Post by HansTheHuman on Jun 10, 2011 10:14:26 GMT -5
Here it is. The thing that a whole two (maybe) people have been waiting for. My RP.
All characters, new or old, are welcome.
Imma now lay down some rules of post-order which depend on the situation the player would be posting in.
Casual:
Players will post in a rotational order for each character they have. The order in which they post will be in the order of who posts their sign-up in this thread. This is to allow all players to get a post in unless they are absent or wish to miss their turn. The DM (me) can interrupt at any time to advance the plot.
Example: Player 1 posts the first sign-up. Player 2 posts their sign-up after Player 1. So, in the actual RP, Player 1 will go first and Player 2 will follow and the post order will rotate which player gets to post in that order.
Inter-character interactions:
When a player's character interacts with another character be it the character of another player or one under the control of the DM (NPC's and the mains), these character enter their own rotation separate from the casual cycle until the characters finish interacting where the affected players post responses to each other. These interactions can be conversations, trading, sparring etc. Note that players are to only make post to do with the characters involved with the interaction and is not an opportunity to update on characters not involved with the interaction. Characters not involved in an inter-character interaction can only be updated when their turn comes round on the casual rotation. It might be wise to limit how many characters you have at a time so it's less confusing to juggle which ones are in casual mode or interacting with another character.
Example: Player 1's character interacts with Player 2's character. The interaction is passed back and forth between the characters as posted responses. When the interaction is finished, both characters enter the casual rotation again.
Battles:
When the DM places the characters into a battle the rotation restraint is lifted until the battle has ended. Players have to respond to any dangers that would affect their characters. Once the danger is dealt with, they can move on to dealing with another danger thrown at them or help another character in a fight.The DM would start a battle with a post and counter-respond any choices the players make during the battle. The DM will also conclude a battle with a post, from which after the casual rotations will continue with the player whose turn was interrupted by the DM's post that started the battle. Stealth attacks do not count as battle, but they may lead to one if they are unsuccessful.
Example: The DM interrupts the casual rotation with a post noting the players a battle has started. While Player 1's turn wasn't next, Player 1 responds to the DM's post as any player can post at any time during a battle. The DM counter-responds to any responses the players made to the battle. When the battle is concluded via a post from the DM, the casual cycle continues where it left off.
Now Imma make rules about the character I, the Dungeon Master, control. DM will try to indicate which characters belong to which class, but in the case the DM is too subtle just ask via chat or PM.
Mains:
These are pretty much just like the characters the regular players can make right down to their own sign-up sheet. They include the plot essential characters and perhaps some support characters later on. Pretty much the characters the DM uses as a player. I want to have fun too! These character will be on the same side as the player characters, so no specific rules about fighting them are necessary unless indicated.
NPCs:
Shopkeepers, peasants, soldiers etc. Players can wield limited control over them and even create them if necessary, such as when purchasing something. In battle they can be hit and killed directly by a player and do not need to have confirmation from the DM.
Bosses and sub-bosses:
Antagonists the players will fight against. When a player attacks one they cannot make the kill themselves but must wait for the DM to decide if the attack was successful in the counter-response.
Player's post: Character attacks and hits/kills boss. <- NO!
Player's post: Character attacks boss. DM's post follows: Character does/doesn't hit/kill boss. <- Bingo!
For my RP I'll be introducing a statistics system which includes a life system where if a character loses all their lives they die and are ejected from the RP. Also included is a stat system which factors environmental dangers and battle success.
Life system:
Each player character will start with three lives. These lives are diminished when a character is caught in a deadly scenario and require rescuing from other player characters or the DM controlled characters. If a character has spare lives during their deadly event, they can be saved and have one life taken from them. If, however, the character has no lives left then they die and cannot return to the RP. Characters can earn lives, up to a maximum of five, with the achievement system. It should be noted that if a character has a condition to their lives (such as the pacts from ALTCLAM) then that character will die regardless of how many lives left if that condition is affected in a way that will kill them.
Dice statistics:
Some scenarios will be decided by the DM personally rolling dice for the outcome. These include environmental factors that can endanger characters like falling rocks, earthquakes, explosions etc. Also affected are the damaged dealt by a player's character to an enemy and vice versa, deciding if the attack can kill or injures or whether it hits at all. This means that any character is subject to lives almost at any time, this is to encourage player to stay on their toes and stock up on lives through the achievement system.
Injuries and diseases:
Characters may get injured or diseased and players will need to compensate for this in their writing. Getting injured or catching a disease does not directly affect lives, though if untreated they can develop with lethal consequences. Injuries can be sustained through any variable affected by the dice system, diseases can come from environmental infections or poison.
Achievements:
Achievements are earned when a player's character fulfills certain requirements. They can be earned only once per chapter and each one grants an extra life.
Here is a list of achievements:
Conversationalist: Talk to 20 different characters of other players. (DM characters count.)
Armourer: Wield 10 different weapons.
Saviour: Save another character from death. (Other character must have spare lives to be saved.)
Adventurer: Complete a side-quest assigned to the character.
Side-kick: Help complete a side-quest assigned to another character. (Side-kick and Adventurer can be achieved multiple times per chapter.)
Comedian: Make the DM laugh.
Warrior: Kill 5 sub-bosses.
Assassin: Stealth kill a sub-boss.
Victor: Get the last kill that wins a battle.
Hero: Kill a boss. (Possible to get Victor and Hero simultaneously.)
Note that I will take suggestions for achievements if you think these are not enough.
