Zab
Dimensional Traveller
Hey everybody! How are 'ya? Zab here!
I might be new, but that doesn't I don't have quite a bit under my belt.
Speaking of which, I'm considering pulling a 'Verse of mine into this site, see if people like it. It's a custom Universe of my own design, and more than a decade of work has been pilled up into it. Small tweaks here and there, filling in plot holes and the like. Fine-tuning the details with a laser pointer.
The RP is taking place here:
Casual - Broken Forces | RpNation.com - Best Roleplay Forum
I might be new, but that doesn't I don't have quite a bit under my belt.
Speaking of which, I'm considering pulling a 'Verse of mine into this site, see if people like it. It's a custom Universe of my own design, and more than a decade of work has been pilled up into it. Small tweaks here and there, filling in plot holes and the like. Fine-tuning the details with a laser pointer.
The RP is taking place here:
Casual - Broken Forces | RpNation.com - Best Roleplay Forum
War echoes across the stars. Humanity was seeded across a few multiple systems, and with it came separate cultures and viewpoints that clashed with one another. By the year of 2219, war starts off small, first a single planet, then a system, and then the rest of the Galaxy consumed by this conflict. A few years afterwards sees the climax of the war, a culmination of death, destruction, and hatred. Now, most of what remains is the leftovers, remnants still clinging to lives in this decline of life. Every side has not just lost their heroes, but much of their command structure, and even the leading characters of their factions.
This particular RP takes place in a small sector of five planets revolving around one star. Only one planet is fully colonized with large cities, the others are more wild. Factions own little land here, except for the metropolis that is under Union protection.
Players choose how they want to play, either representing a faction or going personal, and play for survival and conquest of the Sig Varnum system, through any means necessary. Players can either assume a command position over their factions, be a member of said factions, or play it by ear on their own.
Good and evil becomes blurred as fighting occurs on multiple fronts. War has broke out among a number of factions trying to claim the Galaxy for their own ends, and leaves every side worse off than they started when the fighting reaches its full potential. A summary, and then a longer explanation follows:
There are, indeed, separate factions out to strike their own glory. These can range from militia, to pirates, smugglers, bounty hunters, and the like. There is actually a massive outbreak of these space-faring pirates raiding planets.
The Sig Varnum system in one of the far arms of the Milky Way Galaxy contains a single star and five planets.
As for some concepts that are included in the 'Verse, here are a few:
[*]Reavers and Mutants: The Galaxy exists where Human DNA has shifted over time, one way or another. This responds in one of two ways; Reavers or Mutants, but never both.
[*]Crystalline Shards: These purple-pink shards of crystal are the result of an apocalyptic-level event, resulting in the destruction of a planet that launched shards across the Galaxy. These shards are pure energy in solid form, and have the ability to contain vast amounts of power, be it energy or 'magic,' or even have the ability to contain knowledge itself.
[*]Cybernetics: As technology is a major factor, cybernetics are common as well. Replacing lost limbs is a simple task, though usually only larger metropolitan have the tools to do as such.
[*]Swords in sci-fi? Aren't guns more effective? Yes, they are. However, many developments have led to closer-ranged battles, and while you need to aim a gun, a sword's cut is less effected by accuracy when moving at fast speeds. Also, it has a lot to do with tradition.
[*]Guns in fantasy? What is this? Guns aren't entirely the same. Yes, there are modern-style firearms (although with futuristic advancements, mind you), which still use combustion-style firing with gunpowder and the like. a lot of firearms, though, are energy- or magnetic-based, flinging bolts of energy or magnetically accelerating objects, respectively. It happens when there are plenty of worlds that grow up without knowledge of how gunpowder works, and are forced to make their own style of firearms.
[*]Out-Of-Fighting content: The world isn't entirely made up with fighting. There's downtime, planning, et cetera, and not every moment has to be focused on fighting the other factions for power.
[*]Shield generators: For the most part, shield generators are large, bulky objects. Unless somewhere stated of a more portable kind, which is still probably low-grade, then shield generators are mostly immobile structures or mounted upon starships, where weight isn't a concern in space.
[*]Elemental weaponry: Elements imbued in weapons is a fairly uncommon sight, but still present. Swords sheathed in flames, compact submachineguns that fire ice pellets, the list goes on. Though a complicated process, it is possible.
[*]Holy: Holy abilities or spells come at a different angle than other elements. Holy abilities deal extra damage verses corruption or Demonic attributes, but deals little to normal Humanity.
