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| Dark Era; Post-Apocalyptic, Dungeon Crawling, Action! | |
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| Tweet Topic Started: Jan 5 2012, 08:12 AM (273 Views) | |
| Ark Rotarl | Jan 5 2012, 08:12 AM Post #1 |
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256 years ago, this world was different. It was a lush, prosperous world, where our people lived at such a peace that there was little we thought we couldn't do. Our cities reached far and vast. Our technology allowed us to breach the sky and traverse the stars. Everything was fine until that mineral appeared. Terracite... It appeared in craters throughout our world after a great and fearsome asteroid shower pelted our world. Not long after, we were invaded by an alien race. They were rigored for war far more than any of us, wielding incredible, destructive powers beyond our imagination. All of it, powered by the very material they sent to our world. Gods only knowing why. Why we were forsaken with this blight. We tried to the best of our powers to fight off this alien foe, but the fight was a losing one. In a matter of weeks, what was once our global empire of freedom, knowledge, and harmony... Was reduces to smoldering ruin under a blackened sky, weighed down by their tremendous war ships. Their destructive weapons triggered a massive shift in our world's axis. Lands shifted and churned into new, erratic shapes. Mountains rose and canyons spread. Our world was plunged into a darkened ice age -- so began our new era. The Dark Era. Many of us are still awakening from the deep sleep we put ourselves into, hidden deep in the armored shells of our burial cairns. Some thought wise that we remain hidden here, frozen amongst the dead, so that we need not travel far should we perish. But we survived somehow. Some of us anyway... The aliens pushed on and left our world shortly after our great fall. Our world and the ruins of our lost cities now littered with Terracite sources. In the wake of destruction and the introduction of Terracite, our own surviving plants and animals began to take on change from the influence. Mutating into hideous, blood thirsty beasts. They resembled our very enemies, much to our peril. They too, hold but a fragment of their power. Were they out to terraform our world to their liking? No one could truly say. Now all we can do is survive, hoping to rise up once more and take back what was ours. For we too, have begun to tap into the enormous power held within Terracite. Many still fear it, choosing our old ways of surviving. Some among us awaken from the cairns to thrive on what the world now offers... -- Elder Marius Dotane, leader of Iron Rock Settlement ==================== World Setting & Introduction ==================== It's 256 DE (Dark Era) and you are but one of the few who survived the catastrophe two and a half centuries ago. Be it that you may have been born in this world, or awakened from stasis before the collapse of civilization, you now find yourself in a frozen wasteland. The sky is blackened and magma vents scar the landscape. A demonic, alien race has laid waste to your world and changed much of the surviving wild life with a strange mineral called Terracite, which has been propagated throughout the land and its many above and underground ruins. Dangerous cutthroats, ruthless mercenaries, and strange mystics wielding powers of the Terracite now roam the world in search of purpose and a means to survive. In a world without established borders and law, currency is a forgotten cause. People trade services and goods with one another or dive into the ruins and fight monsters to exchange Terracite. Or, they grow stronger from it... The survivors consist of a smaller number of humans world wide and anthros, which in their broader varieties, make up for the majority of the population still alive. Though no figure stands, it's estimated that there may be roughly 200,000 still alive in this world, spread out in collectively ruled settlements and lesser cities. Amongst these numbers include synthetic beings such as androids and MOLs (Manufactured, Organic Lifeforms). They often bear the resemblance to their forerunner creators and are competent enough to function in society as individuals. They are immune to the effects of prolonged exposure to Terracite energy and in fact gain their power from a Terracite accelerator core. They can used power rods which install at key points of their body to boost their strength and power temporarily, but cannot learn any Magick the way others can from Terracite exposure. Players will start off in a settlement at the base of a mountain range that encircles what was once a vast desert, facing the ocean. Here, an old city ruin runs underground and partway out of one face of this mountain range. These ruins act as dens for the mutated creatures to breed and evolve into more dangerous predators. It's up to hunters and mercenaries to slay these beasts and protect the holds. There's a burial cairn within this ruin too, where players may be awakening from for the first time. What you choose to be and where to start in this region, I leave up to you. If you have any specific questions, please ask me on my instant messenger handles and I will answer them much sooner. I'll also post a section for Q/A to help out others, found in the post below this one. ==================== Character Sheets ==================== Below, I've prepped a character sheet which you can use to fill in the blanks with. Again, any questions may be directed to me through my instant messenger handles. Also, replace all text in (brackets) with your input. That stuff's merely instructional prompts and hints.
