January 19, 2012 2:34:32 PM PST
It’s the year 2178, and the Earth
has become a desolate wasteland with small pockets of civilization. What little
terrain not obliterated into barrenness has been overtaken by flora. No
creature that walks the Earth resembles what we once new, as various species
have blended together in order to survive the harsher climes. This has led to
frightening creatures, as well as the development of true anthros. While a few
regular humans still survive, most humans have taken on features found in other
creatures as to survive easier and to have an advantage over others. In these
developments, certain psychic abilities have surfaced, giving some people
nearly godlike power. However, those with enough cunning and armaments can
still reign supreme. Technology has both been set back and shot forward, with
human implantations being a prevailing field of medicine. Fights are common,
and it’s not unheard of for entire towns to go missing overnight…
This
Post-Apocalyptic adventure will be highly plot driven, but as with all RP’s
also driven by YOU, the player. While allowed quite a bit of lee-way, I will be
very stringent on what you cannot do, so all character ideas must be approved
by me before usage. Any characters joining the game after the first week of
play MUST send their information to me via PM, as I will find the perfect
placement of your character into the game, and will alert you at that time of
your entrance. There is a full out character profile you must fill out, and any
questions can and will be addressed upon their asking. Here are the questions:
***
Gender: (Male, Female, Both, Transitioning)
Name: (Obvious)
Species: (What kind of hybrid you are, if any)
Build: (Stocky, Muscular, Husky, Slender, etc…)
Kult: (Religious Affiliation. Optional. Explained in greater
detail at bottom)
Psychic Abilities: (Anywhere from 0-3 abilities. Optional.
The more abilities there are, the less powerful they are allowed to be. Can
involve themselves in manipulation, alteration, creation, or destruction of any
elemental power, as well as regular psychic abilities. All powers must be
approved by me before usage.)
Cybernetics: (Anywhere from 0-3 augmentations. Optional. The
more augmentations there are, the less powerful they are allowed to be. Can
involve themselves in increases in regular human ability, such as sight, speed,
and strength. All cybernetics must be approved by me before usage.)
Weaponry: (Anywhere from 0-2 Melee weapons, and 0-2 Ranged
weapons. Optional. The more weapons there are, the less powerful they are allowed
to be. Can be from any era in history, or even made up. However, must be
detailed in weapon usage and skill with said weapon. All weapons must be
approved by me before usage.)
Weakness: (2-5 Things with which you fear or lose all
inhibitions with, as to become uncontrollable or highly weakened.
Non-Optional.)
Vehicles: (Optional. Any vehicle that seems that it would be usable in the wastes is completely fine. However, must be highly detailed as well as take into account gas and oil consumption, as well as tune-ups and repair.)
***
Kults are
the pseudo-religious organizations within this world. They gain followers
through “missionary” work, and often times are looked up to in their town.
However, certain Kults are looked down upon. Here is a list and description of
each Kult, and more may be added as people join. If you join a Kult not listed,
give me a description of said Kult when you join.
Kult of the Green Glow: Believing that the atomic radiation
lingering from The Great War is morphing us into higher life forms, they are
attempting to amass enough materials to create a bomb large enough to fill each
person with enough radiation as to “become one with each other”, but general
consensus among non-believers is that it will kill everyone.
Kult of the Underneath: Believing that the only salvation is
underground, they’ve all adapted for cave life. Mostly bat-hybrids, they only
convert the “worthy”, AKA any semi cave dweller. To follow them means to live
life within darkness, and contact with the outside world is nearly all cut off.
Kult of the Unknown: With great mistrust for the future,
they believe that we must live with what we have and allow no change, so as to
keep the world from renewing itself. Most people trust these Kultists or the
Kultists of the Undoing most.
Kult of the Great Above: Believing that the only salvation
in in the sky, they’ve all adapted for living amongst the clouds. Mostly
bird-hybrids, they only convert the “worthy”, AKA any semi flight enabled hybrid.
To follow them means to live life Above the world, and contact with the ground
dwellers is nearly all cut off.
Kult of the Dust: Believing that salvation can only come
with death, they murder anyone with whom they feel have earned enough respect
in life as to have a good afterlife. They live with the constant reminder that,
though they are the harbingers of salvation, they themselves can never be
saved.
Kult of the Undoing: Similar to our Hebrews, they believe a
person will be born with enough psychic ability as to reform the world as it
was before The Great War. These Kultists quarrel and fight with those of the
Unknown, as their views are diametrically opposed. The most popular Kult,
members of this Kult can be found everywhere.
***
These first
few weeks will be story building, so please post anytime as to anything you
have questions about, want clarified or expanded, or anything you want to add.
Thank you for joining my RP!