[*]Realism: I tend to base this Universe heavily in a sense of realistic values. Magical or mechanical properties tend to have some sort of equation behind them, or information as to why it exists and how. Though I'll probably deduce that on my own, another part that is prevalent to the players is their characters themselves.Lose a limb, and unless somehow it doesn't affect the user that much, or is perhaps a cybernetic limb, then it'll probably cause blood loss, unconsciousness, and death. Shot in the head? Unless otherwise that there's some sort of armor or magical protection going on there, then that's probably death. You have to be careful with what your character does or reacts to.
As such, I will help anyone who wants to create a character. I'll happily help go over anything they want their character to be, to be able to do, and anything they can within their limits. You can PM me the details, if you wish. This is a simplistic, preliminary example.
It doesn't have to look as simple as this. I'm just still learnin' this place's codes and whatnot. Feel free to spice it up however you please. Put it in hot pink, if that's your style.
Biological Information and Appearance: This is just a summary of everything that every normal character sheet would have. Add sections for things like name, age, height, gender, eye color, hair color, weight, skin color, appearance (if you prefer to use a picture), position of left foot, anything you can think of to make a normal character.
Humanity: Full, Reaver, or Mutant. This is where you would list how changed your DNA is, allowing either a special ability, a fantasy-style race, or neither (Full Human).
Faction: The character's faction would go here.
Position: If applicable. Position within said faction, be it rank, title, or a variant of special forces.
Weaponry: A full list of weaponry for the character goes here.
Ability / Mutation: If the character is a Reaver or a Mutant, their respective attributes go here.
Magical Abilities: If applicable. List of magical attacks, spells, et cetera.
Cybernetic Additions: If applicable. List of cybernetic enhancements to the body.
Class: Class does not actually provide any important details. Rather, the character's class is a general term used to describe the character. Characters can be defined this way, and are allowed at most three classes to describe themselves. Classes are just key words, such as Hero, Mage, Blacksmith,Sniper, Berserker, et cetera.
The Universe has a rather in-depth backstory that would probably bore people and take much too long to explain here, really, but it is there, and I will expand upon each subject listed here, if there's enough interest. I've never gotten my idea to take off, unfortunately, as the previous places where this has been a Roleplay have never shown any interest.
Though, who doesn't love the cybernetic, sword-wielding, magic-slinging, multi-armed giant robot weaponmaster dragon-human cyborg from space?
This particular RP takes place in a small sector of five planets revolving around one star. Only one planet is fully colonized with large cities, the others are more wild. Factions own little land here, except for the metropolis that is under Union protection.
Players choose how they want to play, either representing a faction or going personal, and play for survival and conquest of the Sig Varnum system, through any means necessary. Players can either assume a command position over their factions, be a member of said factions, or play it by ear on their own.
Good and evil becomes blurred as fighting occurs on multiple fronts. War has broke out among a number of factions trying to claim the Galaxy for their own ends, and leaves every side worse off than they started when the fighting reaches its full potential. A summary, and then a longer explanation follows:
- A Democratically-run armed force, aimed at protecting it's people with heightened armor and defenses. While technologically advanced, they lack in power and make up for in numbers of heavily-clad bodies to throw at the enemy, with mechanical suits of armor or walls of flesh and guns. Which outwardly, they appear to protect their civilians, their ranks are strife with corruption and greed. Bribes are commonplace, and their leaders and commanders tend to try to keep the war going, as to line their pockets and maintain positions of power, ordering the few brave ones that actually care about their people into the front lines. Being the most numerous, they are also the farthest-spread, containing many planets under their control. Their warships are crafted with thick armor, and contain multitudes of missiles and energy weaponry.
- An Empirical powerhouse made up of almost entirely cybernetic forces, being commanded by a small group of cybernetically-addled, slightly brainwashed Humans. They machines are built single-purposely, sword-wielding ones for melee combat, guns for the marksmen, et cetera, with their models ranging from mice-sized to ones as large as buildings, playing the role of mobile factories. To make up for this flaw, the cyborg Humans become adaptable, wielding experimental technology and each of them retaining a combat style unique to their own, be it weaponry such as a blade that becomes the ironsights for a built-in railgun, or a shield generator that is shaped like a blade, mounted on the wrist. Their tendency for 'peace,' however, is offset by their warrior instincts, acting like angels of mercy. They are the most technologically advanced, and their ships reflect such. Though light on armor, they make up for it using heavy shielding technology, as well as implementing their large swivel cannons along their hulls.
