the invitation to the OOC thread. Is this because you've already chosen your 5 and aren't considering others? Are we still allowed to apply?
  • IC, is it an expedition from the outside heading in to Qud, or the other way around?
  • What's the actual goal of the expedition?
  • How did the expedition's leader hear about each character, and why did he choose to hire them specifically to join it? 'Cuz I assume we're a diverse cast hailing from every corner of this setting.


Thanks.


1) I seriously thought I did @ all people who stated their interest in the interest check. Perhaps, I was too tired. Mistake on my part.

2) It's an expedition from the outside heading into Qud.

The answer to your last two questions should have been specified in the OOC more and I'll probably add these details afterwards. I thought I would reveal these details in the first IC post but eh, I'll answer them now.

3) Perhaps, I should have specified more on my part. Whilst your leader has outwardly stated that his reasons for conducting the primary expedition in the first place are for academic research, you've managed to surmise from rumors that the true goal of the expedition is to find a specific artifact of some sorts in Qud.

4) A combination of word of mouth, advertising on his part and sheer coincidence on their travels. As for your second question, you made the brave assumption that he had any choice in the first place. Qud isn't the Bahamas of this world and it's garnered a fearsome reputation over time. Alu made his standards high at first for membership into the expedition but he had to lower them over time as the height that he set his standards at was deterring everyone. He had to make do with who showed up.
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Hidden 4 yrs ago Post by Dark Cloud
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@Bork Lazer I see that dwarves are most likely the people of Crustal Mortars.
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@Bork Lazer Please explain the Fungi a bit more?
Hidden 4 yrs ago 4 yrs ago Post by Dark Cloud
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[hider=Kly'tar]

//YOUR NAME





Age: 29

Gender: Male

Race: Bipedial Reptilian (Lizardfolk)

Genotype (Unavailable for Robots): Mutant (Genetic Mutation)

Morphotype (Only Available for Mutant): Chimera

Expedition Position: Guide

//YOUR SOUL



PERSONAL GOAL:

[]
"Kly'tar trying to learn new way of life in big wide world! Kly'tar wish to become artificer and build great machines!"

[/quote]
LIKES:

[]
"Kly'tar like people who nice to Kly'tar as well as tasty fish!"

[/quote]

  • Technology & Intricate Machinery.
  • Fresh Fish.
  • Learning New Things.
  • Making Friends.

DISLIKES:

[]
"Snapjaw bad and Goatmen worse but Kly'tar fears scary genetic purists most of all!"

[/quote]

  • Snapjaws & Goatmen.
  • The Putus Templar


QUIRKS:

[]
"Kly'tar is quirky so Kly'tar interesting."

[/quote]

  • Kly'tar refers to himself in the third-person perspective instead of saying "I'm" or "Me", so he calls himself by his name when speaking.


//YOUR PAST



[]
"Kly'tar lived near Joppa with other Lizardfolk. Snapjaws came and kill many of Kly'tar's people so all Lizardfolk decide it best to find new homes. Kly'tar wanted to find Grit Gate where Kly'tar hear bear-men know machine knowledge so Kly'tar went but got lost. Kly'tar realize world have more knowledge to give then Grit Gate so Kly'tar going to travel world and learn as much knowledge that Qud can give to smart Lizardfolk like Kly'tar! World comes first then Kly'tar see if go to Grit Gate.

[/quote]

//YOUR PERSON



ATTRIBUTES:

  • Survival Skills: Living off the land since birth Kly'tar knows plenty of survival skills.
  • Hunter: Kly'tar has hunted with a spear in hand since he came of age, and wields them with skill.
  • Tinkerer: For years Kly'tar has learnt new ways to tinker with machinery in minor ways.