Now to flesh this RP out with plot points and a little backstory.
Intro:
The merchant is dead. The machines of the Hub knew his organic body would eventually expire, so they set about creating AI that simulate a personality so the machines may have a new leader should the merchant fall. The Pool of Consciousnesses, a virtual incubator for these artificial minds to grow, was the result. These minds, as they developed, consumed one another, absorbing their ideas and personality. Eventually, four minds proved their code was superior and were able to become physical entities. They are known to the machines as The Entrepreneur, The Scientist, The Explorer and The General. These individual beings were allowed to be implemented with any hardware they wished, so long as it wasn't The Smog.
The Smog:
The Smog was the merchant's ultimate tool, a thick black smoke in appearance. Existing primarily in the Hub, it can transport any matter or energy it enshrouds between two determined points whether they span across countries, planets or even different dimensions. Because it is capable of transporting energy and converting it with 100% efficiency, The Smog became the main source of power for the machine usually by having it siphon the energy of stars in space. The Smog also possesses harmful properties towards organic matter, dissolving it on contact within seconds. To control this corrosive effect, a gel-like substance that is also found in the Hub could be slathered around the organic matter and it would be protected. Another material resistant to The Smog is the unnamed earth that makes up the planet of the Hub, it is the only known substance that cannot be transported by The Smog. The Smog was kept from the individuals born from the Pool of Consciousnesses so the machines would always have the upper hand in case their personalities were corrupt.
The Sludge:
Those four individuals had other ideas. They made a new substance that was endowed with similar transporting abilities The Smog had. This substance was made from The Smog being bonded to the gel that's wards off its corrosion on organic matter. It was a viscous black liquid that can transport between any two points just as The Smog would, but it can only transport a whole object and cannot separate pieces of it that are bonded molecularly. The gel's properties also meant organic matter wasn't affected during transportation. This liquid substance was called The Sludge.
The Hub:
A lifeless planet discovered by the merchant who made it his personal warehouse. His wares were stored in the core where The Smog originates. The Hub has a strange gravity where one can walk along the walls of the core, but get halfway through the Hub's radius and the gravity flips so that one can walk on the planet's surface. Its crust cannot be transported the way The Smog does. Even with the merchant gone, the machines continue their work under four new leaders.
Martyrians:
The civilization that existed for years before the merchant came to their since dead planet and called it the Hub. The only evidence of their race were the glowing white runes that were made from the gel that resists organic corrosion from The Smog. When this gel was drawn into a rune pattern it hardened and glowed white, these runes affect the way The Smog behaves. The runes can act like beacons The Smog can transport between, or use to read minds with The Smog transporting thoughts to the user. The Martyrians' main use for The Smog, however, was to wipe out all life on a planet in an instant by building huge monolith towers that emitted The Smog, they called this lifeless state of worlds their 'final paradise'. The current inhabitants of the Hub, the machines, had no contact with these Martyrians and know nothing of them aside from their runes. While the runes clued the machines there was once some beings existing on the Hub, but they never thought they would come back and meet, for the first time, face to face. The Martyrians attempted to 'bless' the machine with their final paradise and were quickly driven out by the machines' collective strength, but along with themselves the Martyrians took The Smog. Being their only source of power and method of logistics, the machines' work suddenly halted leaving only those that were not to use The Smog all that was functioning on the Hub. The four minds created from the Pool of consciousnesses, The Entrepreneur, The Scientist, The Explorer and The General.
Your mission:
These four sentient robots were left with the knowledge that the Martyrians would go about wiping out life on other worlds. While the Martyrians seemingly vanished from the Hub, the robots have a lead of where they will go. As The Smog was taken away it was laced with The Sludge which the robots could use it to track where the Martyrians were headed next and intercept them. But with the militant force of the machines nonfunctional, they have taken to hiring warriors across many dimensions. This is where you come in. Your job is to track and intercept the Martyrians wherever they go. The Sludge will be used to transport to different worlds after the Martyrians. The Hub will serve as a home base where characters can be left should a player be absent. A party is assembled when transporting to a world which will usually include at least one of the four sentient robots depending on what kind of scenario and environment it will be on that world. Each world will have its own chapter, starting with the prologue which will take place on the Hub as a chance for character to earn extra lives before the real adventure begins. Should a player fall absent during a chapter, their character can retreat to a temporary base for the party within the world. This is a mission not about saving one world or even one universe, it's about saving existence itself!
This sign-up thread will remain active throughout the RP. Here I will post what world is up next in the chapter and give player the opportunity to introduce new characters for the chapter. Worlds will get a sheet similar to a character sheet, you can even take the world sheet and PM your suggestions to me if you want a certain world to be used in this RP.
The world sheet is as follows:
Name: (The name of the world.)
Races: (The sentient life that exists on the world. List as bullet points with brief description about their appearance and culture.)
Lands: (Countries and continents that make the world. List as bullet points with terrain, climate and settlements.)
Other: (Anything else that needs describing like a brief backstory, magical forces, etc.)
The character sheet is as follows:
Name: (Your character's full name. Can include nicknames too.)
Age: (Age in Earth-years.)
Gender: (Male, female, neuter, hermaphrodite.)
Appearance: (What your character looks like including the clothes they wear. A picture works.)
Personality: (Make a full description or describe with bullet-pointed traits the personality of your character.)
Skills/Abilities: (Bullet-point with a short explanation the skills and abilities your character possesses.)