- A group of like-minded mages make up the leading party of the last major faction. Utilizing the strange 'magic' of this 'Verse, they command through respect and fear, for their will is absolute. Though smaller than the other two factions, their presence is well-known, as they bolster their ranks with Demonic influences. Demons, half shadow-half liquid creatures, are but a new arrival, and are almost impossible to defeat single-handedly, and without a massive stockpile of weaponry. Their methods work through stealing technology and imbuing magical properties upon objects. Though many of their forces are forced through threats or coercion, many are also a part because of the promise of power. That being said, their people tend to lead lives with little worry, as their forces, though as much as they abuse the people, do tend to leave them alive, and the presence of Demons do ward off invaders. Favoring power above most, their ships, while weak and decrepit, can unleash massive amounts of firepower.
There are, indeed, separate factions out to strike their own glory. These can range from militia, to pirates, smugglers, bounty hunters, and the like. There is actually a massive outbreak of these space-faring pirates raiding planets.
The Union. A massive, colonizing democracy that rules most of the stars. A united banner at which any type of sentient person is welcome, be it Human or Mutant. It is considered a haven, an organization that will protect its citizens from war, their soldiers laying down their lives to protect others. This sort of influence coerces people to join, as they will be safe and respected, no matter who they are.
The Union was formed from the source of the conflict, on a planet long since destroyed and annihilated by war and combat. Fleeing the planet, their colonizing and expansionistic ways proved valuable, allowing many far planets to be conquered in very little time. With such a vast territory, the Union established a wide communications network, powered by planetary communication dishes, which allow for low-grade interplanetary communication.
Generally speaking, the Union is the most influential government currently active. It is led by a group of individuals voted into office, whom convey and discuss on proper actions to take. They loom over the military and the planetary supervisors, calculating taxes and creating laws for each individual planet under their rule.
Because of their colonizing nature, many planets are colonized, then left alone. Though almost all are technologically advanced, many have to rely on their own planet for life support, leaving their planets with large, futuristic cities with outlying fields and windmills, or a mineshaft with a gigantic drill with no fuel that leaves the workers to dig resources by pickaxe. In general, many planets have a certain influence on their design or culture, leading to radically strange ways of life. This also leads to grand structures, including things such as gigantic burial grounds, or sky-high spaceport towers. Completely civilized planets tend to have various factors, including bustling markets and cramped living spaces that stretch high into the skies.
Military-wise, their strength lies in numbers. With so many worlds to recruit from, their numbers bolster by the day. Mass-produced armor and firearms are given to front-line soldiers, while more seasoned veterans are granted the cream of the crop. Several special division are within their ranks, some like fighter squadrons or mech suit pilots. Advanced in technology, mobile walker platforms are present as sort of mobile command bases.
Because of their origins, many of the Union’s firearms are energy- or magnetic-based, due to their lack of knowledge on gunpowder’s inner workings. These weapons fling bolts of energy or launch projectiles aided by magnetism, respectively. For the most part, their weaponry acts as armor piercing, but there is rarely more rapid-fire weapons. That isn’t to say, though, that there is not variations of energy-based gatling guns.
Technology-wise, the Union’s abilities are advanced. Their sub-light travel, the Thermolysis Engine, is standard, giving them a rather normal trip. It shunts their ships out of matter, pushing them forward through brute force. Their ships, meanwhile, are covered head-to-toe in heavy plating and medium-strength shielding. This, however, limits their movement, and prevents their ships from entering atmosphere less their weight bring them down. Due to this, transferring from ship to planet requires the use of either shuttles or planetary elevators. Lined along their ships are energy (or magnetic) weaponry, and massive amounts of missile pods. Union ships are equipped with simplistic Artificial Intelligences, used to simply give better information, or to help the crew with lining up shots or travelling through space. Cybernetics are present, but not common enough. Replacing lost limbs in a major Union city is a simple task, provided the monetary means are acquired, or else done through black market deals.
The Vanguard stand as a solid vigil against the Union’s enemies. As decorated as they come, these battle-hardened warriors are more experienced than most, if not every soldier. Their long experience has earned them many prizes, some retiring to become trainers or even generals, and some staying to fight. Their equipment matches their service, usually wielding something extraordinary.
However, not everything is as goodie-two-shoes as it seems.
