Story: They say that the human mind is one of the most powerful things on this planet. Stories kept in secret by governments around the world. That was until one day on a warm, summer afternoon when a mysterious event made 10% of Earths population disappear into thin air with the epicenter of the event being in a small town in Wales to the home of a 28 year old Welshman, Garry Stevens. It turned out that every person who had disappeared had been teleported to another Universe in a sandbox type environment. The Universe appeared to have been generated by Garry's psychic powers which will now be further explained on how we got to this situation.
Two years ago, the British Government did a check up on medical records of certain groups of people in the UK to find a suitable subject for their psychic research to commence on. It turned out that Garry was a perfect candidate for what they were doing and sooner or later was captured and experimented on for over a month. After the injections and brain operations didn't seem to do anything, they wiped his memory and took him back home. It turned out they were wrong about them failing as we have come to this situation here when Garry's psychic abilities manifested and sucked 10% of Earths human population into a portal to another Universe. His Universe. That he'd created from his own mind.
In this Universe, Garry was the king and possessed god like powers. Garry created minions who not only served him but also protected the Universe. These minions were called Guardians. Some described them as being like angels but they were far from right. Guardians' true forms were hideous monsters but usually took the form of humans. They were brutal, merciless and highly efficient killers. They are usually the ones who bring about the down fall of the great. People there on the other hand were also given powers ranging from manipulating objects to spawning materials in to learning magic. Obviously this led to abuse of these powers by some but others used it to rebuild their civilizations. The few months from when this happened in our Universe had turned out to have been a few years in this Universe.
This is where we come in. We were taken by this event too. It's been 5 years since it happened and some of us still haven't adapted to the changes. Though we all took advantage of these strange new powers and this strange new world that we could explore. For once we all really did start out as equals. Mostly unorganized and panicked as well as threatened by the strange and horrible wild life here as well as gangs of raiders but equal non the less. Some of us went out on our own. Some settled in small towns and such. But now, something dark has arisen which has forced us all together again whether or not we like it.
Whilst you will have powers unique to you, you do start out with 3 powers by default that allow you to prosper in this world.
Physics Beam: A beam that is fired out of your hand which can vary between different colors. The beam can turn the object it hits, weightless and allows you to manipulate it in different ways as if it was from ranges of up to 50 meters. You can also freeze objects in mid air with this. It does not work on other people, only inanimate objects.
Tool Beam: The tool beam is the most versatile out of the 3 powers. It allows you to do different things such as no collide objects, weld, nail, create hydraulics and do nearly anything to create functioning things. Even pointless things like creating balloons or setting things on fire. Cannot be used on other people, only inanimate objects and has a range of 50 meters. You can do the following things with the Tool Beam:
-Weld: Whilst not actually welding, it attaches objects together with an invisible force. The objects don't even have to be touching.
-Nail: Puts a bolt through the thing you pointed it at to nail it to the thing behind it.
-No Collide: Makes two objects not collide or can set an object not collide with anything, essentially having it phase through all objects.
-Hydraulic: Allows you to create Hydraulics.
-Rope: Allows you to create a rope.
-Wire Tools: Grouping all the abilities to do with electronic components that allow you to do different things.
-Ignite: Sets fire to whatever you are pointing at.
-Balloon: Creates balloons where you are pointing at.
-Light: Creates a light where you are pointing at.
-Duplicator: Duplicates your contraption or building where it is saved in your subconscious. You can create the duplication whenever you like at the cost of the amount of resources it took to create it.
There are many more other functions but those are the main ones.
Materials Spawner: Allows you to spawn materials in for building machines and buildings. Every time you spawn a material it takes money out of your wallet. Depending on the material can depend on how much it costs.
Physics Beam: A beam that is fired out of your hand which can vary between different colors. The beam can turn the object it hits, weightless and allows you to manipulate it in different ways as if it was from ranges of up to 50 meters. You can also freeze objects in mid air with this. It does not work on other people, only inanimate objects.
Tool Beam: The tool beam is the most versatile out of the 3 powers. It allows you to do different things such as no collide objects, weld, nail, create hydraulics and do nearly anything to create functioning things. Even pointless things like creating balloons or setting things on fire. Cannot be used on other people, only inanimate objects and has a range of 50 meters. You can do the following things with the Tool Beam:
-Weld: Whilst not actually welding, it attaches objects together with an invisible force. The objects don't even have to be touching.
-Nail: Puts a bolt through the thing you pointed it at to nail it to the thing behind it.
-No Collide: Makes two objects not collide or can set an object not collide with anything, essentially having it phase through all objects.
-Hydraulic: Allows you to create Hydraulics.
-Rope: Allows you to create a rope.
-Wire Tools: Grouping all the abilities to do with electronic components that allow you to do different things.
-Ignite: Sets fire to whatever you are pointing at.
-Balloon: Creates balloons where you are pointing at.
-Light: Creates a light where you are pointing at.
-Duplicator: Duplicates your contraption or building where it is saved in your subconscious. You can create the duplication whenever you like at the cost of the amount of resources it took to create it.