CYBERNETICS (Only For True Kin): N/A

Mutations (Only for Mutants):

  • Infravision: Kly'tar can see into the infrared spectrum at a short range.
  • Tough Hide: Kly'tar's hide is tough enough to lessen the impact of punches, as well as reduce the impact of blunt weapons and cutting weapons.
  • Heightened Senses: A highly developed sense of smell and taste, but poor perceptibility.
  • ZFHX2 Gene: This genetic mutation alters part of the genes protein sequence, causing Kly'tar to have unusually low sensitivity to pain.
  • AS3MT Gene:


Equipment: (Self-Explanatory)

[/hider]

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Hidden 4 yrs ago Post by Dark Cloud
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Finally got the template. :\
Hidden 4 yrs ago Post by Bork Lazer
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@Bork Lazer Please explain the Fungi a bit more?


I really don't want to spoil much but they're essentially the same as sentient plants, only with the slight downside of being liable to infect other organic species when they release their spores. Also, you would not believe the amount of horrifying diseases in this world that are caused by fungi.
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@Bork Lazer Noice. Thanks for all of that. One last question for you: where are we and Alu meeting, and/or where is the expedition actually starting?
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@Bork Lazer Noice. Thanks for all of that. One last question for you: where are we and Alu meeting, and/or where is the expedition actually starting?


Now, this was actually stated in the OOC. You are in Hagashem, a village on the tip of the Desert Canyons, and you are currently resting after your long journey to Qud. The expedition is starting from there.
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Hidden 4 yrs ago 4 yrs ago Post by Dark Cloud
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<Snipped quote by Dark Cloud>

I really don't want to spoil much but they're essentially the same as sentient plants, only with the slight downside of being liable to infect other organic species when they release their spores. Also, you would not believe the amount of horrifying diseases in this world that are caused by fungi.


I'm assuming Fungi will not be playable then right? Never mind I've got a different idea.
Hidden 4 yrs ago 4 yrs ago Post by pugbutter
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Right, thanks. I wanted to ask because it smacked of in media res, and I didn't know whether we met him and set off from the same place, or that was one of the stops early in our journey, or what.

Okay, since my character probably wouldn't have been sheltered in an eco-dome, I guess my last last question is what mutations look like. Are these comic book mutations where we're all given unique abilities and survivability, or are these actual mutations fucking up our bodies and brains? nvm I found the Mutations section 🥴
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I'm making a lizardman.
Hidden 4 yrs ago 4 yrs ago Post by Bork Lazer
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Right, thanks. I wanted to ask because it smacked of in media res, and I didn't know whether we met him and set off from the same place, or that was one of the stops early in our journey, or what.

Okay, since my character probably wouldn't have been sheltered in an eco-dome, I guess my last last question is what mutations look like. Are these comic book mutations where we're all given unique abilities and survivability, or are these actual mutations fucking up our bodies and brains?


A little bit of both. Physical mutations are more like the latter and fuck up your body whilst mental mutations are more like the former and fuck up your mind with more hefty consequences if you're an dedicated esper.

Physical mutations can look like anything. It's up to the player on how much it fucks up your body and brains. Mutations in Qud are negative at first but mutants learn to overcome the negatives and adapt it for their own uses.

You want to have two penises, three heads, four arms, five buttcheeks, six noses and six eyes. Be my guest.
You want to have a bio-organic metallic dragon skin? Sure.
You want to have a literal dragonfly hives in your arms that you can release at your opponents? Sure.
You want to have a ovipositor that make short lived clones of yourself?. Yeah, you can do that but I'm going to give you weird looks.

It's different from the comic book X-Men mutations where physical abilities don't have any outward effects. Straight up super strength is going to make your character humongously bulky as fuck. We're talking the Rock on steroids. Same with super speed. Either your thighs are going to be so big that you can crush melons with them or your feet contain bone springs on their soles.

Physical mutations are physical. whilst mental mutations are mental.

On mental mutations, the main consequence is that the more powerful you get as an esper, the more likely you attract some strange visitors ala psykers in the 40k universe. There's also the consequence of accumulating mental disorders or mental illnesses the higher up the psychic totem poll you go but these can be easily circumvented if you train well enough.

I did debate on the option of including harmful mutations for every 2 mutations you had but I think it's useless if the player doesn't make it a part of their character and treats it as a weakness to bring up every once in a while to prove to the GM that your character isn't overpowered.