Many ranks within the Union are beset by corruption, greed, and the like. Soldiers look the other way for crimes, so long as they are paid. Betrayal is rare, but is present. Soldiers are sent to their deaths, as many more will take their place. So long as the fighting continues, the command structure will support itself. Jobs utilizing mass production and research benefit from this war, and without it, their monetary gain will slow to a crawl. A few of the Union’s forces are not even theirs, simply spies in armor, waiting to strike. Those few good soldiers are either sent on suicide missions or expected to not come back from the battlefield. The black market runs rampant through their systems, and if one knows where to contact them, then specialized goods are readily available.
The Holy Aisirion Empire is a military might in the Galaxy. Outwardly, they appear as vicious, mass-murdering machines hell-bent on Galactic conquest, leaving a trail of broken bodies and blood behind them. Inwardly, they see themselves as a sort of friendly bond between each individual unit, trying to restore peace in the Galaxy by rooting out everything that would stand in their way.
The Aisirion Empire was founded when a group of Humans discovered a derelict ship crash-landing on one of Humanity’s planets. Though they could not restore power to the ship, they were able to copy the materials within, and form a man-made, crudely-structured housing unit for advanced Artificial Intelligence constructs. They were the remnants of a long-lost civilization, the Aisirion (“Eey-zeer-ee-on,” literal ‘Children of the Gods’). As such, they were told of the past, from the fragments of memory that were retrieved. With such information in hand, they set out to try and stop the incoming tide of evil. Their efforts would be wasted, and thus, more drastic measures had to be taken; if their intentions could not be brought to reality, then they would have to force their reality upon others. If it could not be accepted, then those opposed were obstacles needing to be removed.
And thus, the Empire was born from the knowledge of a previous one.
Though mass-produced, the A.I. constructs that make up an overwhelming majority of the faction cannot overcome the simplistic birth rates of the Union. The A.I. take many forms, their models ranging in size from mouse-like, all the way to the skyscraper-sized Commandant, being a mobile factory in of itself. Though powerful, these constructs are built with a single purpose in mind. Snipers are good at long ranges, swordsmen are good with blades, larger siege machinations are excellent are doing what they do best. Not to be said that the sword-wielding machines don’t carry pistols, but their simulation ‘training’ does not cover such in extensive detail. To try and make up for this, the Aisirion produced an electronic grid of information, known as the Tactical Intelligence Database. Each, yes each, of the A.I. constructs are connected to this network, which is managed by non-combat A.I.’s which are managed by larger, more immobile A.I.s, and so on and so forth. Utilizing this, this gives the Aisirion tactical advantages like no other, applying communication arrays, information databanks, video feeds, tactical advancements, strategies, and the like. Such a system, however, is clunky, and requires uplinks to this database through either satellite that connect to the main servers, or through communication towers strong enough to reach the servers. Mobile communications units are common, able to link squads up with their networks.
The Aisirion’s technology is far advanced compared to others. Using the advance Lightpulse Drive, they can achieve a speed that no other faction can match in sustained sublight movement. Artificial intelligences are extremely commonplace, even not including the ones that house the machine bodies of the armies. Cybernetics on the non-mechanical members are almost 100% present. Their ships are rather lightweight, and can enter atmosphere with little problem. Their light armor is offset by the heavy shielding to make up for it. Their ships contain their signature special weapons: large cannons mounted on swivel turrets that magnetically launch entire shells through space like sniper rifles.
Though many advancements in technology that other realms may have are lost to them, they do retain some rather significant technology. Specifically, their use of two different devices: Matter Creation Engines (MCEs) and Matter Distortion Engines (MDEs). Through use of energy, matter is created through these devices. Depending on the size of the device is the size of the raw matter produced, and the type of matter produced is done electronically. This is a major player in the use of the Aisirion’s factories to produce their mechanical bodies for combat. Matter Distortion Engines, meanwhile, are much rarer, but even more dumbfounding. Utilizing magnetic fields, matter can be ‘pushed’ into itself, causing a sort of compact-ness to occur with whatever is affected by it. Using these two technologies, the Empire has effectively made a miniaturization system, where upon most ranged weaponry takes full advantage or either stockpiling large amounts of distorted ammunition to be magnetically accelerated, or contains small creation engines to 'spawn' forth projectiles. As such, Aisirion ranged weaponry works not on a magazine system, but on a sort of universal battery, where the battery is used to power the engines, and then replaced when more ammunition is needed.
