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    1. Dreamforge 8 yrs ago

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Even with three people, i'm thinking we can effectively start the game. The way the IC will function will allow new players to come in often to build up a larger, more slid group. That said, I think 4-5 is an optimal number of players, so we're not even that far off.

I'm beginning to write an introductory IC post now with the intention of starting us off and introducing a few characters.
- P L A Y E R S -







- C H A R A C T E R S -















- A L I E N B E S T I A R Y -
Exactly what I had in mind!

I'm currently creating a tab in the character section that will be a continually updated reference for all character information. I'll make sure to use this layout to easily keep track of the characters.

The same sort of thing will apply for the aliens we encounter, and perhaps even locations if this turns out to be necessary to keep track of.
I'm glad you're liking what you're seeing!

The current plan of action is to get a couple of graphics up onto this OOC to make it look a bit more attractive, and format everything a little nicer. Then it is a matter of getting a couple of people piqued and ready, then i'll fire up an IC and introduce a couple of basic characters so we can get off to a start. From there, the IC will grow.
Preliminary OOC is up. Expect images and loads more graphics by tonight.

Let's get this ball rolling.












The vast, untamed wilderness of Kularr -what modern humans would call Europe- with all it's peaks and forests, magnificent lakes, frozen northlands, verdant flatlands and deltas, and squalid fens, is no longer a safe cradle for you or your kind. You and your band once roamed far and wide in search of food of the soil and flesh of the beast, in search of shelter and sustenance. You befriended and waged war on your fellow man; you raided and pillaged, you hunted, you survived.

Your fate was forever changed the night that the dark sky was tainted the colour of sickened leaves, and trunks of fire cascaded into the mountains on the horizon. Since then, your hunting trails yield little but the half-eaten bodies of your brothers and sisters. Eviscerated cadavers line trees and lakeshores; packs of once-predatory animals cower in their dens for fear of the same end as your ill-fated cousins. You often hear terrible howling in the distance on quiet nights. It is like nothing you have heard before. Your band huddles around a campfire as the icy season begins to set in, telling tall tales of sightings of gargantuan bladed beasts now stalking the forests and highest mountain tops. Your blood runs as icy as the season as you become aware that your survival may indeed be cut short just as all ruined settlements you have passed through seem to foretell.

You grow weary as days pass, as food becomes scarce, water becomes tainted with rotten corpses. You sharpen your spear and your hunting bow. The hunger makes you brave; the fear makes you strong. You walk paths not travelled in generations in the hope that your band will happen across more fertile, uninfested lands. What happens along the way, however, will be a matter of life or death. You will do what you must to ensure your own survival, to build up mankind once more. There can be no other path.





Welcome to From Afar, and thank you for taking the time to us out! This role play is a one part prehistoric/stone aged survival, and one part alien infestation madness. We will be assuming various roles within a band of Humans who are humble hunter-gatherers turned desperate survivors in an epic quest to find lands unaffected by the alien scourge, or to perhaps carve out a fresh existence in a new, hostile world.





-S U R V I V A L & C H A R A C T E R S-



I mentioned that this role-play will be survival heavy with a looming presence from dangerous antagonists. As such, characters are going die often, whether from outright alien attacks, starvation, or infection. It will not be a forgiving tale. For this reason, From Afar will feature character impermanence: instead of everybody creating one character in a CS prior to the start to the role play and solely commanding this character's actions through the course of the story, each player is imbued with the power to organically introduce new characters at will through the IC, with no need for CS’. Characters will be described, developed, and characterised in the IC.
To accompany this gameplay style, it goes without saying that players are free to jump between many different characters’ perspectives between posts (though please limit this to one perspective per post - jumping back and forth between characters at pace can quickly get confusing). Any created character (unless specified by the player introducing said character that they wish to maintain sole control of the character) can be controlled by any player, giving our band of survivors a dynamic and well developed network of connections to one another.

This gives the GM the power to kill off and otherwise fuck with a large number of characters without grinding the RP to a halt. This story will span the lives of many characters, and perhaps even a generation as our band struggles in this new world. The chance of us finishing with an entirely different cast of characters from the one we started with is huge.

A list of characters will be kept in the Characters Tab, possibly alongside a list of all their current equipment and status. This tab will also contain information about which characters are in the ‘public domain’ and able to be played by anybody in any particular post, and which characters are reserved by request for a single player.
This information will be vital in ensuring the survival of the band. Alerts will be created by the GM on a character-by-character basis about specific threats (such as hunger, thirst, disease, ect) that threaten a specific character. These should be addressed contextually by the next player to make a post from the POV of said character. Either act to keep them alive, or let them die. You sick fuck.

