Sludge
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OOC
I am close to CEST (Europe) so if you have a question and I'm not answering, it is probably night time here : (
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Name: Wynona Dyer
Gender: Female
Age: 34
Wynona's a conductor, a daredevil subway-wrangler with the skill and know-how to get behind the consoles of the system's dedicated transportation grid.
Personality: Wynona's a humanitarian, driven forward by the inate, unfounded belief that the cities can be tamed. But hopes like hers are nothing without the zeal to see them through. Thankfully, she's more than willing to charge headfirst into danger when the wellbeing of her fellow city-dwellers is at stake, all based on the singular faith that their future depends entirely on cooperation.
Goal: To tame the cities' subways and connect what's left of society together.
Nemesis: Big Red, one of the more terrifying anomalies of engineering the System has ever produced. Clocking in at 428 mph, Big Red is the fastest subway train in the endless cities, and is rumored to have an on-board computer that allows it to shift tracks and choose its own route. It sleeps, circles specific tracks for months on end before jetting off in a specific direction, and ruthlessly mows down whatever unlucky soul thought to take a detour through territories in its way, hence its namesake, because it sure as hell wasn't painted red.
Capabilities: The skills that come with being a conductor are varied, and prepare all belonging to the profession for any contingency. Primarily, due to the unpredictability of the subway tunnels, conductors must be adept at traversing nontraditional 'terrain.' For Wynona, this can include rappelling up perfectly vertical slopes, riding on the tops of subway cars, and even stranger situations that could prompt her to swim and freefall. Anything to get inside a runaway train. She is also trained in the operation of these machines, their repair and that of subway tracks, as well as navigation in and out of the tunnels.
For these purposes, she carries climbing equipment and engineering tools alike, as well as a variety of manuals to aid her in situations beyond her knowledge. For the odd situation that calls for her to defend herself, she uses a climbing pick as her primary weapon.
Backstory: The conductors are nomads, legendary for their bravery in areas privy to the dangers of the subway tunnels and the benefits they provide when harnessed. Seldom do they remain in one place for very long, leaving no room in their lives for things such as ties and friends, or evidently, daughters. Wynona's first memories were on-board the subways, being dragged on and off of conductor-controlled tunnels like cargo, until the fateful day she was sat down and given the facts of her existence. She was 10 then.
Firstly, that she had a choice to make. Just outside the tunnels was a territory she could remain in, relatively safe, where she could live a normal life and belong to a family, whatever that was. It was either that or remain where she was a little longer, and be taken somewhere called the Nexus. There, she would, in their words, be trained to go on adventures that would last her the rest of her life. It was clear which a child would be more inclined to pursue. Second, that the cities' subways were monsters. And that it was their job, soon to be her job, to tame them for the good of people everywhere.
Over the next decade, Wynona honed herself into one of the greatest conductors the Nexus has ever known, and word of her exploits have grown since.
Name: Martel Theresia
Gender: Male
Age: 28
An exile from a community on the uppermost level who call themself The Celestial but is now making a cult that worship The System. He refers to the system as 'The Great Core One'.
Personality: a loyal nutjob who tries to spread the words of his religion. His intention is good but he can be very manipulative in doing it.
Goal: Spreading the words of The Great Core One!
Nemesis:
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Capabilities:
# Martel is an electrician, he has the skills, knowledges and tools required to manipulate the world's power flow to suits him. He can switch off the power grid for a certain district, divert electricity to another area or even short-circuit a fusebox and start a big fire.
# Martel poses various electronic gadgets and can be seen traveling with a foldable electronic scooter. He usually protect himself with a stun gun and when necessary he can produce powerful EMP to temporarily disable or outright destroy electronics.
# Mala the Divine Messenger is a rat-hunting drone in the form of an owl. Equipped with taser and its eyes are connected to the mask Martel is wearing, enabling him to see though its eyes should he wants to.
# a lot of his teaching consist of the notion of coexisting with The System instead of antagonizing it. While it might sounds like non-sense babbling, it's actually based on an ancient manual of The System's protocol so it holds some valuable knowledge in it.