Because magic is not able to be projected through metal, the Aisirion have developed a gauntlet-like device that attaches to the lower arms. When charged, it releases gouts of elemental fury through the exhaust holes lining the top of the device, then the element is projected out the hand using somatic components.
Aisirion armor is created with reflective properties in mind, and is considered ‘literal tons’ in terms of weight. A full-frontal attack is likely to hurt as much as any other type of armor, but a glancing blow is nearly impossible to deal damage. Magic-like energy also tends to ‘curl’ around the armor, attempting to evade it altogether. Electrical surges, however, upon direct contact, will tend to bypass the reflective properties, find chinks in the armor, and cause massive internal damage. It should also be noted that Aisirion armor is not the same as the armor that lines their ships, which is lightweight in comparison.
In another attempt to make up for the single-purposed troops, the Empire has its own specialist program, known only as the Ascension. These Ascended are Humans or Mutants that have undergone extensive surgery, removing much or their mortal being and applying experimental cybernetic technology onto themselves. It should be known that the process must be willing, and that it is not painless. If the patient is not willing and will struggle, or is not of sufficient strength of mind or body, they will most likely result in death, or, in the off chance of survival, be forced to fight with failed experimental technology stuck in their bodies. Those that do come out, though, are warriors like no other, containing within themselves unique, experimental technology and possessing unique weaponry, specialized to be different compared to every other member. All of this in an effort to create a fighter that cannot be countered easily. Note, that these cybernetic enhancements vary significantly, from being simple replacement of limbs to additional arms, or legs, replacements for bodies, or even integration into mechanical suits of armor. One, or both, of the Ascended’s eyes are replaced with look-alike eyes, which prove multipurpose. The eyes link them to the Aisirion’s tactical network, as well as provide combat information on their vision itself, inside of their eyes. Each Ascended is paired up with a normal Aisirion A.I. that lives within their brains. This gives them better reaction timing, more control over their enhancements, and maybe a companion to talk to in their free time.
The governing party of the Aisirion race is split between two factors: militant and civil. These two can be considered entirely different viewpoints, one being a tactical juggernaut of strength and fierceness, and the other being law-abiding, commanding defense. The military forces are commanded by a small group known as the Divine, while to governing forces are led by a similar group called the Ancients.
The machines are loosely tied with a sort of religious stature, having large, shrine-like areas and pray to their nonexistent Gods. This all being a byproduct of the reconstruction of their society through Artificial Intelligence. Though the Ascended are not tied by such religion, they do withhold sense of tradition to one another, most of the members upholding honor.
The Aisirion Empire is not without its downsides, however. They tend to ask first, wait five seconds, and then start shooting. They have foreseen the oncoming darkness, and if a planet refuses their aid, then they cannot allow the coming evil to bolster their forces with another planet. Massacres are common, laying waste to civilizations. The Ascended, when their Ascension takes place, have their minds altered slightly, brainwashed. Their loyalty is enforced through this brainwashing, making sure that none of their technologically-advanced units can be taken by the enemy by coercion. This does not mean, however, that they will not disobey orders, or prevent infighting, and it simply prevents the Ascended from betraying one another for another faction.
The Empire is also going through its own civil war, a virus that has long since been purged still affects many A.I.s, corrupting them, and some of the Ascended along with them. This is the reason for the brainwashing, to prevent another incident from occurring.
The final faction lacks a definitive name, instead being given names by their enemies. Called ‘Havoc’ by one, and ‘Sovereignty’ by the other, the name stuck as the Havoc Sovereignty, but they themselves do not carry a name, nor a banner. Led by a group of magi, they strive for power at all costs. Rather than turn away the coming tide of evil, they sought to embrace it, allying themselves with Demonic influences.
Demons are the most prominent telltale signs of their forces. Demons are otherworldly creatures, comprised of moving, wavering bodies that appear as half liquid and half shadow. They are corruption in a physical form, made manifest of Humanity’s emotional turmoil and war, which grew to physical forms in between realities, and uses this interdimensional location to invade universes. So long as conflict remains, there will always be more Demons. Though they appear as liquid and shadow mixed, their forms are not consistent. They come in many shapes and sizes, the Archdemons in hiding being towering giants. They retain a few similar features, however, being the gleaming yellow eyes and glowing yellow clawed fingertips, if they contain arms at all. There is a subrace of Demons, however, known as Abominations. They are likely Demons with entirely physical forms, being red-black in coloration, instead of the liquid-black appearance of their cousins. Demons secrete corruption as a black, ink-like substance, known to be able to consume the souls of the living by drowning them in darkness, or elsewise turning them into a zombified or grotesque state. Though the corruption does not spread along surfaces, it is difficult to be rid of without holy means.