There are many more other functions but those are the main ones.
Materials Spawner: Allows you to spawn materials in for building machines and buildings. Every time you spawn a material it takes money out of your wallet. Depending on the material can depend on how much it costs.
Strength: Strength dictates how much inventory you can store on you and how much damage your melee attacks do. It also dictates how far and hard you can throw things, how fast you can run, how high you can jump and how much weight you can handle.
0: Uh...You can't do anything.
1: Your tiny muscles can barely keep you up never mind inflict any damage. With this kind of strength you can hold 20lb of items in your inventory at once, barely jump and run extremely slow. You will do next to no damage in unarmed combat and melee weapons won't do much either. You can barely throw things either.
2: A bit better however only a small increase from 1. You can carry 40lb of things in your inventory at once and can inflict less than average melee damage. You can't throw things as far or as hard as the average person and you can't really run as fast as the average person. Your jump is a big sluggish but it's noticeable.
3: This is the average strength level. You can carry 60lb of things in your inventory at once, inflict decent damage in melee and can throw things a reasonable distance and speed. You can run as fast as the average Joe can and jump just as high. Nothing really special.
4: Above average strength with noticeable results. You can carry 70lb of things in your inventory at once, inflict above average melee damage and throw things at quite a good distance and speed. You can run as fast as a professional runner and can jump fairly high compared to the average Joe.
5: This is almost peak human strength. You can carry 80lb of things in your inventory at once, inflict significant melee damage and throw things quite far and hard. You can run as fast as a professional sprinter and jump a bit higher than someone of above average strength.
6: This is peak human strength. You are able to carry 90lb of things in your inventory, inflict highly significant melee damage and throw things really far and hard. You can run as fast as the fastest man alive and jump a 5 foot fence which is really good to be quite honest.
7: You are borderline superhuman in strength being able to carry 100lb of things in your inventory, inflict really high melee damage and throw things very far and hard. You can run faster than the fastest man alive and jump 6 foot in the air.
8: This is superhuman strength. You can carry 150lb of things in your inventory and inflict massive melee damage along with throw things really, really hard and really, really far. You can run up to 40 Mph and jump over an 8 foot fence with ease.
9: Peak superhuman strength. You can carry 200lb of things in your inventory and inflict tank busting melee damage along with throwing things as fast as 400 Mph, run up to 70 Mph and jump 10 foot in the air.
10: This is god like strength. You can carry up to 3 tons of things in your inventory and inflict melee damage equivalent to that of a nuclear blast. You can throw things faster than a bullet, run up to 120 Mph and jump 25 foot in the air.
Health: Health dictates how much damage you can take before keeling over and dying. Pretty simple but this is still extremely important.
0: You are dead.
1: You're delicate. Really delicate. A .22 handgun can drop you in a couple of shots. You should be really cautious around any hazards.
2: A bit better. You won't be killed instantly from being clubbed in the face with a crowbar once but you will still need to be really cautious around hazards.
3: Average health. You can sustain a couple of assault rifle shots to the torso before you die but you don't need to be as cautious around hazards as the weaker people.
4: Above average health. You are able to take more punishment than a normal person and able to take a head shot from low power weapons along with taking multiple rifle caliber shots to the torso before dying.
5: Almost peak human damage tolerance. You still can't sustain a rifle caliber round to the dome but you can take 2 shots from a low powered weapons and able to sustain quite significant amounts of damage against things. You can even withstand things that would normally kill a normal person instantly.
6: Peak human health. You can take a rifle caliber round to the dome and still be kicking though only just and take fairly large amounts of damage to your torso. A lot of natural hazards aren't really a problem anymore for you.
7: Almost superhuman health. It's like you've been smoking bath salts minus the cannibalism part and stripping naked. You can take really large amounts of damage to your torso and able to take 2 shots of rifle caliber to your dome before kicking the bucket.
8: Superhuman health. You are able to take multiple shots to the head with rifle caliber ammo and take massive damage anywhere else. You pretty much shrug off most low power weapons like they were nothing.
9: Peak superhuman health. You are able to sustain really heavy damage and not be phased by it. Even being able to take large amounts of head shots before dying.
10: You are by all definition a tank. They will literally have to break out anti tank weapons to kill you as there isn't anything else that will inflict enough damage against you. Bullets and natural hazards are a thing of the past as they are like pretty much like firing a BB gun at you.
Endurance: Endurance affects how long you can sprint for, how long you can hold your breath and how easily you are knocked down, flinch or are staggered. Being hit by heavy objects or being hit by things that are built to make you stagger or get knocked down will always work. This also effects how quickly you get hungry or thirsty.
0: You can't hold your breath. Can't sprint and are knocked down by simply walking. Food and drink simply passes straight through you.
1: You can't sprint for very long and can't hold your breath for longer than a couple of seconds. You are always knocked down by heavy damage and are easily staggered by attacks. You will always flinch when damaged. You need to regularly eat and drink a day if you want to stay alive. Starvation for about a day will kill you and going 12 hours without drink will kill you.