Bio: (A brief history about your character and any significant events in their lives.)
That wraps it up! Just lemme post my four main characters and the world the prologue will take place in.
World for prologue:
Name: The Hub
Races:
Sentient robots with no official name: These are the four beings produced from the Pool of Consciousnesses. They have their individual personalities and appearances. Are too few to consider they have a culture. Have teamed up with warriors of other dimensions to fight the Martyrians.
The machines with no official name: Not really sentient but worth mentioning. Originated from robot drones found by the merchant on an abandoned planet. The merchant used The Smog to reprogram and upgrade them up until his untimely death. The machine continued to improve themselves to their present state. No culture, exist only to serve. Appear as floating metal spheres which use The Smog to manipulate their environment. Used to be a variety of different machine including drones, humanoids and quad-walkers, but those versions have since been scrapped.
AL (Artificial Lives): A sentient machine race from the planet Faron which was invaded by an alien race. They are made from a silvery flexible metal that behaves like flesh. Stocky bodies with cylindrical heads which have glowing lights for eyes. Were a peaceful race before being invaded. Were rescued by The General from the invading aliens and adopted to live on the Hub. Each AL has a personality though there is little variation in their physical appearances. Their arrival prompted the machines to start building settlements on the Hub to accommodate the ALs.
Lands:
Surface: Just the smooth outer crust of the Hub. Not even separated by tectonic plates. Terrain is dry and completely smooth. No climate as there is no atmosphere. Small settlement which inhabits the Als sits on the surface.
Core: Served as the merchant's warehouse and contained the source of The Smog. Still contains wares for trade, but all trade and production has been cut off since The Smog was taken back by the Martyrians. Contains the plants, factories and laboratories which the machines worked in. Has a garden of plant-life which will supply oxygen to the warriors until an atmosphere is synthesized.
Other: A planet presently with no atmosphere and little actual life. Is made up of only two materials and has no separate tectonic plates. Surface is totally smooth and barren. Its crust is coloured a dim grey. More information can be found under "The Hub".
My characters:
Name: Lord Jeremy Phineas McElroy aka "Lord Jez" (The Entrepreneur, though he would rather be known as 'The Tycoon')
Age: 3 years since physical manifestation.
Gender: Biologically neuter. Initialized as male.
Appearance: Made to resemble closely to a Caucasian human complete with synthetic flesh. Thin build and of average human height. Eyes are a glistening green which give away their artificiality on close inspection. Black synthetic hair neatly styled in a gentleman's haircut. Short pencil mustache of synthetic facial hair sits atop his upper lip. Wears dark formal clothing such as a tuxedo and top hat. Varies with other high-class apparel. Walks with a gentleman's cane that disguises a rapier, a pistol and an umbrella made from bulletproof fabric.
Personality: May seem uptight and snooty at first, but while Jeremy is indeed a person of refinement he can engage in informal banter. Sneers at those he believes are below him and can act sarcastic, discriminating and arrogant at his worst. Get to be friends with the Lord Jez and you have a valuable drinking buddy who may even cut you a discount with several of his businesses.
Skills/Abilities:
Shrewd and ruthless business skills.
Handy with his 'cane'.
Bio: Self-proclaimed leader of the machines and inherited owner of the late merchant's businesses, Lord Jeremy P. McElroy is the being that is known as The Entrepreneur produced by the Pool of Consciousnesses. During his development in the pool his consciousness absorbed the minds of AI focused on economy, corporation and business. One mind in particular was the merchant himself, who tried his luck to be resurrected through the Pool of Consciousnesses but was consumed by The Entrepreneur. Because of this, Jeremy believes he ought to be leader as he contains the memories and ideas of the original master of the Hub. He is also recognised as a charitable person though doesn't like to get very personally involved making it seem he commits good deeds only to polish his reputation and bolster his ego, this is so much bunk. Organised the accommodation of the ALs after their planet was invaded and is respected along with The General by them. Cannot stand some of his investors and acts coldly and impatiently towards them whether it is flipping a middle finger behind their backs or making not so subtle remarks during presentations with a generous sprinkling of profanity, investors take this as playful banter. Dislikes the title 'The Entrepreneur' as he finds it cumbersome and prefers to be referred to as 'The Tycoon'. Uses funding and business prowess to recruit warriors for aid the battle against the Martyrians.
Name: Doctor R00 SU II-1 (Robot 00 Sludge Unit II-1) aka Dr. Roo Sulli (The Scientist)
Age: 3 years since physical manifestation.
Gender: Biologically neuter. No gender initialized. Just call it a 'he'.
Appearance: A child-sized robot of a smooth white chassis. Resembles an Apple or Aperture Science product's design style. Parts include the main body which acts as the torso, four limbs and a tail, and a cylindrical head. The limbs and tail are tear-drop shaped cases that contain a dexterous coiled cable which act as the hands and feet when extended and can be fitted with peripheral devices including laser-cutters, nerve staplers and claws for lifting. The head is mostly a transparent container that holds a reservoir of The Sludge that act as the brain. Head also has two vision module that appear as slitted blue eyes. Small holes also detect chemicals as a nose would, and a mouth-piece can scan chemical as if tasting them though this is separate from the voice module and doesn't move when speaking.