As for powers and abilities, that will all depend on your imagination. They can't be particularly dramatic yet. While you can be an inveterate fighter, I ask that magickally inclined characters start off basic at best. Simple abilities that may not even prove to be proficient in combat. ==================== Questions & Answers ==================== Here, I will have a collective list of frequently asked questions to answer matters of detail that may not have been made clear. If you have a question, please send it to me at one of my instant messenger names. AIM: ZENX49 Skype: ZENX49 MSN: ZENX49@yahoo.com I'm easier to catch on AIM, but I will answer on the other two. This post will be edited throughout the duration of this RP. Q: "Does this take place on a futuristic version of Earth?" A: Nah, this is an entirely different world. But it resembles a number of quaint similarities to Earth. Q: "What year did this disaster occur in?" A: If by year, you mean equivalent to our own calendar, it would have occurred in the 2400s if matched to our own time and technological progression. Q: "Can my character be an anthropomorphic dragon?" A: Err, not exactly. You COULD be an anthropomorphic lizard if you want though. Alligator? Snake? Yeah, those are fine. Q: "If I play as an android, can I get like, built in guns and rocket launchers and a laser arm?" A: Holy crap, no. :3 Q: "What are the demons like?" A: The alien ones resemble something more like a dragon. (Part of the reason why I said no to the question before the last one.) These look I guess more demonic though, covered in sharp, pointy scales and serrated jaws. Two jaws! That look really awesome and dangerous! Q: "No, I mean the mutated animals. What are they like?" A: They slightly resemble the aliens in a way. Hmm... Some start looking demonic and get really muscular. Others become frail and weak looking, but possess greater Magick powers. I wish I could draw them to the imagining I picture them as to show you goons. :D Q: "What kind of powers can I get from Terracite?" A: Some are destructive powers, like causing things to catch on fire, or forming an ice spear from the surrounding snow, humidity, and ice. There's also healing powers which you can acquire, but using such powers that seal wounds will leave a white scare in its place. with very faint, geometric lines splicing out from where the wound used to be. Q: "I want to become a pure Magick user! What can I do?" A: All manner of things! Just be careful, as mastery of Terracite Magick will slowly cause malignant damage to your character's mind. You may grow dependent on Terracite the same way some grow addicted to alcohol. It's power can even go as far as changing your appearance slightly. Q: "What happens to someone that uses too much Terracite?" A: The person's sense of humanity will diminish. Memories will fade. A desire for harboring destruction will brood in their minds. Some go wishy washy insane from it all. Others gain a form of enlightenment. They may begin to change physically, growing darker or lighter in skin, fur, feather, or scale tone. Maybe, they get really muscular and strong, or they become frail and sickly looking. One thing's for certain. Too much, too fast, and you end up losing your mind to it in a form of euphoric insanity. But this takes a LOT of exposure to cause this over a course of several days. Q: "What are the ruins like?" A: They are often like huge, underground cities with open atriums and gardens. Some of the sections of these cities remain powered. Others have been claimed by the terracite and have become grottos where demons breed and feed off of the dark energy emanating from these clusters. Such breeding grounds can be identified by a fleshly material, writhing and spreading over the surfaces of objects. But deep within these cities lies wondrous technologies thought to be lost! Riches to all who claim them! The deeper you go, the greater your chance of fame and glory, or being picked apart. Worse yet, the demons within may claim you and rebirth you into their fold...! Q: "What can I power my vehicles or weapons with?" A: A special cartridge rod called a Charge Rod. They are filled with powdered Terracite which acts like a battery and can be plugged into many different devices. Each rod has enough power to last for a week or so before the energy weakens and goes inert. Androids using these rods will burn through their power nearly 1000% faster (no foolin'!) and can use them up within minutes when supercharging themselves...! Q: "Where can I get these Charge Rods? Are they rare or expensive?" A: They aren't particularly difficult to find actually. Many towns trade them in order to maintain the power of some of their recovered devices. You may have to trade in raw ores, processed metals, weapons and armor, or essential supplies to get a few. Q: "What if I want to make my own? They seem simple enough." A: This is what makes them more easier to come by honestly. If you have a grinding kit, you can make your own. These kits though, are far more expensive than the rods themselves, and even harder to make and come by. You can have rods refilled at a mill though in a settlement that may have a windmill. You can use the grindstones there to pulverize your collected Terracite shards. Q: "Are all Terracite shards the same, or are there different ones?" A: Oh indeed, there are different kinds. There are iridescent ones that give off a negative energy, often used for learning Magick. These ones drive humans insane and mutate animals into demons over time. They carry a much stronger charge