2: You can sprint for longer distances but not for much longer and you can't hold your breath longer than a few seconds. You don't always flinch when you take damage but you do most of the time and the chance of staggering is reduced slightly. You still get knocked down from heavy damage. Able to go 2 days without food and 1 day without drink.
3: This is average endurance. You can sprint for a decent distance, hold your breath for about half a minute and you flinch less when hit. You also have an even less chance of staggering. You still always get knocked down with heavy damage. Able to go a week without food and 4 days without drinking.
4: Above average endurance. You can sprint for a good distance, hold your breath for a minute and you will have an even less chance of flinching when hit same with being staggered. You also don't always get knocked down from heavy damage now. Able to go 2 weeks without food and a week without drink.
5: Almost peak human endurance. You can sprint for a very good distance, hold your breath for 1 and a half minutes and have even less of a chance of flinching or being staggered when you take damage. The chance of being knocked down from heavy damage is about 50/50 now. Able to go 3 weeks without food and 1 1/2 without drinking.
6: Peak human endurance. You can sprint for long distances, hold your breath for 2 minutes and the chance of flinching or being staggered is about 50/50 now. The chance of being knocked down by heavy damage is nearly non existent now. Able to go 4 weeks without food and 2 weeks without drinking.
7: Almost superhuman endurance. You can sprint for very long distances, hold your breath for 3 minutes and you will rarely ever flinch or get staggered by damage. You can't be knocked down any more by heavy damage. Staggering attacks and knock down attacks have a 50/50 chance of working now. Able to go 5 weeks without food and 2 1/2 weeks without drinking.
8: Superhuman endurance. You can sprint for ridiculous distances, hold your breath for 4 minutes and being staggered is nearly non existent however flinching is still rare. Staggering or knock down attacks still have a 50/50 chance of working. Able to go 6 weeks without food and 3 weeks without drinking.
9: Peak superhuman endurance. You can sprint for nearly infinite amounts of time, hold your breath for 5 minutes and you can no longer be staggered however you will still flinch although this is nearly non existent to you. Staggering or knock down attacks rarely work on you. Able to go 7 weeks without food and 3 1/2 weeks without drinking.
10: God like endurance. You can sprint forever, hold your breath forever and you will no longer flinch. Staggering or knock down attacks don't work on you anymore. No need to eat or drink any more.
Crafting: Crafting allows you to create items, weapons, armor and equipment to use and also repair them. This is provided you have the right ingredients to make them.
0: You can't craft or repair anything.
1: Able to craft very basic things. Such as sharpened sticks and wooden planks.
2: Able to craft a bit more advanced things such as spears, fires, flaming torches.
3: Able to craft standard survival things and able to create armor out of leather and other natural fibers along with being able to repair basic things.
4: Able to craft iron ingots and also able to create home made explosives and Molotov's. You can repair these home made things too.
5: Able to craft home made ranged weapons such as swords, bows, crossbows, slingshots and able to make things like gun powder, nitroglycerin and solid rocket fuel along with remote detonated explosives and home made land mines. Also can repair them.
6: Can craft pistols, Ammo, Dynamite, TNT and able to create proximity mines, create basic electrical devices and repair them.
7: Can craft modern firearms and ammunition along with C-4 and Thermite. Also able to create electronic devices and repair them. Also can craft modern body armor.
8: You can create fairly advanced things. Mostly attachments such as scopes, flash lights and laser sights. You can also create powerful fuel air bombs and repair them. Able to create exo armor.
9: Able to create futuristic laser guns and other devices that would be considered future tech. Also able to repair them. You can also create nano armor.
10: You can create nuclear weapons now. You can create pretty much anything anyone can think of and repair them.
Contraptions: Contraptions are basically vehicles and machines you can create and use. This dictates what you can create, how well you use it and also allows you to repair contraptions.
0: Unable to create, use or repair contraptions.
1: Congratulations you can attach wheels onto a block and make it move. Very basic contraption building, usage and repairs.
2: Able to create dumb rockets and vehicles with that can move themselves. Basic usage and repairs once again.
3: This is the average. You are able to create basic vehicles that have steering and what not but with nothing fancy. Also able to create basic turrets. Average usage and repairs.
4: Above average. You can make vehicles and other machines with some pretty decent additions such as armor and weapons also able to create guided missiles however not really good ones. Above average usage and repairs.
5: You can create reliable military grade vehicles and machines and use them really well. You can also repair things extremely well too. You can also create a well made guided missile and heat seeking missiles. Well above average in usage and repairs.
6: Able to create some really fancy military grade vehicles and machines and use them very professionally. You can repair things that have been reduced to a junk machine.
7: Able to create machines used by first world nations and very deadly vehicles and what not including long range missiles along with using them better than a person trained to use them. Can repair things that are otherwise destroyed.
8: Able to create missiles up to and including ICBM's and post modern tech things to out match a lot of other things. There aren't many tanks around that can stand up to your tanks or stand up to your skill in handling any machine or vehicle. Can repair something that is pretty much been mostly blown to pieces but still a piece there.