Personality: Very child-like and curious. Often mistaken as intrusive and nosy for Roo likes to ask many questions. Prefers to know things rather than simply 'believe' them, though this doesn't mean Roo has no opinions. Very talkative and can be heard bleeping and blooping to himself as his own intellectual sparring partner. Loves to impress others with his knowledge and creations. Has a strong creative side from consuming artistic AIs in the pool of consciousnesses and has made many works of art. When upset, his talkativeness turns to silence as if his mind had entered purgatory. Strong disdain for the ignorant but enjoys teaching others.
Skills/Abilities:
Expansive scientific knowledge covering many fields.
Artistic, has written novels, painted and even composed.
Can attach various peripherals to his expendable appendages that expand on his abilities.
Is able to interface directly with just about any information processor, even organic ones.
Bio: Known to have consumed the most AI in the Pool of Consciousnesses and because it his own mind is so complex it hasn't fully developed yet, leaving Roo with the mind of a child. Despite this, Roo is regarded as the most intelligent unit on the Hub with his brain formed from The Sludge he can store several yottabytes of data. Earned multiple doctorates when he when on an 'academic binge' in several dimensions in an attempt to gain as much knowledge as possible. His artistic prowess comes from consuming many creative AI, whom mostly offered themselves to Roo in hopes of their art being portrayed through him. Roo's novels have made a success out of Lord Jez's publishing business. Best friends with Chops who helps with field research and provides inspiring stories of his travels as well as an ear to Roo's intellectual ramble, which in return Roo provides Chops with the latest field equipment. Plays mainly a quartermaster role in the fight against the Martyrians as well as bring in field-support.
Name: Esquire Thorsten Friedrich Gunterwick von Hub aka Chops (The Explorer)
Age: 3 years since physical manifestation.
Gender: Biologically neuter. Initialized as male.
Appearance: Resembles a muscularly well built up male human of a tall stature. What would be the skin is the steel hull of Chops' chassis. His namesake is his chrome mutton-chops which are plated fins that reach ear-to-ear along his jaw then over his lip. A metal plate imitates very short cut hair atop his head. Wears clothing suited to the environment he travels in, but favours his tan safari outfit with hard safari rimmed-cap. Dresses casually in a burgundy smoking jacket when not on an adventure.
Personality: Behaves more posh and refined than Lord Jez and is always consistent with politeness and high-brow vocabulary in speech even when insulting someone. Never steps down from a challenge and strives for the most effective and efficient way of completing it. Not an overly emotional character but can empathise and understand those that require emotional support, this has lead Chops to be the go-to-guy for advice and motivation among the four sentient robots and the one to settle disagreements. A reliable friend that offers an outstretched hand to those in need including those that were once enemies. A pillar of stoic mental strength that rarely dwells on what's past and focuses on the challenges ahead, especially in these times.
Skills/Abilities:
Is the more combat orientated out of the four sentient robots.
Capable with a variety of weapons and remains a dangerous foe even when unarmed.
Uses the environment to his advantage, utilises objects around him as unconventional weapons.
Is endowed with various combat hardware and software such as being able to read the electric signals coursing through an opponent's muscles to allow Chops to predict their next move and how to counter it.
Is able to overclock his systems using special cigars which boost his reactions, heightens his senses and speeds his agility.
Bio: The main fighter of the four robots of the Pool of Consciousness. Robust and determined but also sympathetic and acts as an emotional support for the bots. Takes great zeal and enthusiasm in his exploring and is an avid collector of things he has come across in his travels such as lost treasure, vintage cars and big guns. Keeps a stash of special cigars, cigarettes and pipes that he uses for overclocking in combat. These are actually flame-activated coolant containers which work with the lung-like ventilation of Chops' system to cool his processors and motor-mechanics enough for him to overclock, reaching a new level of physical strength. Due to the euphoric sensation they provide Chops has grown quite addicted to them though they don't actually harm him, apart from the occasional cold-bug. Chops is best friends with Roo and considers himself somewhat of a fatherly figure to the little robot. Is the main warhead against the Martyrians and one to most likely lead the party to intercept them wherever they go.
Name: [nunofyerfukkinbizniz] Known simply as General (The General)
Age: [fackyooo] 3 years since physical manifestation.
Gender: Biologically neuter. No gender initialized. Don't address The General as anything what so ever. [dammstrate]
Appearance: [bettalookkinthanyoo] A ghostly appearance concealed by a longcoat and peaked cap on top that just allow the angry white eyes to peep through. Large talon-like hands hang from the longcoat's sleeves. No feet seem to touch the floor, the skirt of the longcoat simply sweeps across as The General hovers. Entire appearance is black.
Personality: Not expressive at all. Extremely hostile to just about everything. To get respect from The General, one must strive to be its greatest enemy, not a friend. Cannot speak verbally and chooses only to communicate silently and wirelessly with code, those that understand this code know that The General rarely finishes a sentence without berating something. [wotchameen?...wanka]
Skills/Abilities:
[fukkinyuhmom]
The full potential of The General is unknown as none have witnessed his techniques and lived. Not even the other robots know, though Chops recalls seeing The General raising a finger to a target and saw it explode.
Bio: Rule 1: Do not look at The General. Rule 2: Do NOT look at The General. Hostile or otherwise just unpleasant to be around. Used to travel dimensions for the sake of looking for an adversary whom The General would quickly defeat. Keeps the favourite opponents alive and preserved in a state of suspended animation in a vault as personal trophies. Only holds respect for enemies and the Martyrians have made themselves the next worthy target, save for another dimension traveling stranger that still eludes The General. [iliekher]
To find out more information on characters, ask them yourself in the RP. Remember, this thread will stay open to introduce each world for the chapters and to allow players to make new characters for a new chapter.
