Falling Skies
http://youtu.be/CSp4QBMYxok
"Our enemies fell from the sky, and forced us to cower in fear deep in the wombs of our mother earth
Now, the time has come for us to take revenge! We will emerge from our tombs and bring to them the flames of hell!"
Welcome to the Falling Skies OOC. This thread is a place to discuss things, random and otherwise, that is somehow connected to the RP 'Falling Skies'. As always, please keep things civil and friendly for everyone, and have fun! After all, why would you role play if you are not having fun doing it?
Background Story:
The World Before
The history of our world is that of one filled with scars. From the earliest known record, our race had seemed to be warring, be it against the nature or against our own kind. We have struggled for food, we have struggled to fend off natural predators, and above all, we have struggled for the right to claim the safe and abundant land from our own kin.
Then, all of a sudden, our wars stopped. We have finally managed to transform the finite into infinite, and ended the source of our conflicts. We have finally conquered our planet, and prospered like never before.
The Golden Age
Hyperatomic Geospatial Energy, HGE, Anima, Lifestream, or even magic; call it whatever you want. In essence, it is the endless supply of green energy that our forefathers had learnt to harness. It has the efficiency of 99.1%, and even the remaining 0.9% would be recycled by nature in less than a year. It was so impossibly clean, reliable, and powerful than many could not believe that such a thing could even exist.
With the discovery of this impossibly efficient source of energy, the crisis that plagued mankind were finally resolved. We no longer wage war to secure energy resources, nor do we fight each other for food and such. The HGE solves it all. We could grow crops much faster using HGE irradiation, and we could power our entire cities with the leftover energy the process produces.
We prospered. We lived an unbelievably easy life. We, for the very first time, tasted what true freedom and peace is. We no longer has the need to fear for our lives, nor the continuity of our planet’s wildlives. We built floating cities, so that the ground could be used fully to conserve our natural world. It was truly heaven, or the closest thing we could ever get to.
The Death From Above
The golden age, however, does not continue forever. Roughly three hundred years ago, they found us. We call them many names: The Terror from the Sky, The Horsemen of Apocalypse, The Death from Above, The Calamity, or even The World Eaters. They are humanity’s, no, Earth’s worst nightmare.
They first came into our world as a meteorite laden with alien spores. These spores are parasitic and soon mutated plants and small animals in the vicinity of the meteorite. Being the curious creature that we are, we humans decided to bring these meteorite and the mutated lifeforms that thrived around it.
It seemed like a good idea at first. Our labs would certainly provide better containment to avoid the spreading of the mutation. Not to mention we loved new discoveries more than anything else in the world. We were killing two birds with one stone by bringing those accursed stuff into our custody. Fate, however, does not seem to agree.
Not long after the spores were ‘secured’ in our labs, it broke out and contained the first human. With our experience in dealing with danger severely lowered by the thousands of years of peace, we were incapable of stopping the disaster from happening, and the infection spreaded like a wildfire. In less than a week, the academic city of Glaswelt felled to the jaws of these dreaded reapers. The massive floating island fell to the ground below, and connection with the city was forever lost.
That was the beginning of our nightmare. We have accidentally provided the alien with everything they need to conquer our planet. Our genes, those of our brightest scientists, no less, had given them the power of reasoning and strategizing. Our HGE plants had given them all the energy they needed to reproduce and evolve to be bigger, stronger, and overall much more deadly. Deadly and numerous, that is.
Attracted to the HGE, these vile creatures began to attack our floating cities, and within relatively short timespan of two hundred years, 93% of our cities were lost to them. Thus, the golden age ended and our darkest hour began..
The Aftermath
We have lost. In just 300 years, we have lost most of our population, most of our technological advancement, and most of our willpower. Still, we do not surrender. Knowing that the enemies are attracted to the HGE, we abandoned our floating homes and headed towards the underground domes our forefather had created to avoid what was described as ‘Nuclear Warfare’ in the olden days.
These underground bunkers are large, easily as large as our floating cities. And since they were so deep underground, with a sealed entrance, HGE leakage would not be so visible, even to the aliens’ keen sense. We were safe.. For now.
All of us knew, however, that they would find us sooner or later. With most of our technology lost, there is little we could do. We have no combat experience, and we have no weapon to utilize. Still, not all hope is lost. We might have condemned the act of war and brutality that our forefathers had done just a few centuries ago. Yet, they are now our only hope.
Thus, we prepare our final stand. We unsealed the weapons long forgotten. Weapons of war, created with the sole purpose of decimating our foes with overwhelming power: The Anima.
Premise:
You are playing as Anima, elite strike force of the forces of Human capable of superhuman feats thanks to an implant called the 'Second Heart' that allows you to amass and regulate HGE. Your ultimate goal would be the utter annihilation of Etrangers, the invading species of alien that attacked our planet 300 years ago.
Note #1: You are allowed to side with the Etrangers, but please contact a GM or Co-GM beforehand. DO NOT tell others whose side are you on, and if the GM or Co-GM said 'yes', or even 'no' to your proposal, please refrain from making a fuss over it or attempting to contact other GM / Co-GM. Other players, GM, and co-GMs are NOT supposed to know which person is on which side.