The Celestial, a community that self-proclaim themself as higher beings and live in the uppermost levels where spacesuit is a necessity for daily live. Compared to most communities they retain a lot of things that might be lost in the concrete jungle of the underworld, they harness solar energy and built greenhouse to grow plants. It got a painfully long streaks of being led by tyrants and is very hostile to outsiders however. You don't like the new rules? To the space you go. You commit a crime? To the space you go. You criticize the leader? To the space you go. Caught sneaking in? To the space you go. Make a baby without permission? To the space you go. The current leader of The Celestial is Maria Theresia, Martel's older sister. When Martel was found forming a dubious cult he was supposed to be thrown into the outer space like everyone else, but her sister schemed his escape and made it looks like an accident.
code by @Nano
[ insert image here ]
"That guy always has some weird quote ready."
Name: Dolce
Gender: Male
Age: 27
An impassioned mystic who will do anything for those he considers friends. Anything.
"The distinction between good and evil is less meaningful than that between friend and enemy."
Morenism is a fairly obscure and esoteric philosophy, a return to the ancient spirit of the Orphic mysteries. Their origins are uncertain. It seems like one day they simply appeared somewhere in the city and disseminated from there. They are named for a mysterious, otherwise unattested founder figure called Morendo, who they say could make water from stone, animate statues, and cause earthquakes. None of that is more important to his followers than his teachings on ethics and friendship.
According to Morendo, people don't really care about good and evil. These concepts are pretenses to justify why we value some people over others. Whether we support an action depends on whether we like the performer more than the action itself. People are unable to view the world any differently, and so Morendo said to acknowledge and embrace this approach rather than fight it. Friends are the most important thing to Morenists, and something is good in their eyes if it benefits their friends.
Morenism teaches that spirits afflict and influence people, though only a minority of Morendo's sayings are concerned with the subject. They must be appeased or warded off, but this merely staves off the affliction, which will be even more severe once some lapse in routine allows them to occur. The best approach is to not get spirits attached to you at all, however one does that. Other times the best approach is to bear through the minor initial consequences until the spirit leaves you alone.
They often wander off and splinter apart, having no sacred sites to anchor them and lacking any sort of centralization. This is furthered by the fact that Morenists have no inherent moral framework beyond absolute loyalty to friends- what you and your friends like to do together is a wholly separate question.
Morenists are few in number but between them exists a wide range of opinions on how much psychotic disregard you should have for people outside your friend group. They are able to write and distribute sayings of Morendo but are forbidden from writing down interpretations or sharing them with outsiders. These are only shared orally with those considered initiated.
"I don't see any particular reason we can't get along. I mean, maybe one will come up eventually, but we shouldn't assume it will."
Personal: Dolce is a polite, patient, and very high strung man. He is quick to enter into practical alliances and quite genial to most, but is quite slow to trust others or consider them friends. His loyalty to his friends is unyielding, and his hatred for their enemies is undying. His beliefs make him rather unpopular and he is often seen as a threat to whatever fragile social order exists in the system. Ironically, he tends to get kicked out of communities and left by his lonesome. Dolce is currently wandering around as a nomad and a scavenger, making some supplemental income by ferrying supplies or news between communities.
Goal: Though currently a loner, he would be quite eager to graft himself into a community of some sort. Friendship is what gives life meaning in the Morenist worldview, so he considers it quite important to find people whom he'd die for and vice versa.
Nemesis: Dolce does not consider spirits to be a nemesis, but self interested parties whose own ends are incompatible with his own and whom he must be perpetually cautious of. He also considers them universal- everyone is afflicted by these spirits, whether they acknowledge it or not. Many people disregard this as mere superstition, but in a sufficiently twisted world, some ghosts seem more real than others.
Capabilities: Dolce has some knowledge of mosses and what few other wild plants grow in the city, for ritual purposes primarily but a few recreational as well. He is also an amateur musician and chemist owing to his interest in the ritual power of music and alchemy. He is distrusting despite his manners, and nearly impossible to surprise. He claims that he can tell people's fortunes by smashing electronic devices which they have owned.
Equipment: His satchel contains instruments, bottles of pills and powders, a few books, flashlights, batteries, ropes, a short wave radio (which he uses to commune with spirits), and assorted iconography as well. Perhaps his most powerful tools are a knife and a handgun. The latter is of somewhat shoddy accuracy and reliability, but its very easy to repair and to make ammunition for it out of scrap metal. He keeps the bullet making kit in his satchel as well.
Name: Ariel
Gender: Female
Age: 14-16 (she's just guessing)
Ariel ran away from a mad scientist obsessed with communicating directly to System, the god of creation and destruction. The experiments he performed on her give her a limited ability to interact with creations of System.