That's it! We are gold!
All characters, new or old, are welcome.
Imma now lay down some rules of post-order which depend on the situation the player would be posting in.
Casual:
Players will post in a rotational order for each character they have. The order in which they post will be in the order of who posts their sign-up in this thread. This is to allow all players to get a post in unless they are absent or wish to miss their turn. The DM (me) can interrupt at any time to advance the plot.
Example: Player 1 posts the first sign-up. Player 2 posts their sign-up after Player 1. So, in the actual RP, Player 1 will go first and Player 2 will follow and the post order will rotate which player gets to post in that order.
Inter-character interactions:
When a player's character interacts with another character be it the character of another player or one under the control of the DM (NPC's and the mains), these character enter their own rotation separate from the casual cycle until the characters finish interacting where the affected players post responses to each other. These interactions can be conversations, trading, sparring etc. Note that players are to only make post to do with the characters involved with the interaction and is not an opportunity to update on characters not involved with the interaction. Characters not involved in an inter-character interaction can only be updated when their turn comes round on the casual rotation. It might be wise to limit how many characters you have at a time so it's less confusing to juggle which ones are in casual mode or interacting with another character.
Example: Player 1's character interacts with Player 2's character. The interaction is passed back and forth between the characters as posted responses. When the interaction is finished, both characters enter the casual rotation again.
Battles:
When the DM places the characters into a battle the rotation restraint is lifted until the battle has ended. Players have to respond to any dangers that would affect their characters. Once the danger is dealt with, they can move on to dealing with another danger thrown at them or help another character in a fight.The DM would start a battle with a post and counter-respond any choices the players make during the battle. The DM will also conclude a battle with a post, from which after the casual rotations will continue with the player whose turn was interrupted by the DM's post that started the battle. Stealth attacks do not count as battle, but they may lead to one if they are unsuccessful.
Example: The DM interrupts the casual rotation with a post noting the players a battle has started. While Player 1's turn wasn't next, Player 1 responds to the DM's post as any player can post at any time during a battle. The DM counter-responds to any responses the players made to the battle. When the battle is concluded via a post from the DM, the casual cycle continues where it left off.
Now Imma make rules about the character I, the Dungeon Master, control. DM will try to indicate which characters belong to which class, but in the case the DM is too subtle just ask via chat or PM.
Mains:
These are pretty much just like the characters the regular players can make right down to their own sign-up sheet. They include the plot essential characters and perhaps some support characters later on. Pretty much the characters the DM uses as a player. I want to have fun too! These character will be on the same side as the player characters, so no specific rules about fighting them are necessary unless indicated.
NPCs:
Shopkeepers, peasants, soldiers etc. Players can wield limited control over them and even create them if necessary, such as when purchasing something. In battle they can be hit and killed directly by a player and do not need to have confirmation from the DM.
Bosses and sub-bosses:
Antagonists the players will fight against. When a player attacks one they cannot make the kill themselves but must wait for the DM to decide if the attack was successful in the counter-response.
Player's post: Character attacks and hits/kills boss. <- NO!
Player's post: Character attacks boss. DM's post follows: Character does/doesn't hit/kill boss. <- Bingo!
For my RP I'll be introducing a statistics system which includes a life system where if a character loses all their lives they die and are ejected from the RP. Also included is a stat system which factors environmental dangers and battle success.
Life system:
Each player character will start with three lives. These lives are diminished when a character is caught in a deadly scenario and require rescuing from other player characters or the DM controlled characters. If a character has spare lives during their deadly event, they can be saved and have one life taken from them. If, however, the character has no lives left then they die and cannot return to the RP. Characters can earn lives, up to a maximum of five, with the achievement system. It should be noted that if a character has a condition to their lives (such as the pacts from ALTCLAM) then that character will die regardless of how many lives left if that condition is affected in a way that will kill them.
Dice statistics:
Some scenarios will be decided by the DM personally rolling dice for the outcome. These include environmental factors that can endanger characters like falling rocks, earthquakes, explosions etc. Also affected are the damaged dealt by a player's character to an enemy and vice versa, deciding if the attack can kill or injures or whether it hits at all. This means that any character is subject to lives almost at any time, this is to encourage player to stay on their toes and stock up on lives through the achievement system.
Injuries and diseases:
Characters may get injured or diseased and players will need to compensate for this in their writing. Getting injured or catching a disease does not directly affect lives, though if untreated they can develop with lethal consequences. Injuries can be sustained through any variable affected by the dice system, diseases can come from environmental infections or poison.
Achievements:
Achievements are earned when a player's character fulfills certain requirements. They can be earned only once per chapter and each one grants an extra life.
Here is a list of achievements:
Conversationalist: Talk to 20 different characters of other players. (DM characters count.)
Armourer: Wield 10 different weapons.
Saviour: Save another character from death. (Other character must have spare lives to be saved.)
Adventurer: Complete a side-quest assigned to the character.
Side-kick: Help complete a side-quest assigned to another character. (Side-kick and Adventurer can be achieved multiple times per chapter.)
Comedian: Make the DM laugh.
Warrior: Kill 5 sub-bosses.
Assassin: Stealth kill a sub-boss.
Victor: Get the last kill that wins a battle.
Hero: Kill a boss. (Possible to get Victor and Hero simultaneously.)
Note that I will take suggestions for achievements if you think these are not enough.
Now to flesh this RP out with plot points and a little backstory.