9: Able to create the most advanced things around. Including space ships, terraforming devices, teleporters and things like that. You are extremely skilled in handling all these kinds of things and also repairing them.
10: There are no words to describe the things you can make. The only other things that can stand up to your things are extremely rare and otherwise not numerous enough for just anyone to have one. You can repair anything and handle anything with a masters hand.
Construction: Construction is based on how well you can create buildings and repair them. Also dictates how well you can mine too.
0: You can't construct buildings, repair them or mine.
1: You can build a basic shelter out of twigs and leaves and repair it. You also know how to dig up dirt. You can also put up a tent but that's besides the point.
2: Able to build shelters and mud huts and repair them. Now you can start digging deeper rather than just a hole in the ground.
3: Able to create log cabins and sheds and stuff like that. You can also create foundations for buildings and mine a lot more efficiently.
4: This is the standard for most estate builders in the US. You are able to create detached homes from wood or red brick on a decent scale. You can also dig out basements and create crude mine shafts.
5: This is where you can start building medium sized office blocks and other medium sized buildings. You can also create bridges and roads now. You can start creating more advanced mine shafts that still don't pass the national standard.
6: Able to create underground bunkers and create buildings that have a function such as broadcasting towers. You can create well made mine shafts and build aqueduct's.
7: Can begin creating larger buildings such as apartment blocks, universities and supermarkets and can also create deep mines that go pretty far underground.
8: The military standard. Factions from all around look to recruit people with this skill into their construction force. They can create things like automatic motor pools, armories and mess halls.
9: Able to create any type of modern building and repair them along with being able to go very deep underground for more precious minerals.
10: Can create futuristic buildings such as teleportation buildings, super portals and things like that. Also able to create mine shafts that are resistant to the heat of the core allowing you mine from the core.
Combat: Deathmatching is another term for fighting. The higher your skill the better you are at it.
0: You can't attack. Plain and simple.
1: Able to use weapons but with great inaccuracy and a significant minus to all damage dealt with them.
2: Able to use weapons more accurately but still have a small minus to all damage done with them.
3: Accuracy is no longer stunted and is now average. There is no minus to the damage done with weapons now.
4: More accurate with weapons now and you do a small damage bonus with them.
5: Really accurate weapons and you do a significant damage bonus with them.
6: Range is increased with all your weapons and gives a large damage bonus with all weapons.
7: Range is increased once again along with having a chance of a shot bouncing off a surface and hitting an enemy with half the damage.
8: Huge damage bonus given and your shots will have a slight guidance to them making the shots more likely to hit.
9: Ridiculous damage increase to all your weapons and gain the missile kick ability which allows you to kick someone flying followed by a small anti personal missile firing out of your foot, guiding onto it's enemy whilst he/she is in mid air and hitting them.
10: Gives you access to the leash which allows you to fire a blue energy tentacle out of your hand and pull people towards you along with other objects. Also allows you use the leash as a grappling hook or swinging around like spiderman.
Coding: Coding relates to the Expression 2 chips you can create which hack into the fabric of reality. These chips can do certain things such as give you powers, weapons or little utilities such as a radar, ESP or night vision. These work a lot like Client Mods however you don't pay for them. Expression 2 Chips take time and skill to create but do not cost in terms of money.
0: Unable to create Expression 2 chips or code.
1: Able to create expression 2 chips however you can't code. Instead you can steal or buy codes from other people.
2: Know basic coding to give you a clock or something really basic but that's about it.
3: Able to create codes that gives you night vision or ESP.
4: Able to create the Aimbot E2 which allows you to snap onto targets without any skill along with target identification E2's.
5: Can create an E2 that can change how you look to others including giving you invisibility, armor or camouflage.
6: Can create an E2 that generates an effect. Such as a missile strike E2 which can summon a artillery shell from the sky to hit where you are pointing and kill people.
7: Can create E2 generated weapons such as javelin missiles and such which allow you to combat tougher enemies early on.
8: Can create E2's that affect your stats such as raising your strength.
9: Can create E2's that affect your condition. Such as letting you fly, phase through walls, allow you to astral project or even regenerate health.
10: Able to create E2's that can give you magical abilities, grant temporary invincibility or even augment your attacks to do some crazy stuff. For instance allowing you to punch someone and make them explode into rainbows.
Arcane: Arcane relates to the ability to use magic or enchant items. Magic abilities can have a variety of interesting effects such as being able to cast simple spells such as fireballs and lightning bolts to summoning meteors and summoning creatures to do your bidding. Enchanting call also have a variety of effects on the items you enchant from simple things such as increasing it's protection or damage output to having it freeze targets solid or provide a shield for you.
0: Unable to use create Enchantments, use or create spells.
1: Drunk with a flamethrower level. It could go two ways really. Able to use very basic spells though with a major set back in their effectiveness damage wise and have a chance of back firing on you or simply not working at all.