Personality: Ariel has lived a sheltered life with hardly any social contact (aside from Father's mad ramblings) or knowledge of the outside world. As one would expect, she's can be quite shy around people, especially if she doesn't know them. Then again, who isn't these days. Ariel's more likely to start a conversation with a toaster than a person, though. They're just so much more approachable. That doesn't mean she won't ever approach someone. After all, she has a dangerously naive curiosity about the world and the people living in it. She thought people would be more like her or Father, but they aren't. At least none so far are. Everyone is so very different from each other and she loves hearing the stories they have to tell.
Goal: For now, Ariel just wants to get farther away from Father and experience the exciting world she has never gotten to see before. Eventually, though, she's going to have to make a decision on whether she tries to get rid of her ability somehow so she can be free of her pursuers but have to struggle to survive like a normal person, or if she wants to master her ability to better take back control of the environment (for the betterment of herself and others) but never be free of those after her freedom and life if she can't find a way to deal with them.
Nemesis: There are two. The first is the scientist that experimented on Ariel and made her into what she is now, whom she calls Father. She was his closest attempt to being able to talk directly to god and ever since she escaped he has been trying to track her down and recapture his precious angel. The man is a mad genius with an intellect capable of creating advanced technology and formulating intricate plans, but suffers from delusions of every kind and severe mood swings. His interpretation of morals, inferred from his observation of god's handiwork, is also quite twisted. Ariel was not his first attempt. He's less a danger to her, since he wants to capture her unharmed (mostly unharmed), but cares little about the safety of anyone with her. In fact, he may enjoy severely punishing those that are keeping his precious angel from returning to him.
The second is god itself, System. Although System's actions can be regarded as incomprehensible, everything it does is according to a plan of its making. Ariel's ability to communicate with and control devices or technology made by System is an anomaly that deviates from whatever that plan is...usually. Sometimes using her ability doesn't draw the ire of System at all, but that isn't common. Likewise, so long as Ariel doesn't use her ability, System is usually blind to Ariel's whereabouts. Occasionally it is able to find her randomly even when she isn't using her ability, but that happens very rarely. When System does find her location, it tries everything it can to trap her or kill her. Murderous robots will hunt her down, doors will lock, nanites will rearrange walls and passages, ventilation systems will turn off, etc. Fortunately for those around Ariel, System usually could care less about them unless they get in its way. Usually.
Capabilities: Ariel doesn't carry much of value with her, as the world outside of the lab is still all so new to her. Despite her lack of experience, having the ability to take control of the hostile environment can make survival a whole lot easier.
Whatever Father did to her, her abilities can best be broken into three distinct powers. The first is the power of two-way communication with anything technological that was made by System and has power. She can "talk" to devices or robots and ask question to gather information as well as hear whatever they are "saying" (whether they are just talking amongst themselves or replying to her). This communication is silent to everyone else and some are convinced she's just making up these conversations. This also gives her the power to sometimes hear System's "voice" directly instead of just the agents of System. Usually this only happens when System has found Ariel and is "shouting" at everything in the area to try and eliminate her.
The second power allows Ariel to take permanent control a single piece of technology made by System, so long as she stays close to it (about 10 meters) and it has power. This power is more likely than the previous one to draw System's attention and send it into one of its rages. Ariel also struggles to successfully use this power at will. She doesn't quite know how she does it. Is she supposed to give a command? Does it have to be out loud or perhaps in the quiet language? Does she need to gesture, or does she just need to focus? She really doesn't know for sure and so she has to play around with her technique every time. Sometimes it works first try. Sometimes she sits there begging a door to open giving it platitudes about how much better of a door it is than all the other doors for half an hour.
The last power is one she doesn't even know she has, but it's technically just a subset of the second power. System's nanites float through the air, invisible to everyone. If System really wanted to, it could disassemble someone from the inside out considering everyone probably has a ton of nanites inside them (at the very least in their lungs). Ariel actually has a very short range field (about 2 cm) around her that passively takes control of nanites that come in contact with it. This saves her from being rapidly deconstructed by System, but it is actually a key to how she is even able to take control of other devices. Unlike the other two powers, this third one is passive and she doesn't have to actively try doing it.
Backstory: WIP
No image
Name: Soren
Gender: Male
Age: 25
A treasure hunter with nothing(and yet everything) to lose. He's the strong silent type of man, who just wants to be a good person again.