Also, everyone, made revisions to the CS. I increased the total number of mutations you can have in your CS by 6. Sorry to those who began their CS already.

@Prince Potter @Rapid Reader @Dark Cloud @Flagg @Nib @pugbutter @Adverb

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@Bork Lazer Would mutations work on any species or would it effect a non-human differently depending on their biology?
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@Bork Lazer Would mutations work on any species or would it effect a non-human differently depending on their biology?


Mutations will work generally the same for any species, regardless of the biology. However, physical mutations would manifest slightly differently. For example, if you were a orchid-man and you had a mutation that allowed you to make a temporary flesh clone of yourself, the process might be different compared to a goatfolk who had the same mutation.
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@Bork Lazer I see, thank you.
Hidden 4 yrs ago 4 yrs ago Post by Adverb
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//YOUR SELF


Name: Starfield is what would be considered the first name to most, but in truth that is just the opening scene of a barrage of images that flash inside the person's mind. (Starfield doesn't have a mouth, so all conversations are telepathic.)

Age: 65

Gender: Positive Crysteural Hyphae (Fungi, specifically of the mushroom variety, don't have genders per se, but reproduce by integrating with the hypha of opposite charge within their specific species. Crystneural is a term for the hyper crystal matrix dormant within a meteorite.)

Race: Fungi

Genotype: Mutant (Alien Viral-Induced Mutation, AVIM)

Morphotype: Esper

Expedition Position: Researcher, Archeologist, Chronicler.

Appearance: A humanoid mushroom with barbs and spikes of multi-colored crystals on their forearms, shins, and down their back. The crystals change colors and become transparent or opaque depending on the situation. Standing at an even four-feet, Starfield's flesh is hard and leathery with varying shades of bright blue to deep purple depending on how nourished they are, with a light tan-colored underbelly. Small polyps are grouped along the sides of their neck and around their shoulders, with tiny white spots. Starfield isn't socially required to wear clothes but chooses to wear thick shorts that fall below the knee and a matching vest--more for the practicality of all the numerous pockets.

They don't have a mouth but possess breathing slits and reflective yellow eyes. They can hear, but instead of ears, they register vibrations within the microscopic fiber hairs inside the slits of their under-cap.

//YOUR SOUL

PERSONAL GOAL: Starfield has an insatiably curious mind, which if you ask them it's what leads consciousness to evolve. Not only are they curious about the previous civilizations of this world, but also of what they left behind and how they died out. A more personal mission, although it's something they aren't actively pursuing, is to see if there are others of Starfield's particular species. So, they dabble in mycology to better understand themselves and would be interested in studying meteorites and crystals. If they heard rumors of meteorites, they would attempt to investigate the impact site. They are hoping the expedition finds its way to the Rainbow Grove or the Crater.

LIKES: Sugar is Starfield's most favorite thing. Particularly refined powdered sugar, but honey or tree-sap do the trick nicely. They like a lot of things. Meeting friendly people, discovering new things, being a part of something.

DISLIKES: Bright light, blistering heat, salt, rudeness, people trying to solve problems with violence, confrontation, physical labor, citrus.

QUIRKS: Likes sugar and water. Will put syrup or honey in water when available. Also, they speak telepathically, sleep sitting up, and are always concerned with being polite and keeping their clothes and belongings clean and ordered. Likes to share knowledge with random people about things they know, whether they are interested or not. When in stress, the polyps on their neck and shoulders slowly expand until they pop, sending out a cloud of reflective spores. When this happens, Starfield gets disoriented for a few minutes and suffers from an extremely low neural activity causing their telepathic-speech to seem slurred and slow-minded.

//YOUR PAST

Five-hundred years ago, somewhere on the edge of the jungle near the base of the mountains and just under the surface of the dirt, Starfield was conceived through the atomic lightning storm of positive and negative charges. A cluster of hyphae getting busy in the irradiated dark as only mycelium can. Although it wasn't truly Starfield yet, it was the start.