Intro:
The merchant is dead. The machines of the Hub knew his organic body would eventually expire, so they set about creating AI that simulate a personality so the machines may have a new leader should the merchant fall. The Pool of Consciousnesses, a virtual incubator for these artificial minds to grow, was the result. These minds, as they developed, consumed one another, absorbing their ideas and personality. Eventually, four minds proved their code was superior and were able to become physical entities. They are known to the machines as The Entrepreneur, The Scientist, The Explorer and The General. These individual beings were allowed to be implemented with any hardware they wished, so long as it wasn't The Smog.
The Smog:
The Smog was the merchant's ultimate tool, a thick black smoke in appearance. Existing primarily in the Hub, it can transport any matter or energy it enshrouds between two determined points whether they span across countries, planets or even different dimensions. Because it is capable of transporting energy and converting it with 100% efficiency, The Smog became the main source of power for the machine usually by having it siphon the energy of stars in space. The Smog also possesses harmful properties towards organic matter, dissolving it on contact within seconds. To control this corrosive effect, a gel-like substance that is also found in the Hub could be slathered around the organic matter and it would be protected. Another material resistant to The Smog is the unnamed earth that makes up the planet of the Hub, it is the only known substance that cannot be transported by The Smog. The Smog was kept from the individuals born from the Pool of Consciousnesses so the machines would always have the upper hand in case their personalities were corrupt.
The Sludge:
Those four individuals had other ideas. They made a new substance that was endowed with similar transporting abilities The Smog had. This substance was made from The Smog being bonded to the gel that's wards off its corrosion on organic matter. It was a viscous black liquid that can transport between any two points just as The Smog would, but it can only transport a whole object and cannot separate pieces of it that are bonded molecularly. The gel's properties also meant organic matter wasn't affected during transportation. This liquid substance was called The Sludge.
The Hub:
A lifeless planet discovered by the merchant who made it his personal warehouse. His wares were stored in the core where The Smog originates. The Hub has a strange gravity where one can walk along the walls of the core, but get halfway through the Hub's radius and the gravity flips so that one can walk on the planet's surface. Its crust cannot be transported the way The Smog does. Even with the merchant gone, the machines continue their work under four new leaders.
Martyrians:
The civilization that existed for years before the merchant came to their since dead planet and called it the Hub. The only evidence of their race were the glowing white runes that were made from the gel that resists organic corrosion from The Smog. When this gel was drawn into a rune pattern it hardened and glowed white, these runes affect the way The Smog behaves. The runes can act like beacons The Smog can transport between, or use to read minds with The Smog transporting thoughts to the user. The Martyrians' main use for The Smog, however, was to wipe out all life on a planet in an instant by building huge monolith towers that emitted The Smog, they called this lifeless state of worlds their 'final paradise'. The current inhabitants of the Hub, the machines, had no contact with these Martyrians and know nothing of them aside from their runes. While the runes clued the machines there was once some beings existing on the Hub, but they never thought they would come back and meet, for the first time, face to face. The Martyrians attempted to 'bless' the machine with their final paradise and were quickly driven out by the machines' collective strength, but along with themselves the Martyrians took The Smog. Being their only source of power and method of logistics, the machines' work suddenly halted leaving only those that were not to use The Smog all that was functioning on the Hub. The four minds created from the Pool of consciousnesses, The Entrepreneur, The Scientist, The Explorer and The General.
Your mission:
These four sentient robots were left with the knowledge that the Martyrians would go about wiping out life on other worlds. While the Martyrians seemingly vanished from the Hub, the robots have a lead of where they will go. As The Smog was taken away it was laced with The Sludge which the robots could use it to track where the Martyrians were headed next and intercept them. But with the militant force of the machines nonfunctional, they have taken to hiring warriors across many dimensions. This is where you come in. Your job is to track and intercept the Martyrians wherever they go. The Sludge will be used to transport to different worlds after the Martyrians. The Hub will serve as a home base where characters can be left should a player be absent. A party is assembled when transporting to a world which will usually include at least one of the four sentient robots depending on what kind of scenario and environment it will be on that world. Each world will have its own chapter, starting with the prologue which will take place on the Hub as a chance for character to earn extra lives before the real adventure begins. Should a player fall absent during a chapter, their character can retreat to a temporary base for the party within the world. This is a mission not about saving one world or even one universe, it's about saving existence itself!
This sign-up thread will remain active throughout the RP. Here I will post what world is up next in the chapter and give player the opportunity to introduce new characters for the chapter. Worlds will get a sheet similar to a character sheet, you can even take the world sheet and PM your suggestions to me if you want a certain world to be used in this RP.
The world sheet is as follows:
Name: (The name of the world.)
Races: (The sentient life that exists on the world. List as bullet points with brief description about their appearance and culture.)
Lands: (Countries and continents that make the world. List as bullet points with terrain, climate and settlements.)
Other: (Anything else that needs describing like a brief backstory, magical forces, etc.)
The character sheet is as follows:
Name: (Your character's full name. Can include nicknames too.)
Age: (Age in Earth-years.)
Gender: (Male, female, neuter, hermaphrodite.)
Appearance: (What your character looks like including the clothes they wear. A picture works.)
Personality: (Make a full description or describe with bullet-pointed traits the personality of your character.)
Skills/Abilities: (Bullet-point with a short explanation the skills and abilities your character possesses.)
Bio: (A brief history about your character and any significant events in their lives.)