2: Novice level. You can use very basic spells without such a critical loss in effectiveness though are still less effective than the spell should actually be. Spells still have a small chance of back firing though not as badly.
3: Apprentice Level. You can use basic spells with normal effectiveness with no chance of back firing. You may also be able to enchant items with basic enchantments.
4: Adept Level. This is the average level that most magic users both friendly and hostile tend to be at. They can use fairly advanced spells with a small amount of bonus effectiveness with their spells. They can also create more advanced and powerful enchantments.
5: Expert level. This is an above average skill in the use of magic. Spells are advanced with moderate bonus in their effectiveness. They can also create their own spells and give rather powerful and advanced enchantments to items.
6: Master level. At this level you can use some of the most advanced spells out there as well as create really powerful spells yourself. All spells have double the effectiveness as normal and you may create powerful and advanced enchantments for items.
7: Inhuman level. At this level your powers start getting a 125% in bonus effectiveness as well as getting access to spells that would not even be accessible to even the masters of magic. You can create very powerful and advanced spells and enchant things with inhuman power.
8: Demi God level. You can use things that surpass even that of inhuman levels with an extra 150% bonus in effectiveness as well as getting access to extremely powerful and unearthly spells and enchantments which you are also able to create.
9: Divine levels. Gives an extra 175% effectiveness bonus to all spells and allows you to create nearly god like spells and enchantments.
10: God-Like levels. Grants an extra 300% effectiveness bonus to all spells and allows you to not only twist reality and space to your will but also create your own reality around your body. You can do nearly anything, only limited by others of equal level, Guardians or Garry himself.
0: Uh...You can't do anything.
1: Your tiny muscles can barely keep you up never mind inflict any damage. With this kind of strength you can hold 20lb of items in your inventory at once, barely jump and run extremely slow. You will do next to no damage in unarmed combat and melee weapons won't do much either. You can barely throw things either.
2: A bit better however only a small increase from 1. You can carry 40lb of things in your inventory at once and can inflict less than average melee damage. You can't throw things as far or as hard as the average person and you can't really run as fast as the average person. Your jump is a big sluggish but it's noticeable.
3: This is the average strength level. You can carry 60lb of things in your inventory at once, inflict decent damage in melee and can throw things a reasonable distance and speed. You can run as fast as the average Joe can and jump just as high. Nothing really special.
4: Above average strength with noticeable results. You can carry 70lb of things in your inventory at once, inflict above average melee damage and throw things at quite a good distance and speed. You can run as fast as a professional runner and can jump fairly high compared to the average Joe.
5: This is almost peak human strength. You can carry 80lb of things in your inventory at once, inflict significant melee damage and throw things quite far and hard. You can run as fast as a professional sprinter and jump a bit higher than someone of above average strength.
6: This is peak human strength. You are able to carry 90lb of things in your inventory, inflict highly significant melee damage and throw things really far and hard. You can run as fast as the fastest man alive and jump a 5 foot fence which is really good to be quite honest.
7: You are borderline superhuman in strength being able to carry 100lb of things in your inventory, inflict really high melee damage and throw things very far and hard. You can run faster than the fastest man alive and jump 6 foot in the air.
8: This is superhuman strength. You can carry 150lb of things in your inventory and inflict massive melee damage along with throw things really, really hard and really, really far. You can run up to 40 Mph and jump over an 8 foot fence with ease.
9: Peak superhuman strength. You can carry 200lb of things in your inventory and inflict tank busting melee damage along with throwing things as fast as 400 Mph, run up to 70 Mph and jump 10 foot in the air.
10: This is god like strength. You can carry up to 3 tons of things in your inventory and inflict melee damage equivalent to that of a nuclear blast. You can throw things faster than a bullet, run up to 120 Mph and jump 25 foot in the air.
Health: Health dictates how much damage you can take before keeling over and dying. Pretty simple but this is still extremely important.
0: You are dead.
1: You're delicate. Really delicate. A .22 handgun can drop you in a couple of shots. You should be really cautious around any hazards.
2: A bit better. You won't be killed instantly from being clubbed in the face with a crowbar once but you will still need to be really cautious around hazards.
3: Average health. You can sustain a couple of assault rifle shots to the torso before you die but you don't need to be as cautious around hazards as the weaker people.
4: Above average health. You are able to take more punishment than a normal person and able to take a head shot from low power weapons along with taking multiple rifle caliber shots to the torso before dying.
5: Almost peak human damage tolerance. You still can't sustain a rifle caliber round to the dome but you can take 2 shots from a low powered weapons and able to sustain quite significant amounts of damage against things. You can even withstand things that would normally kill a normal person instantly.
6: Peak human health. You can take a rifle caliber round to the dome and still be kicking though only just and take fairly large amounts of damage to your torso. A lot of natural hazards aren't really a problem anymore for you.
7: Almost superhuman health. It's like you've been smoking bath salts minus the cannibalism part and stripping naked. You can take really large amounts of damage to your torso and able to take 2 shots of rifle caliber to your dome before kicking the bucket.