The Sovereignty is not as advanced as the other two factions, thought they still retain railgun firearms and sublight travel. Through Demonic means, their ships have the ability to teleport rather than engage in sublight travel, making them the fastest of the three factions. However, this is offset by the need to consume a massive pile up of Demons to produce a portal, causing their ships’ power to weaken because of the lack of Demonic influence. However, without necessary materials to utilize such a powerful teleportation, it is not possible, and the Sovereignty must rely on their outdated Bore Generators to create rather slow sublight speeds. As well, their ships are poorly equipped, relying on strong bursts of raw damage to break the enemy’s defenses in one attack. Their weaponry is Demonically enhanced, as well as magically. As well, they’ve been known to fire actual Demons themselves as weapons, one such Abomination being basically a living bomb. Other than these, much technology is replace with magic, as the areas under the Sovereignty’s control exhumes a wide array of electromagnetic influence to allow easier access to magic, as well as an easier access to corrupting influences. There is enough raw energy being poured into their areas to make some entire cities float without technological means.
Tyrants are the Sovereignty’s super soldiers. Though they do not have to retain a magical primary as a combat style, many do. Usually, they implement weaponry designed to cause pain, either to the enemy or themselves. For the Tyrants are captured by Demons, having sold their Souls for power unimaginable. When linked with a Demon, they gain extreme boosts to their powers, as well as Demonic abilities, such as transformations, short precognition, or corruption. Tyrants answer to no command structure, being shock troops that simply move on their own. Power that cannot be controlled.
The Sovereignty does contain a system of commanders and generals, comprised of people too weak or too afraid to link or sell their Souls to Demons. For the most part, promises of raw power or other Human vices are enough to influence their troops. If that doesn’t work, threats or fear work just as well. People under the Sovereignty are abused and tortured, but alive. For the most part, as long as the Sentries that patrol their cities don’t suspect the citizens of actions against the Sovereignty, then they live worriless lives.
The Sovereignty hides deep secrets within its members. The mysterious crystal shards, scattered far and wide, are of extreme importance to them, as finding these can grant its people the power they crave. Legend tells of their main capital, a city-sized collective mass of crystals and energy, hiding a city both on top and within the mass of floating crystalline structures. Immense power radiates from it, and those who hold the crystals can ‘feel’ it out there, somewhere.
The Sovereignty is less known than the other two factions, being more secretive than they appear. Motives are usually hidden, even between members or planets under their control.
Pirates come in varying shapes and sizes, fleets and ships. These space-faring rogues are loyal unto themselves and their lives alone. For the most part, pirates operate in small, roving bands. They can either set up trade stations, or plunder resources. For the most part, stealing and trading give them the same things; the Union provides men and resources, the Empire providing technology, and the Sovereignty giving access to artifacts of mysterious power. Their ships are looted from other factions, or entirely made from scratch, likely from an occupied shipyard, no doubt. Most anyone can turn to piracy in this time of strife. There’s even tales of a rogue Ascendant, cobbling pirates together with his stolen fleet of Aisirion warships.
The Sig Varnum system in one of the far arms of the Milky Way Galaxy contains a single star and five planets.
Stratus is the capital planet of the system. A highly mountainous planet, most of the surface is covered in massive, high plateaus, with large valleys and plains below. Waterfalls cascade off of the sides of these plateaus, creating deep rivers and lakes. The tops of these plateaus are covered in fertile soil, and the cities located on the planet find it best to colonize here.
Roughly Earth (Terra) quality, it is a quiet little colony, sitting in the far reaches of the Galaxy.
The plateaus were formed by tectonic activity, plates sliding up one another and shearing down to a flat top, or many appearing like mountain-like crags piercing the sky.
The capital is Korvan, a large municipality stationed on the large outer island, taking up all of the landscape there as part of the city. It contains its own community, among trading centers, goods and services, hospitals, the works.
Hykex is a dusty planet, covered head-to-toe in brown-tan sand and dirt. Very little is alive here, save for those living around the large oasis in its upper hemisphere. Here, small patches of flora grow, and where the animals are most likely to live.