Personality: He is the epitome of a dark and mysterious personality. He’s quiet on his feet, and never says much. Many would think him to be brooding in angst, but he really just never has anything to say, not that he would know what to say if he did. When he likes someone, he tends to gravitate towards them in a setting, or to agree with them in discussion. He’s a trained loner, but sometimes that can get lonely. His personality is perfectly mirrored by the gasmask he always wears: closed off and filtered.
Goal: Soren wants to be free from the life he’s created for himself. Treasure hunting is dangerous and costly, and he wants to do something more worthwhile. Maybe something with a little less risk, and a little more proper socialization.
Nemesis: Anyone and everyone he’s ever stolen from.
Capabilities: He’s incredibly observant, at least when it comes to his surroundings. He could find something in a matter of moments, even if he were searching through a pile of near-replicas. He can squeeze through most gaps that might seem impossible, given his six foot stature and broad shoulders. Soren is very good at sneaking, often Hunting right under the nose of armed thieves. He also carries a “staff,” which is really just a long steel pipe, strapped to his back. Surprisingly, he's bad at hand to hand combat, and probably why he has a hidden knife or two, so he's never caught off guard.
Backstory: Hunting for valuables, seeking lost items in order to return them to their rightful owners, that’s the only life Soren has ever known. He doesn’t remember much about his childhood/adolescence. Maybe it’s from too many hits to the head traversing through the cramped corridors. Maybe it’s from breathing in too much of that noxious gas that seems to permeate the air where he Hunts. He surely couldn’t tell you. But Treasure Hunting is dangerous, as anyone knows. No, not because of the rats or the fumes, though those will certainly kill you. The most dangerous part of Hunting is the enemies you make. Stealing from people is a way of life for most Hunters, especially when there’s a bounty on a particular item that’s been stolen. Sometimes, you get to a rare gemstone or ancient piece of technology before someone else, and they give you a nasty scar on your face so you never forget them. That’s the life Soren knows well, and is exceptionally skilled at. That’s the life Soren wants to escape.
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Name: Jane (or Janye)
Grander: Female
Age: She never specified it, looks 30-35 years old
An bit mysterious inventor who trying to find out how System works.
Goal: She wants wants to learn as much as possible about System, and use the acquired knowledge to improve a project, created by her old friend.
Nemesis: Robots... although she herself has the impression that also somehow System.
Capabilities:
- Gas mask, it’s quite old model, however, many parts are missing.
- Finger prosthesis, she made it herself from metal garbage.
- Bracelet on her hand is part of the prosthesis. It controls the work of the mechanical fingers, so my character can move them. The mechanism of this thing is embedded in her body.
- Other things that she’s going to collect on her way in old brown bag.
- Two notebooks, black and green. Janye doesn't let anyone look at them. Someone has written "Hera" on the cover of the green one.
Janye is really friendly and helpful person. Very quickly becomes attacked to others. Janye enjoys the company of others, regardless of the age of the person, whether speaks to her or not. But if someone made her angry or nervous she can be really harsh for this person. Making machines and exploring is definitely her passion. From her journeys she usually takes few things, that may seems to others as useful trash. In free time she takes them all and trying to create something. Her creations usually are meant to survive and strengthen the body. Janye had big knowledge about anatomy.
There’s few things that she doesn’t like. For example quarrels. Janye is also quite against cyborgs and doesn’t trust them. But she doesn’t specify exactly what is the reason for this and why she still specializes in creating them. In general, she doesn’t like to talk about herself and her past. Jane is afraid of all kinds of quakes and sounds as if something big is about to break down.
She belonged to something called Family, whose members were known for creating machines. Group at this time was made of 8 people, had a hierarchy, also assigned roles and tasks for each person. The Family could include both relatives and strangers. It was different from the gang in that it was based on the trust of its members. A few years before the current storyline, one of them broke that rule, and without permission of leader, created something that destroyed this group. Janye managed to escape from the place where it all happened. As a result of an unfortunate accident that she lost her fingers during the escape. After that Janye was traveling alone for several years before meeting anyone.
Thank you. The smashing thing was a bit of a throwaway inclusion originally so it's interesting to see how much people have latched onto it. I'll leave it up to you have accurate it is.Accepted! Interesting Moresim lore. Can't wait to see Dolce's destructive fortune telling in action!