8: Superhuman health. You are able to take multiple shots to the head with rifle caliber ammo and take massive damage anywhere else. You pretty much shrug off most low power weapons like they were nothing.
9: Peak superhuman health. You are able to sustain really heavy damage and not be phased by it. Even being able to take large amounts of head shots before dying.
10: You are by all definition a tank. They will literally have to break out anti tank weapons to kill you as there isn't anything else that will inflict enough damage against you. Bullets and natural hazards are a thing of the past as they are like pretty much like firing a BB gun at you.
Endurance: Endurance affects how long you can sprint for, how long you can hold your breath and how easily you are knocked down, flinch or are staggered. Being hit by heavy objects or being hit by things that are built to make you stagger or get knocked down will always work. This also effects how quickly you get hungry or thirsty.
0: You can't hold your breath. Can't sprint and are knocked down by simply walking. Food and drink simply passes straight through you.
1: You can't sprint for very long and can't hold your breath for longer than a couple of seconds. You are always knocked down by heavy damage and are easily staggered by attacks. You will always flinch when damaged. You need to regularly eat and drink a day if you want to stay alive. Starvation for about a day will kill you and going 12 hours without drink will kill you.
2: You can sprint for longer distances but not for much longer and you can't hold your breath longer than a few seconds. You don't always flinch when you take damage but you do most of the time and the chance of staggering is reduced slightly. You still get knocked down from heavy damage. Able to go 2 days without food and 1 day without drink.
3: This is average endurance. You can sprint for a decent distance, hold your breath for about half a minute and you flinch less when hit. You also have an even less chance of staggering. You still always get knocked down with heavy damage. Able to go a week without food and 4 days without drinking.
4: Above average endurance. You can sprint for a good distance, hold your breath for a minute and you will have an even less chance of flinching when hit same with being staggered. You also don't always get knocked down from heavy damage now. Able to go 2 weeks without food and a week without drink.
5: Almost peak human endurance. You can sprint for a very good distance, hold your breath for 1 and a half minutes and have even less of a chance of flinching or being staggered when you take damage. The chance of being knocked down from heavy damage is about 50/50 now. Able to go 3 weeks without food and 1 1/2 without drinking.
6: Peak human endurance. You can sprint for long distances, hold your breath for 2 minutes and the chance of flinching or being staggered is about 50/50 now. The chance of being knocked down by heavy damage is nearly non existent now. Able to go 4 weeks without food and 2 weeks without drinking.
7: Almost superhuman endurance. You can sprint for very long distances, hold your breath for 3 minutes and you will rarely ever flinch or get staggered by damage. You can't be knocked down any more by heavy damage. Staggering attacks and knock down attacks have a 50/50 chance of working now. Able to go 5 weeks without food and 2 1/2 weeks without drinking.
8: Superhuman endurance. You can sprint for ridiculous distances, hold your breath for 4 minutes and being staggered is nearly non existent however flinching is still rare. Staggering or knock down attacks still have a 50/50 chance of working. Able to go 6 weeks without food and 3 weeks without drinking.
9: Peak superhuman endurance. You can sprint for nearly infinite amounts of time, hold your breath for 5 minutes and you can no longer be staggered however you will still flinch although this is nearly non existent to you. Staggering or knock down attacks rarely work on you. Able to go 7 weeks without food and 3 1/2 weeks without drinking.
10: God like endurance. You can sprint forever, hold your breath forever and you will no longer flinch. Staggering or knock down attacks don't work on you anymore. No need to eat or drink any more.
Crafting: Crafting allows you to create items, weapons, armor and equipment to use and also repair them. This is provided you have the right ingredients to make them.
0: You can't craft or repair anything.
1: Able to craft very basic things. Such as sharpened sticks and wooden planks.
2: Able to craft a bit more advanced things such as spears, fires, flaming torches.
3: Able to craft standard survival things and able to create armor out of leather and other natural fibers along with being able to repair basic things.
4: Able to craft iron ingots and also able to create home made explosives and Molotov's. You can repair these home made things too.
5: Able to craft home made ranged weapons such as swords, bows, crossbows, slingshots and able to make things like gun powder, nitroglycerin and solid rocket fuel along with remote detonated explosives and home made land mines. Also can repair them.
6: Can craft pistols, Ammo, Dynamite, TNT and able to create proximity mines, create basic electrical devices and repair them.
7: Can craft modern firearms and ammunition along with C-4 and Thermite. Also able to create electronic devices and repair them. Also can craft modern body armor.
8: You can create fairly advanced things. Mostly attachments such as scopes, flash lights and laser sights. You can also create powerful fuel air bombs and repair them. Able to create exo armor.
9: Able to create futuristic laser guns and other devices that would be considered future tech. Also able to repair them. You can also create nano armor.
10: You can create nuclear weapons now. You can create pretty much anything anyone can think of and repair them.
Contraptions: Contraptions are basically vehicles and machines you can create and use. This dictates what you can create, how well you use it and also allows you to repair contraptions.
0: Unable to create, use or repair contraptions.