Note #2: If no player are interested in playing Etranger spies, one or two players will be chosen at random and were given said role by the GM.
Technology Level:
Anything that has been invented up to this date is allowed. Things mentioned in the 'Standard Template Weaponry' section are allowed. Energy weapons using HGE as its source of power are allowed, as long as it is not too broken. Super heavy tanks are allowed, but it will be a shared property. Cyborgs and Androids are allowed as long as you realize that we have lost the technology to produce one from the scratch. Anything else, please ask the GM and Co-GMs for confirmation
System - Anima:
Anima
Animas are living bio-weapon created prior to the Golden Age of Humanity. They were originally created as a warranty to stop people from abusing HGE as a tool of war. Seven prototypes are developed by seven factions of the old world so that the balance of power could be retained. These creatures are noted to be unaffected by the aging process, as they were able to regenerate their bodies much faster than the decay brought by old age.
Second Heart
Second heart is a casual term for the special organ that were found in Animas. This organ allows the Anima to draw HGE from its surrounding and regulates it to their body, giving them enhanced strength, speed, reflex, and regeneration. In addition, the second heart also allows them to have a unique power. All second heart seemed to be unique, and transplanting these organ to another individual would result in a change in its unique powers.
Though relatively rare, cases of second heart exploding from overexertion do happen in some of the more violent skirmishes. These explosions are rather powerful, and would cause unnecessary destruction, especially towards friendly units and potentially useful structures. Therefore, it is imperative that Animas are to take care not to overexert themselves.
Classifications of Anima
Originally, there was only one type of Anima: Astrea. These are prototypes made over two millennia ago and were cryogenically frozen ever since. Developed by the finest scientists of their time, these biologic weapons are capable of destruction beyond belief. Their organic HGE generator, the Second Heart, is capable of much more efficient energy use: 99.99%, almost 100 times more efficient than their mechanical, much more common counterpart’s 99.1%. Now, however, there are three subspecies of Anima.
Astrea
The origin of all Anima, there are only seven Astreas in this entire planet. Immensely more powerful and more stable than their cousins, these Animas were the spearhead of humanity’s retaliation against the aliens. Strong as they were, the difference in number were simply too impossible to overcome. Most of them are no longer functional, and with no means to repair or reproduce them, humanity had no choice but to deactivate them, freeze them, put them in life support, and used their genetic information to create makeshift clones to fight on their stead.
OOC Comments:
Cetra
The lack of knowledge, technology, and resources to recreate Astreas means that humans could no longer rely on them to fight the aliens. Left with no other choice, they are forced to take a risk and gamble their lives. They harvested a part of the Astreas’ Second Heart, and implanted them to willing volunteers.
Unable to withstood the surge of HGE and the rapid mutation caused by the implants, most of the volunteers died in the operation. Those who survived, however, had managed to grow their own complete set of second heart, and were transformed into Animas. They are, by all means, the hope of humanity, and is the first step forward against the terror of the aliens.
While strong, these ‘replica’ are noticeably less stable than their originals. They are prone to internal damage from HGE instability within their body, and are generally incapable of long fights. Their heightened regeneration, however, is capable of restoring all the damage they sustained from such injury, given enough time and rest.
OOC Comments:
Judeca
Since there are limited amounts of Astrea, and that their regeneration speed were drastically lowered thanks to their numerous mortal injuries sustained during the first war, humans could not harvest enough Second Heart transplant from them. Coupled with the low survival rate of the candidates, this meant that more Cetras are killed than they are produced.
Thus, as a countermeasure, human devised a new method of creating more Animas: they used the Cetras’ second heart instead. This method seemed to be quite successful. Perhaps because of the lower HGE output, the new generation Anima production method has a much higher survival rate.
The result of this process is what we call as Judecas, third generation Anima with much more stable Second Heart in exchange of lower power output. They are relatively easy to produce, and are much more cost effective compared to their older cousin. As a result, almost 80% of the humanity’s fighting force is comprised of Judecas.
OOC Comments:
System - Stats: The 3 Attributes Might (MGT): The ability to amass and expend HGE. It affects the strength of your attacks, the amount of damage you could take, and your straight-line speed. The downside to having high Might, of course, is that you would be more likely to attract the Etrangers towards your general area. It is not always a bad thing, but at least 90% of the time.. it is. Finesse (FIN): The ability to control your HGE with precision. It affects how well you could control the amount of HGE used on every action, thus leading to lower chance of getting swarmed by Etrangers, and more efficient HGE usage, leading to improved fighting time. Be careful though, for having a high finesse does not mean you are unbeatable. Finesse does not affect the maximum amount of HGE you could control, after all. Compatibility (CPT): The ability to quickly adapt to your second heart. As you have known, second heart is an alien thing to your body, and perfect compatibility is nothing but a dream. The second heart would give you some trouble at times, and some might be catastrophic if not straightforward deadly for you and your team. Compatibility, as the name suggest, is how well you cope with your second heart. The higher your compatibility is, the less likely you will have said ‘catastrophic second heart failure’. But, before you decide this is the stat for you, please note that compatibility does not affect direct combat in any way whatsoever. You start with ‘C’ to all stats, but you will be allowed to sacrifice one stat to improve another (e.g. making your FIN a ‘D+’ so that you can have a ‘C+’ in MGT). In addition, picking a certain origin would grant you a boost to some of your stats, as it will be explained later. How It Is Calculated: Your stats could and would be reduced as you build up fatigue or sustain injuries. These penalties would not be permanent though.. In most cases. (e.g. you will suffer permanent reduction to your Compatibility for every critical second heart failure that happened to you)
System - Skills: (Shamelessly taken from Britza's RPs.. With permission) The Skills - You start with 20 SP for Judecas, or 25 for Cetras. SP would be granted after every successful mission, and the amount you received will be calculated from your COM stats, as well as your contribution to the success of the mission. 2 Point Skills - Super Citizen: Hacking - Hack into computers and files, and even "hack" doors, opening places for you to go!