than your average shard. They also attract demons too, so be careful carrying too many or being around too much. Then there's the glowing kind. This is used to power devices and is the most common form. Iridescent ones can power devices too, but tend to burn hotter as a result and damage hardware and electronics. Lastly, there's the vibrating kind. These are used to create weapons, armor, and special tools that raw metals are not suited for. You'll learn more about them later on. Q: "Can I start off with a motorcycle? :D" A: Maybe. But what good will a motorcycle do in a frozen wasteland with no roads? How will the other members of the group keep up then? Gotta think before actually wanting to own such luxuries. Q: "What kind of guns can my character have?" A: Most projectile weapons are things like crossbows, flintlock guns, and energy weapons. They can be traded for in town if you've got the stuff to trade with, OR you can find one on a dead adventurer sometimes within the open wastelands and ruins. That or you can have one built from the materials you find. Q: "What were the cities like before this whole mess started?" A: An astute question. These cities were marvelous, black and gold metal structures which circulated with energy all over. Some were towering structures, spearing towards the sky. Others were domed, semi-translucent glass structures made up of hexagonal plates. Everything was done up in some manner of a shiny, black material, silvery steel, or gold trimmed design with lights running in the grooves. All kinds of artsy fartsy stuff. You can expect to find armor, weapons, and destroyed buildings and vehicles all sharing some sort of inherent aesthetic like this. Q: "So how do the characters get the energy out of the minerals? Do they just have to touch them?" A: The energy drawn from Terracite to activate magickal powers stems entirely from simply being exposed to its energy. Obviously, you won't learn how to just fling a fireball by standing next to one of these iridescent Terracite shards, but when you are exposed to concentrated sources of it for enough time, you'll enter a sort of high. This will allow you an opportunity to learn some manner of Magick. Q: "Once the energy is used up, is it gone for good, or does it regenerate?" A: As mentioned before though, it comes with quite a bit of danger. Prolonged exposure has a knack for damaging the mind. Learning Magick requires exposure to be done in periodic sessions and with meditative practice. Thence why you don't want to necessarily keep using it. But now, it won't run out of energy from use. However, it can lose energy if separated from its growth patch where it may have been found. Safest bet is to use Terracite stones on one's self only every so many couple of days at a time, and spend no more than a few minutes at the most around it. Q: "If they run out of Terracite, will their powers disappear?" A: Power will weaken over time in Magick if one doesn't continuously use it. Restoring one's power by exposure to glowing Terracite will help though, as this energy is what infuses the blood of demons with the power to continuously use Magick. Basically, the iridescent Terracite acts as the catalyst, causing mutation and gifting Magick. The use of glowing Terracite keeps this power charged and abundant, maintaining this power. Edited by Ark Rotarl, Jan 6 2012, 07:21 AM.
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| GopherKing | Jan 6 2012, 01:21 AM Post #2 |
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I am intrigued, sounds quite interesting. I have a few questions however, these powers that people have, there fuelled by the terracite right? So how do the characters get the energy out of the minerals? Do they just have to touch them? once the energy is used up is it gone for good or does it regenerate? If they run out of terracite will there powers disappear? Either way I'm interested and will post a character sheet some time tomorrow most likely. |
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| Ark Rotarl | Jan 6 2012, 07:10 AM Post #3 |
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That's a good question. The energy drawn from Terracite to activate magickal powers stems entirely from simply being exposed to its energy. Obviously, you won't learn how to just fling a fireball by standing next to one of these iridescent Terracite shards, but when you are exposed to concentrated sources of it for enough time, you'll enter a sort of high. This will allow you an opportunity to learn some manner of Magick. As mentioned before though, it comes with quite a bit of danger. Prolonged exposure has a knack for damaging the mind. Learning Magick requires exposure to be done in periodic sessions and with meditative practice. Thence why you don't want to necessarily keep using it. But now, it won't run out of energy from use. However, it can lose energy if separated from its growth patch where it may have been found. Safest bet is to use Terracite stones on one's self only every so many couple of days at a time, and spend no more than a few minutes at the most around it. Power will weaken over time in Magick if one doesn't continuously use it. Restoring one's power by exposure to glowing Terracite will help though, as this energy is what infuses the blood of demons with the power to continuously use Magick. Basically, the iridescent Terracite acts as the catalyst, causing mutation and gifting Magick. The use of glowing Terracite keeps this power charged and abundant, maintaining this power. Edited by Ark Rotarl, Jan 6 2012, 07:19 AM.