1: Congratulations you can attach wheels onto a block and make it move. Very basic contraption building, usage and repairs.
2: Able to create dumb rockets and vehicles with that can move themselves. Basic usage and repairs once again.
3: This is the average. You are able to create basic vehicles that have steering and what not but with nothing fancy. Also able to create basic turrets. Average usage and repairs.
4: Above average. You can make vehicles and other machines with some pretty decent additions such as armor and weapons also able to create guided missiles however not really good ones. Above average usage and repairs.
5: You can create reliable military grade vehicles and machines and use them really well. You can also repair things extremely well too. You can also create a well made guided missile and heat seeking missiles. Well above average in usage and repairs.
6: Able to create some really fancy military grade vehicles and machines and use them very professionally. You can repair things that have been reduced to a junk machine.
7: Able to create machines used by first world nations and very deadly vehicles and what not including long range missiles along with using them better than a person trained to use them. Can repair things that are otherwise destroyed.
8: Able to create missiles up to and including ICBM's and post modern tech things to out match a lot of other things. There aren't many tanks around that can stand up to your tanks or stand up to your skill in handling any machine or vehicle. Can repair something that is pretty much been mostly blown to pieces but still a piece there.
9: Able to create the most advanced things around. Including space ships, terraforming devices, teleporters and things like that. You are extremely skilled in handling all these kinds of things and also repairing them.
10: There are no words to describe the things you can make. The only other things that can stand up to your things are extremely rare and otherwise not numerous enough for just anyone to have one. You can repair anything and handle anything with a masters hand.
Construction: Construction is based on how well you can create buildings and repair them. Also dictates how well you can mine too.
0: You can't construct buildings, repair them or mine.
1: You can build a basic shelter out of twigs and leaves and repair it. You also know how to dig up dirt. You can also put up a tent but that's besides the point.
2: Able to build shelters and mud huts and repair them. Now you can start digging deeper rather than just a hole in the ground.
3: Able to create log cabins and sheds and stuff like that. You can also create foundations for buildings and mine a lot more efficiently.
4: This is the standard for most estate builders in the US. You are able to create detached homes from wood or red brick on a decent scale. You can also dig out basements and create crude mine shafts.
5: This is where you can start building medium sized office blocks and other medium sized buildings. You can also create bridges and roads now. You can start creating more advanced mine shafts that still don't pass the national standard.
6: Able to create underground bunkers and create buildings that have a function such as broadcasting towers. You can create well made mine shafts and build aqueduct's.
7: Can begin creating larger buildings such as apartment blocks, universities and supermarkets and can also create deep mines that go pretty far underground.
8: The military standard. Factions from all around look to recruit people with this skill into their construction force. They can create things like automatic motor pools, armories and mess halls.
9: Able to create any type of modern building and repair them along with being able to go very deep underground for more precious minerals.
10: Can create futuristic buildings such as teleportation buildings, super portals and things like that. Also able to create mine shafts that are resistant to the heat of the core allowing you mine from the core.
Combat: Deathmatching is another term for fighting. The higher your skill the better you are at it.
0: You can't attack. Plain and simple.
1: Able to use weapons but with great inaccuracy and a significant minus to all damage dealt with them.
2: Able to use weapons more accurately but still have a small minus to all damage done with them.
3: Accuracy is no longer stunted and is now average. There is no minus to the damage done with weapons now.
4: More accurate with weapons now and you do a small damage bonus with them.
5: Really accurate weapons and you do a significant damage bonus with them.
6: Range is increased with all your weapons and gives a large damage bonus with all weapons.
7: Range is increased once again along with having a chance of a shot bouncing off a surface and hitting an enemy with half the damage.
8: Huge damage bonus given and your shots will have a slight guidance to them making the shots more likely to hit.
9: Ridiculous damage increase to all your weapons and gain the missile kick ability which allows you to kick someone flying followed by a small anti personal missile firing out of your foot, guiding onto it's enemy whilst he/she is in mid air and hitting them.
10: Gives you access to the leash which allows you to fire a blue energy tentacle out of your hand and pull people towards you along with other objects. Also allows you use the leash as a grappling hook or swinging around like spiderman.
Coding: Coding relates to the Expression 2 chips you can create which hack into the fabric of reality. These chips can do certain things such as give you powers, weapons or little utilities such as a radar, ESP or night vision. These work a lot like Client Mods however you don't pay for them. Expression 2 Chips take time and skill to create but do not cost in terms of money.
0: Unable to create Expression 2 chips or code.
1: Able to create expression 2 chips however you can't code. Instead you can steal or buy codes from other people.
2: Know basic coding to give you a clock or something really basic but that's about it.
3: Able to create codes that gives you night vision or ESP.
4: Able to create the Aimbot E2 which allows you to snap onto targets without any skill along with target identification E2's.
5: Can create an E2 that can change how you look to others including giving you invisibility, armor or camouflage.
6: Can create an E2 that generates an effect. Such as a missile strike E2 which can summon a artillery shell from the sky to hit where you are pointing and kill people.