Navigator - Gives one an innate sense of direction.
Instinct - Allows one to "feel" the flow of battle, making it easier to avoid attacks and such.
Photographic Memory - Allows one to see things and remember them, regardless. It helps make connections between mysteries and clues as well. Martial Artist - Proficiency in one school of martial art. Adding level allows you to learn new schools. Weapon Proficiency - Proficiency in one type of weapon. Adding level allows you to wield new weapons. 3 Points - Soldier: Parkour - Allows one to travel across rather rough terrain.
Subversive Activities - Allows one to set traps for the opponents.
Eye of the Mind (Fake) - A sixth sense that senses danger (similar to awareness, except it allows for one know which path is dangerous and which is not).
Throw - Allows one to throw weapons with the strength of bullets. 4 Points - Mercenary: Riding - Ride anything that can be driven
Concealment - Allows one to hide from the enemy.
Dual Wield - Allows one to dual wield one type of weapon.
Awareness - Acts as a direct counter to Concealment, and allows one to have a wide range of awareness of where the enemy is coming.
5 Points - Arms: Arms of Swords – Grants ability to materialize Weapon in the form of a sword.
Arms of Lance – Grants ability to materialize Weapon in the form of a polearm.
Arms of Range – Grants ability to materialize Weapon in the form of a long-ranged weapon. Arms of Conduits – Grants ability to materialize Weapon in the form of a staff or wand.
Arms of Bones – Grants ability to materialize Weapon in the form of gloves and greaves.
Arms of Suns – Grants ability to materialize Weapon in the form of clothing or armor. Arms of the Unusual – Grants ability to materialize Weapon that defies above categories. 6 Points - Warrior: Vitrification - Allows one to keep a disciplined mind under enemy pressure (a direct counter to mind bend). However, parasite weapons are downgraded by one level during combat in such a situation.
Clairvoyance - Allows one to see distances impossible to the normal human eye, as well as view things outside regular perspective, like x-ray vision or seeing the future.
Eye of the Mind (True) - A skill that allows one to notice things in battle beyond a normal fighter's view. If there is something that can contribute to a win, no matter what, it greatly increases one's chance in surviving.
Eternal Arms Mastership - A skill that allows one to keep combat skills under pressure. Different from Vitrification, which allows one to keep out all mental hindrance, this skill lets one get mentally hindered through Mind Bend, but retain their combat skill, something that Vitrification does not allow. Psychic Power - Access to a supernatural power of psychic nature, such as mind reading. Persona - You gain a persona, a projection of your spirit made of pure HGE that stands by your side. 8 Points - Knight: Knight of Five Honors – Allows the expert use of any close and mid-ranged weaponry.
Knight of Five Virtues – Allows the expert use and knowledge of shields and tactical ability.
Knight of Five Sight – Allows the expert use of any firearm and long-ranged weapon.
Knight of Five Minds – Allows the usage of any magical item.
Mutation Trait – A characteristic emergent of your bloodline, they vary from how HGE is used based on body composition.
For example, this skill allows you to morph a pair of wings to fly. 10 Points - King: King of Five Souls – Allows the ability to improvise any weaponry with expert skill.
King of Heroes – Allows any projectiles to achieve strength akin to that of a ballista through magical reformatting. Multiple projectiles can be thrown at once, making it akin to that of a “storm of weapons”.
King of Conquerors – Allows the expert control of any vehicle.
King of Barbarians – Allows character to temporarily double their MGT value for three posts. Increasing level will increase the duration of this effect. King of Knights – Allows character to temporarily double their FIN value for three posts. Increasing level will increase the duration of this effect. King of Minds – Allows character to freely move one point of CPT to either MGT or FIN in battles only. Increasing level will increase the amount of points you can move around. 15 Points - God: Overdrive – Temporarily unlocks the full potential of your Second Heart, giving you the ability to do things otherwise impossible to accomplish. Usable for three posts, but expect to be severely exhausted after use. Cannot be leveled up.
System - Miscellaneous:
Character Creation:
Further Reading:
List of Crew:
Edited by fayrine, 19 December 2014 - 03:42 PM.