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| GopherKing | Jan 6 2012, 10:59 AM Post #4 |
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O_o o_O D-drugs that give super powers?! Best. High. Ever. I am totally in. I'll edit this post with a character sheet in the next hour or two. Are we supposed to have powers in a certain section of the bio? ============ Rorik ============ Gender: Male Race: Human Age: 20 Appearance: He wears the same clothes now as when he went into stasis. On his legs he wears raggedy cargo pants, they have big deep pockets on the sides. In the right side pocket he keeps a first aid kit, and in the right side pocket he keeps whatever he needs to be able to get too quickly, later on, after realizing his powers he keeps his extra terracite there. He wears a black hoodie over a green shirt and thicker jacket over that. His pants and shirt are covered in holes. Personality: On most matters he is indifferent, he won’t purposely start a fight, but if someone wants to fight with him he won’t deny them. He often uses the power that the terracite gave him to help people and will only use it in a fight against other terracite users. Background: Roril was born prior to the dark era. Who he was, he does not know. Early on in the invasion he was struck by falling rubble, it gave him a severe case of amnesia. He wandered the ruined cities until he eventually stumbled upon an encampment of soldiers; they brought him to the cairns where he was put into stasis for the next two and a half centuries. Edited by GopherKing, Jan 6 2012, 08:36 PM.
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| Ark Rotarl | Jan 6 2012, 07:51 PM Post #5 |
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Might want to make a few fixes there. Mainly that it says he was frozen for two and a half millennia. It was actually only two and a half centuries (roughly 250 years). Otherwise, this looks good to go. |
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| GopherKing | Jan 6 2012, 08:36 PM Post #6 |
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Derp. brain fart. I thought I might have had that wrong. ^_^; It's fixed. |
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| Lord Tora Unlimited Crusader | Jan 8 2012, 06:16 PM Post #7 |
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【The Knight of Tigers 】
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Why did it take me this long just to write the background...? *sigh* =============== Laevatienn Wolf =============== Gender: Male Race: Human Age: 24 Appearance: Laevatienn's physique is slight (ectomorphic body build) and his skin is somewhat paler than most people's since he didn't get out into the sun very often before his period of stasis. His hair - mostly dark grey with an ever-increasing amount of white hairs interspersed here and there - is short and messy (in a neat-ish kind of way), with one particular lock of hair standing up from the rest like a crescent moon-shaped antennae. His right eye is brown, but the left is always covered by a gauze eyepatch; whether he even has a left eye at all is currently a mystery to all but him. Laevatienn typically wears black boots and thick pants, a white buttoned-up shirt with long sleeves, a black, heavy, knee-length coat that buttons up along the right hand side and a scarf and fingerless gloves in a matching shade of mid-tone grey. He dislikes short-sleeved shirts and especially despises shorts. This is partly due to his sensitivity to cold. Personality: Laevatienn is a good-natured individual with a strong sense of ethics and justice, although he won't hesitate to stoop to areas of grey morality in the name of the Greater Good. While he may be rash, hot-headed and even indicative of underlying mental instability, he ultimately has other people's best interests at heart. Unfortunately, his dry and hoarse-sounding voice can sometimes make even the most genuine attempts at friendly humour sound like subtle threats, much to his dismay. One of Laevatienn's identifying habits is resting his right hand over his left eye, with fingers spread out across the side of his face; he uses this gesture while lost in thought, while trying to look badass, while threatening his foes, while making criticisms, while making joke-mocking comments about his companions, and so on and so forth. Background: "Let me tell you something about The Wolf. Never mind how I know all this. Used to be he was a lead engineer in military R&D. Heck, he was a genius tinkerer even before that; machinework is in his blood it seems. Anyways, he was working on a type of rapid mobility exoskeleton for use in civil protection and urban military operations when the war interrupted his work. "When the R&D labs were attacked, he managed to escape using the prototype exoskeleton, and even rescued one of his fellow engineers, a synthetic humanoid that he'd had a hand in building way back when. Why'd he save an android when he could have saved a 'real' person, you ask? Maybe there were no other survivors. Maybe he has a thing for robo-ladies. Who knows? That's something that you'd have to ask him yourself. "It didn't take long for him to realise that the war was taking a turn for the worse. He and that android took shelter in a bunker beneath his home - he'd always been a little paranoid, that Wolf... still is, really - where he managed to piece together a crude stasis chamber. Wasn't nearly as fancy and well-equipped as the government-built ones most of the Awakened come out of, but heck, it sure got him into the Dark Era safe and sound. "Well, that about sums up the way things were for him. Now? That's another story entirely. Being all alone in the frozen wildlands does things to a person. Not to say that he went mad or anything but... well, you've heard the stories, probably even seen him once or twice. That Wolf... He's not the type to be forgetten easily." |
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| Ark Rotarl | Jan 9 2012, 12:58 PM Post #8 |
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Looks good, I like it. I'll find a good way to tie in the details of this character to the story more intimately. I'm finally hoping for at least one last player to join. If nothing else, I'll throw my own character in with the player group and see how this handles. |
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