No one knows the exact time the meteorite fell, or exactly which meteor it was, all that is known is that one did. Superheated rock impacted the fungus-riddled soil burying itself into the ground and exploding into bits of astral stone, ventilating the dormant crystal hidden inside. Exposure to the air activated the crystalline virus, and bonded with the mycelium, slowly creating a neural network--a process that took 435 years.

Starfield's body grew to two feet before they first became consciously aware and stepped out of the ground. They wandered alone, for a year, until they were chased out of the jungle by a group of tree-folk. Eventually, Starfield found a village of mutants in the mountains, those who shared their telepathic talent.

They became family, spending most of their life in the crash site of an old spaceship halfway inside Blackpeak Mountain's vast cave system. Jotthew was their best friend, and exploring the tunnels in the mountain is what spurred Starfield's interest in archeology. Starfield had to leave 10 years ago, being the sole survivor of a massacre by the Mantiks-- a race of giant red mantises.

Starfield found refuge in Crack City, and work as part of the law enforcement there. That's where they've been ever since.

//YOUR PERSON

ATTRIBUTES:

Hyperthymesia: Starfield appears to be an extremely quick learner due to this ability. They are able to remember every moment of their life in vivid detail, to be recalled instantly.

Deductive Reasoning: This skill has helped Starfield immeasurably since leaving the village that raised them. It's helped them survive the wilds, get them out of precarious situations with outlaws, and a job at Crack City.

Manners: In the big bad world, a person's liable to be shut down and thrown in the meat-chipper over a misunderstanding. Working in Crack City, Starfield has learned that simple gestures of manners and respect go a long way to staying on the up-right and the living.

Mutations:

Telepathic Speech: Starfield communicates using a rapid-fire flash of images and emotions to the subconscious mind, which automatically get converted to the targets' natural language. The brain interprets this information as audible sounds, and their voice is subjective to the recipient.

Neural Network: All involved become mentally linked and share knowledge as if it were their own. Not to be confused with invading a person's mind. This also allows those that are linked to access all senses of the other, even sight, no matter the distance. Starfield can also channel their psychic energy through the link, allowing even those without mental powers to gain that power. This is more of a side-effect of becoming infected with their crysteural spores. The incubation period can range from one hour to several days depending on the immune system but isn't fatal. After the infection, the neural link is severed. Starfield never intends to use this ability, so they haven't fully trained themselves with it; they don't know what the full extent of this can do.

Telekinesis: They can move and interact with physical objects. Such a simple explanation doesn't convey the full extent of this ability, but in short, the only limit to what can be done is one's own creativity and mental endurance.

Infect: Those that come in contact with the crysteural spores Starfield discharges under stress become infected. This is not at all life-threatening, but there are both positive and negative effects. These are all dependent on the person infected and can be hashed out in more specifics in PM's or collaborations.

EQUIPMENT:

Hovercart: A rectangular metal container with a lid, resembling a large trunk with a handle on the side. Scratched and dented, wires hang out where a missing keypad lock used to be. Worn lettering in the old-script translates to Walkeasy Tech Inc. Dimensions is 6'x4'x4'. Three buttons are on the side. One turns on the power, one turns off the power, and the third elevates the container further off the ground for loading. When powered-on, it hovers in place two feet off the ground and can easily be pulled or pushed. At first, they thought it to be anti-gravity technology, but upon more studious inspection it has a positive supercharged plate at the bottom and a wave emitter that negatively charges the ground. Some type of pre-cataclysmic repulsion technology.

Excavation Tools: Tools of the archeological trade. Includes ropes, prybars, chisels, a hammer, brushes, shovels, and various other knick-knacks.

Digital Notepad: Technology used for taking notes. Includes one mostly empty data disc.

Clothes: Two changes of clothes, both the same as what they are wearing but in different colors. Green pair and white pair. They only wear the white outfit when attending social gatherings.

Containers: Empty bottles and boxes for collecting samples and storing water.

Soap and Sponges: For cleaning things.

Goggles: Metal-rimmed goggles that fasten around the head. Has multiple switches to increase the tinting of the glass, magnification and focus. Keeps particles out of the eyes and looks quite fashionable as well.


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