There appear to be an oddly large number of ruins, and not those of the far past. Instead, more metallic and scrap lay everywhere where buildings once stood, destroyed in conflict. Large weapon batteries still stand, decayed and rusted. One of the factions might have lived here, once, but no longer from the war.
Hykex's moon orbiting the planet is rather large and close to it. Roughly a quarter of the planet itself, the moon appears to be made up of entirely iron and silicon, and contains similar ruins to the planet beneath it.
A huge jungle, Bekyr is a forest grown rampant. the entire surface of the planet is covered in lush, fertile green leaves. The jungles never end in any direction until one hits the oceans.
As such, colonization here is difficult, but possible. The only real colonies are small outposts, as well as mining colonies, for Bekyr holds a large amount of natural resources under its soil.
They say that, at night, there are beams of light that arc into the sky from the ground, like lasers. These are thought of as the reason to be the planet's almost constant aurora effect at night, but the source of these lights remains a mystery, as the beginning is never located in time. It's as if the jungle changes paths, trying to confuse the explorers from finding the source.
Ragnova, the volcanic planet. As the title suggests, Ragnova is covered entirely in soot and obsidian land and lava seas. As such, the air is quite thin, being made up of trace amounts of sulfur dioxide and other harmful gases. Lava geysers are common sights, as well as the generous amount of wrecked ships from the planet's fluctuating gravitational pull in some areas due to the ever-changing atmosphere creating small pockets of air and pressure. It takes a master pilot to even be able to break atmosphere, either to or from the planet.
A frozen ball of ice, Vaatora is just as freezing as it looks. Covered in ice generated by magnetic storms that wrack the planet and leave behind energy-sapped (frozen) ground, Vaatora is inhabited by only a few research groups and a military outpost in orbit.
The planet is surrounded, as well. A vertical belt of frozen asteroids, as well as two small moons that orbit the planet from inside the asteroid belt.
By itself, the gravity of the planet is roughly 1.5 times Earth's, and days last a mere 10 hours.
As for some concepts that are included in the 'Verse, here are a few:
- Sub-light travel: Factions use their various methods of sub-light travel to move from one system to the next, some faster than others.
- 'Magic:' Magic is present in a certain way. Some Humans have learned the ability to control the electromagnetic waves their bodies give off, and push it outwards. The resulting affect, depending on how the person projects their fields, comes out in different ways, examples being fire, ice, and much more. Their appearance is so closely resembling magic that it is commonly referred to as such. People who have, or are decedents of those who have come into contact or even lived with the mysterious crystalline shards have access to control over the electromagnetic energies their body produces. Magic does not have to be learned, no. Instead, the ability to produce a spell is 'felt,' and then pushed outwardly into a physical appearance. This knowledge of how the spell 'feels' and is produced can be taught or can be learned through testing one's own limits. Magic comes in three varieties:
Spells: Spells are the most basic, and weakest form of magic. Usually cast with little ease, these small-time magical abilities are done with flicks of the wrist, extensions of the hand, and other somatic components. Things such as smaller fireballs, or launching piercing shards of ice are included here.
- Hexes: At the middle ground are hexes. usually taking a small charge-up time, these require (usually, but not always) both hands and speaking components. In terms of strength, these spells are the middle ground, launching higher damage at the cost of small charging times. This includes actions like Human-sized lightning bolts, summoning ethereal blades, or even a mass horde of stronger, homing magpic projectiles.
- Incantations: The top of the list lay the Incantations, the end-all be-all of spells. For the most part, they are large and unwieldy in combat, requiring much time and preparation, mainly mentally. most are done within circles of power, etched onto the ground, and these spells are the types that lay waste to armies. Calling in massive thunderstorms, causing earthquakes, and seeing the future are all examples of such magic. As such, most of these types of magic are lost except to those that try to find them for years, or through careful training.
[*]Reavers and Mutants: The Galaxy exists where Human DNA has shifted over time, one way or another. This responds in one of two ways; Reavers or Mutants, but never both.
- Reavers: Because of the commonplace of magical abilities, some DNA has been afflicted by them, resulting in heavily stained strands. However, this manifests outwardly as very unique abilities, such as at-will magical abilities like fire or lightning, or even other abilities like summoning blades, instant teleportation, or becoming living liquid.
- Mutants: When Human DNA becomes distorted or stretched, it forms different connections, resulting in mutant-like creatures. They, however, are not mutant in the same way that a grotesque abomination of flesh and limbs is, no. Instead, these are represented as Fantasy-style races, such as Elves or Dwarves, and are regarded as normal citizens as much as normal Humans are.