That wraps it up! Just lemme post my four main characters and the world the prologue will take place in.
World for prologue:
Name: The Hub
Races:
Sentient robots with no official name: These are the four beings produced from the Pool of Consciousnesses. They have their individual personalities and appearances. Are too few to consider they have a culture. Have teamed up with warriors of other dimensions to fight the Martyrians.
The machines with no official name: Not really sentient but worth mentioning. Originated from robot drones found by the merchant on an abandoned planet. The merchant used The Smog to reprogram and upgrade them up until his untimely death. The machine continued to improve themselves to their present state. No culture, exist only to serve. Appear as floating metal spheres which use The Smog to manipulate their environment. Used to be a variety of different machine including drones, humanoids and quad-walkers, but those versions have since been scrapped.
AL (Artificial Lives): A sentient machine race from the planet Faron which was invaded by an alien race. They are made from a silvery flexible metal that behaves like flesh. Stocky bodies with cylindrical heads which have glowing lights for eyes. Were a peaceful race before being invaded. Were rescued by The General from the invading aliens and adopted to live on the Hub. Each AL has a personality though there is little variation in their physical appearances. Their arrival prompted the machines to start building settlements on the Hub to accommodate the ALs.
Lands:
Surface: Just the smooth outer crust of the Hub. Not even separated by tectonic plates. Terrain is dry and completely smooth. No climate as there is no atmosphere. Small settlement which inhabits the Als sits on the surface.
Core: Served as the merchant's warehouse and contained the source of The Smog. Still contains wares for trade, but all trade and production has been cut off since The Smog was taken back by the Martyrians. Contains the plants, factories and laboratories which the machines worked in. Has a garden of plant-life which will supply oxygen to the warriors until an atmosphere is synthesized.
Other: A planet presently with no atmosphere and little actual life. Is made up of only two materials and has no separate tectonic plates. Surface is totally smooth and barren. Its crust is coloured a dim grey. More information can be found under "The Hub".
My characters:
Name: Lord Jeremy Phineas McElroy aka "Lord Jez" (The Entrepreneur, though he would rather be known as 'The Tycoon')
Age: 3 years since physical manifestation.
Gender: Biologically neuter. Initialized as male.
Appearance: Made to resemble closely to a Caucasian human complete with synthetic flesh. Thin build and of average human height. Eyes are a glistening green which give away their artificiality on close inspection. Black synthetic hair neatly styled in a gentleman's haircut. Short pencil mustache of synthetic facial hair sits atop his upper lip. Wears dark formal clothing such as a tuxedo and top hat. Varies with other high-class apparel. Walks with a gentleman's cane that disguises a rapier, a pistol and an umbrella made from bulletproof fabric.
Personality: May seem uptight and snooty at first, but while Jeremy is indeed a person of refinement he can engage in informal banter. Sneers at those he believes are below him and can act sarcastic, discriminating and arrogant at his worst. Get to be friends with the Lord Jez and you have a valuable drinking buddy who may even cut you a discount with several of his businesses.
Skills/Abilities:
Shrewd and ruthless business skills.
Handy with his 'cane'.
Bio: Self-proclaimed leader of the machines and inherited owner of the late merchant's businesses, Lord Jeremy P. McElroy is the being that is known as The Entrepreneur produced by the Pool of Consciousnesses. During his development in the pool his consciousness absorbed the minds of AI focused on economy, corporation and business. One mind in particular was the merchant himself, who tried his luck to be resurrected through the Pool of Consciousnesses but was consumed by The Entrepreneur. Because of this, Jeremy believes he ought to be leader as he contains the memories and ideas of the original master of the Hub. He is also recognised as a charitable person though doesn't like to get very personally involved making it seem he commits good deeds only to polish his reputation and bolster his ego, this is so much bunk. Organised the accommodation of the ALs after their planet was invaded and is respected along with The General by them. Cannot stand some of his investors and acts coldly and impatiently towards them whether it is flipping a middle finger behind their backs or making not so subtle remarks during presentations with a generous sprinkling of profanity, investors take this as playful banter. Dislikes the title 'The Entrepreneur' as he finds it cumbersome and prefers to be referred to as 'The Tycoon'. Uses funding and business prowess to recruit warriors for aid the battle against the Martyrians.
Name: Doctor R00 SU II-1 (Robot 00 Sludge Unit II-1) aka Dr. Roo Sulli (The Scientist)
Age: 3 years since physical manifestation.
Gender: Biologically neuter. No gender initialized. Just call it a 'he'.
Appearance: A child-sized robot of a smooth white chassis. Resembles an Apple or Aperture Science product's design style. Parts include the main body which acts as the torso, four limbs and a tail, and a cylindrical head. The limbs and tail are tear-drop shaped cases that contain a dexterous coiled cable which act as the hands and feet when extended and can be fitted with peripheral devices including laser-cutters, nerve staplers and claws for lifting. The head is mostly a transparent container that holds a reservoir of The Sludge that act as the brain. Head also has two vision module that appear as slitted blue eyes. Small holes also detect chemicals as a nose would, and a mouth-piece can scan chemical as if tasting them though this is separate from the voice module and doesn't move when speaking.
Personality: Very child-like and curious. Often mistaken as intrusive and nosy for Roo likes to ask many questions. Prefers to know things rather than simply 'believe' them, though this doesn't mean Roo has no opinions. Very talkative and can be heard bleeping and blooping to himself as his own intellectual sparring partner. Loves to impress others with his knowledge and creations. Has a strong creative side from consuming artistic AIs in the pool of consciousnesses and has made many works of art. When upset, his talkativeness turns to silence as if his mind had entered purgatory. Strong disdain for the ignorant but enjoys teaching others.