Characters can and will be killed via GM intervention should they be at risk. This includes by alien attacks. Be cautious, lest characters be killed in droves.





-T H E W O R L D , T H E P E O P L E , A N D T E C H N O L O G Y-



The world of prehistoric Europe is one of mystery and wonder. It encompasses looming, ice-capped mountains and cliffs, temperate forests, verdant lowlands, networks of caves and fens, and harsh highlands. The playing field is vast, and, for our purposes, infinite. A band could spend years walking from one side to the other and see all kinds of biomes along the way. Roaming this land are classic megafauna such as mammoths, sabre-toothed tigers, and bears, but of course our greatest threat is presented to us in the form of the alien invaders.

The people of the palaeolithic era are limited in their technologies. Technically speaking, the time period is defined by the use of stone-based and wood based tools. This means that any metal objects are off limits. Spears, clubs, slings, bows, and other sorts of basic hunting tools are permitted, alongside any objects that can be fashioned with relatively unrefined materials from the land and animals. If you can get creative to fashion something of extreme value, feel free to do so providing that it is contextually appropriate to do so.

The people of this time period are undoubtedly focused on the survival of themselves and their band, first and foremost. Currency hasn’t even been conceived of. Hunting and gathering is (or was) the main lifestyle. Any commerce between individuals is likely achieved via fair trade of commodities, so use this to your advantage when dealing with any NPCs or other player characters.





-T H E A L I E N S-



The creature from the sky are unlike anything before seen on Earth. They vary massively in shape, size, function, and form. However, given this variation, there are still some common elements that all aliens share.
They are always insectoid-like creatures, with chitinous exoskeletons, always with six limbs or more. Their usual method of attack is via bladed talons that all aliens seem to possess in some manner or another.
All aliens have at least six, glowing eyes. It is understood that the eyes are weak points. Blinding aliens showing a threat of attack often offers the best chance of survival.

The aliens can vary from pack hunters the size of a large wolves to hulking monstrosities that loom over treetops; each one is dangerous, each one has a taste for human flesh, and is almost single minded in it’s hunger. Engaging aliens head-on is a likely way to ensure the death of a character.

As each ‘breed’ is discovered, they will be added to a growing bestiary in the characters tab of the OOC. Vital information pertaining to their behaviours and weak spots will also be added upon their discovery.





If you wish to join the RP, the lack CS requirement prevents application in the normal way.
Leave a message in this thread if you want to apply, and i’ll get back to you with a couple of questions and we can sort out adding you to the list of players.

I look forward to seeing you all in the brutal, alien infested palaeolithic era.
Happy hunting.
The aliens are definitely going to take the general theme of the Tyranid/Zerg: often large, numerous, insectoid-bestial creatures with a singular desire to consume life that the encounter. In our case, they will be almost solely focused on consuming Humans for reasons that i'm sure will become apparent later into the story.
This means, of course, they will not be blasting us with lasers, nor be utilising any kind of vehicles, though there will be some monstrous aliens who tower above the trees, for example.
Expect to get eviscerated. It's going to be great.





In terms of technology of involved characters, we're looking at rudimentary bows, spears, clubs, slings, and other forms of stone-aged equipment. As this will be taking place in the palaeolithic era, we are restricted to stone based tools, weapons, and torches. The nature of this time period does not allow for metal elements in equipment. Furs, leathers, reeds, skins, and other natural resources are the materials through which most things are crafted during this time period.



@Halvtand mentioned a 'religious' character being involved, which is an interesting subject to bring up that is worthy of discussion. I, like every other human being on Earth, have absolutely no idea how palaeolithic humans worshipped or otherwise revered a divine or religious practice. My assumption would be that 'gods' are more likely to be spirits of the wild in some sense: spirit of the wolf or bear, perhaps. This does not restrict certain characters from having other beliefs, of course, but I think in the spirit of deviating from the standard practice of civilised modern religion, we should stay well clear of common religious tropes in favour of more eccentric models.
I imagine Humans of the time focus on survival first and foremost. Design any religious elements around this paradigm if possible.

Any questions are gladly welcome as I shape this up.
The enthusiasm is always a great help! The more the merrier!

I'm going to get some OOC information up hopefully by the end of the night. It should give us all a better idea of the nuances of the setting and the antagonists we're facing up against; as well as to give any prospective players a better idea of how to introduce effective, fitting characters.

Needless to say, i'm pretty pumped for it.
Glad to have you on board @Halvtand! We're off to a good start.
To be honest, I wasn't feeling it too much after writing the IntCheck. I might jump back into it in a bit, but i fancied a bit more of a manageable concept for the time being.
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