[*]Crystalline Shards: These purple-pink shards of crystal are the result of an apocalyptic-level event, resulting in the destruction of a planet that launched shards across the Galaxy. These shards are pure energy in solid form, and have the ability to contain vast amounts of power, be it energy or 'magic,' or even have the ability to contain knowledge itself.
[*]Cybernetics: As technology is a major factor, cybernetics are common as well. Replacing lost limbs is a simple task, though usually only larger metropolitan have the tools to do as such.
[*]Swords in sci-fi? Aren't guns more effective? Yes, they are. However, many developments have led to closer-ranged battles, and while you need to aim a gun, a sword's cut is less effected by accuracy when moving at fast speeds. Also, it has a lot to do with tradition.
[*]Guns in fantasy? What is this? Guns aren't entirely the same. Yes, there are modern-style firearms (although with futuristic advancements, mind you), which still use combustion-style firing with gunpowder and the like. a lot of firearms, though, are energy- or magnetic-based, flinging bolts of energy or magnetically accelerating objects, respectively. It happens when there are plenty of worlds that grow up without knowledge of how gunpowder works, and are forced to make their own style of firearms.
[*]Out-Of-Fighting content: The world isn't entirely made up with fighting. There's downtime, planning, et cetera, and not every moment has to be focused on fighting the other factions for power.
[*]Shield generators: For the most part, shield generators are large, bulky objects. Unless somewhere stated of a more portable kind, which is still probably low-grade, then shield generators are mostly immobile structures or mounted upon starships, where weight isn't a concern in space.
[*]Elemental weaponry: Elements imbued in weapons is a fairly uncommon sight, but still present. Swords sheathed in flames, compact submachineguns that fire ice pellets, the list goes on. Though a complicated process, it is possible.
[*]Holy: Holy abilities or spells come at a different angle than other elements. Holy abilities deal extra damage verses corruption or Demonic attributes, but deals little to normal Humanity.
[*]Realism: I tend to base this Universe heavily in a sense of realistic values. Magical or mechanical properties tend to have some sort of equation behind them, or information as to why it exists and how. Though I'll probably deduce that on my own, another part that is prevalent to the players is their characters themselves.Lose a limb, and unless somehow it doesn't affect the user that much, or is perhaps a cybernetic limb, then it'll probably cause blood loss, unconsciousness, and death. Shot in the head? Unless otherwise that there's some sort of armor or magical protection going on there, then that's probably death. You have to be careful with what your character does or reacts to.
As such, I will help anyone who wants to create a character. I'll happily help go over anything they want their character to be, to be able to do, and anything they can within their limits. You can PM me the details, if you wish. This is a simplistic, preliminary example.
It doesn't have to look as simple as this. I'm just still learnin' this place's codes and whatnot. Feel free to spice it up however you please. Put it in hot pink, if that's your style.
Biological Information and Appearance: This is just a summary of everything that every normal character sheet would have. Add sections for things like name, age, height, gender, eye color, hair color, weight, skin color, appearance (if you prefer to use a picture), position of left foot, anything you can think of to make a normal character.
Humanity: Full, Reaver, or Mutant. This is where you would list how changed your DNA is, allowing either a special ability, a fantasy-style race, or neither (Full Human).
Faction: The character's faction would go here.
Position: If applicable. Position within said faction, be it rank, title, or a variant of special forces.
Weaponry: A full list of weaponry for the character goes here.
Ability / Mutation: If the character is a Reaver or a Mutant, their respective attributes go here.
Magical Abilities: If applicable. List of magical attacks, spells, et cetera.
Cybernetic Additions: If applicable. List of cybernetic enhancements to the body.
Class: Class does not actually provide any important details. Rather, the character's class is a general term used to describe the character. Characters can be defined this way, and are allowed at most three classes to describe themselves. Classes are just key words, such as Hero, Mage, Blacksmith,Sniper, Berserker, et cetera.
The Universe has a rather in-depth backstory that would probably bore people and take much too long to explain here, really, but it is there, and I will expand upon each subject listed here, if there's enough interest. I've never gotten my idea to take off, unfortunately, as the previous places where this has been a Roleplay have never shown any interest.
Though, who doesn't love the cybernetic, sword-wielding, magic-slinging, multi-armed giant robot weaponmaster dragon-human cyborg from space?
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