Skills/Abilities:
Expansive scientific knowledge covering many fields.
Artistic, has written novels, painted and even composed.
Can attach various peripherals to his expendable appendages that expand on his abilities.
Is able to interface directly with just about any information processor, even organic ones.
Bio: Known to have consumed the most AI in the Pool of Consciousnesses and because it his own mind is so complex it hasn't fully developed yet, leaving Roo with the mind of a child. Despite this, Roo is regarded as the most intelligent unit on the Hub with his brain formed from The Sludge he can store several yottabytes of data. Earned multiple doctorates when he when on an 'academic binge' in several dimensions in an attempt to gain as much knowledge as possible. His artistic prowess comes from consuming many creative AI, whom mostly offered themselves to Roo in hopes of their art being portrayed through him. Roo's novels have made a success out of Lord Jez's publishing business. Best friends with Chops who helps with field research and provides inspiring stories of his travels as well as an ear to Roo's intellectual ramble, which in return Roo provides Chops with the latest field equipment. Plays mainly a quartermaster role in the fight against the Martyrians as well as bring in field-support.
Name: Esquire Thorsten Friedrich Gunterwick von Hub aka Chops (The Explorer)
Age: 3 years since physical manifestation.
Gender: Biologically neuter. Initialized as male.
Appearance: Resembles a muscularly well built up male human of a tall stature. What would be the skin is the steel hull of Chops' chassis. His namesake is his chrome mutton-chops which are plated fins that reach ear-to-ear along his jaw then over his lip. A metal plate imitates very short cut hair atop his head. Wears clothing suited to the environment he travels in, but favours his tan safari outfit with hard safari rimmed-cap. Dresses casually in a burgundy smoking jacket when not on an adventure.
Personality: Behaves more posh and refined than Lord Jez and is always consistent with politeness and high-brow vocabulary in speech even when insulting someone. Never steps down from a challenge and strives for the most effective and efficient way of completing it. Not an overly emotional character but can empathise and understand those that require emotional support, this has lead Chops to be the go-to-guy for advice and motivation among the four sentient robots and the one to settle disagreements. A reliable friend that offers an outstretched hand to those in need including those that were once enemies. A pillar of stoic mental strength that rarely dwells on what's past and focuses on the challenges ahead, especially in these times.
Skills/Abilities:
Is the more combat orientated out of the four sentient robots.
Capable with a variety of weapons and remains a dangerous foe even when unarmed.
Uses the environment to his advantage, utilises objects around him as unconventional weapons.
Is endowed with various combat hardware and software such as being able to read the electric signals coursing through an opponent's muscles to allow Chops to predict their next move and how to counter it.
Is able to overclock his systems using special cigars which boost his reactions, heightens his senses and speeds his agility.
Bio: The main fighter of the four robots of the Pool of Consciousness. Robust and determined but also sympathetic and acts as an emotional support for the bots. Takes great zeal and enthusiasm in his exploring and is an avid collector of things he has come across in his travels such as lost treasure, vintage cars and big guns. Keeps a stash of special cigars, cigarettes and pipes that he uses for overclocking in combat. These are actually flame-activated coolant containers which work with the lung-like ventilation of Chops' system to cool his processors and motor-mechanics enough for him to overclock, reaching a new level of physical strength. Due to the euphoric sensation they provide Chops has grown quite addicted to them though they don't actually harm him, apart from the occasional cold-bug. Chops is best friends with Roo and considers himself somewhat of a fatherly figure to the little robot. Is the main warhead against the Martyrians and one to most likely lead the party to intercept them wherever they go.
Name: [nunofyerfukkinbizniz] Known simply as General (The General)
Age: [fackyooo] 3 years since physical manifestation.
Gender: Biologically neuter. No gender initialized. Don't address The General as anything what so ever. [dammstrate]
Appearance: [bettalookkinthanyoo] A ghostly appearance concealed by a longcoat and peaked cap on top that just allow the angry white eyes to peep through. Large talon-like hands hang from the longcoat's sleeves. No feet seem to touch the floor, the skirt of the longcoat simply sweeps across as The General hovers. Entire appearance is black.
Personality: Not expressive at all. Extremely hostile to just about everything. To get respect from The General, one must strive to be its greatest enemy, not a friend. Cannot speak verbally and chooses only to communicate silently and wirelessly with code, those that understand this code know that The General rarely finishes a sentence without berating something. [wotchameen?...wanka]
Skills/Abilities:
[fukkinyuhmom]
The full potential of The General is unknown as none have witnessed his techniques and lived. Not even the other robots know, though Chops recalls seeing The General raising a finger to a target and saw it explode.
Bio: Rule 1: Do not look at The General. Rule 2: Do NOT look at The General. Hostile or otherwise just unpleasant to be around. Used to travel dimensions for the sake of looking for an adversary whom The General would quickly defeat. Keeps the favourite opponents alive and preserved in a state of suspended animation in a vault as personal trophies. Only holds respect for enemies and the Martyrians have made themselves the next worthy target, save for another dimension traveling stranger that still eludes The General. [iliekher]
To find out more information on characters, ask them yourself in the RP. Remember, this thread will stay open to introduce each world for the chapters and to allow players to make new characters for a new chapter.
That's it! We are gold!