7: Can create E2 generated weapons such as javelin missiles and such which allow you to combat tougher enemies early on.
8: Can create E2's that affect your stats such as raising your strength.
9: Can create E2's that affect your condition. Such as letting you fly, phase through walls, allow you to astral project or even regenerate health.
10: Able to create E2's that can give you magical abilities, grant temporary invincibility or even augment your attacks to do some crazy stuff. For instance allowing you to punch someone and make them explode into rainbows.
Arcane: Arcane relates to the ability to use magic or enchant items. Magic abilities can have a variety of interesting effects such as being able to cast simple spells such as fireballs and lightning bolts to summoning meteors and summoning creatures to do your bidding. Enchanting call also have a variety of effects on the items you enchant from simple things such as increasing it's protection or damage output to having it freeze targets solid or provide a shield for you.
0: Unable to use create Enchantments, use or create spells.
1: Drunk with a flamethrower level. It could go two ways really. Able to use very basic spells though with a major set back in their effectiveness damage wise and have a chance of back firing on you or simply not working at all.
2: Novice level. You can use very basic spells without such a critical loss in effectiveness though are still less effective than the spell should actually be. Spells still have a small chance of back firing though not as badly.
3: Apprentice Level. You can use basic spells with normal effectiveness with no chance of back firing. You may also be able to enchant items with basic enchantments.
4: Adept Level. This is the average level that most magic users both friendly and hostile tend to be at. They can use fairly advanced spells with a small amount of bonus effectiveness with their spells. They can also create more advanced and powerful enchantments.
5: Expert level. This is an above average skill in the use of magic. Spells are advanced with moderate bonus in their effectiveness. They can also create their own spells and give rather powerful and advanced enchantments to items.
6: Master level. At this level you can use some of the most advanced spells out there as well as create really powerful spells yourself. All spells have double the effectiveness as normal and you may create powerful and advanced enchantments for items.
7: Inhuman level. At this level your powers start getting a 125% in bonus effectiveness as well as getting access to spells that would not even be accessible to even the masters of magic. You can create very powerful and advanced spells and enchant things with inhuman power.
8: Demi God level. You can use things that surpass even that of inhuman levels with an extra 150% bonus in effectiveness as well as getting access to extremely powerful and unearthly spells and enchantments which you are also able to create.
9: Divine levels. Gives an extra 175% effectiveness bonus to all spells and allows you to create nearly god like spells and enchantments.
10: God-Like levels. Grants an extra 300% effectiveness bonus to all spells and allows you to not only twist reality and space to your will but also create your own reality around your body. You can do nearly anything, only limited by others of equal level, Guardians or Garry himself.
Guardians are the beings that are there to serve Garry and protect the Universe against huge threats. There are various types of Guardians and not all of them are killer brutes. But most of them are. Depending on their job depends on their stats in certain skills which are always the highest for instance, a Guardian Tank would have 10/10 on the Health Stat. All Guardians have 10/10 Endurance.
Guardian Brute: Fast, strong and agile. Brutes charge towards groups of enemies, punching and smashing through them as well as throwing large objects around to destroy them. These and the Guardian Tanks are the most common being able to quickly dispatch almost any enemy easily.
Guardian Tank: Guardian Tanks, whilst not able to output as much damage as the Brutes, can soak up ridiculous amounts of damage without batting an eyelid. Anti-Tank and other Heavy Weapons will need to be employed against these if you want any hope of killing one of these. They act as a support unit for the brutes, sort of like shields and distractions.
Guardian Armorer: Capable of crafting any item. These Guardians employ the use of armor and weapons to achieve their goals and are one man production lines, capable of supplying armies, especially the ones that defend Olympus Island, Garry's home land. They are tricky as they use a huge variety of ranged weapons of different effects. They are also employed to arm the Guardian Gladiators.
Guardian Engineer: Create vehicles and other machines for use against their enemies. Guardian technology is seen to be the most complex technology out there and nobody has yet to have fathomed it out. When an Engineer is there, you can tell that the shit has really hit the fan as they are only called when they have a high-priority threat that they need to deal with as quickly and cleanly as possible through the use of heavy weapons and machinery.
Guardian Constructor: Used to build bases and what not for the Guardians to set up shop and get easy access to areas. Their buildings tend to be the best quality out there. Usually work behind the lines with the Engineers and not in direct combat.
Guardian Gladiator: Deployed along with Guardian Armorers. They are the best in combat and can use any weapon put in front of them with deadly efficiency. These are also employed to deal with high-priority threats and situations and also to provide a variety of different forms of fire support for their comrades on the field.
Guardian Reality Hacker: More of a support type Guardian than anything. They create super complex Expression 2 chips that hack into the fabric of reality and twist it to their needs. They use these chips to help team mates and them selves with things ranging from ESP and Radar to Energy Shields and off hand weaponry.
Guardian Mage: The most dangerous of all the Guardians. Guardian Mages are very, very, rarely called into a situation and when they are, the thing they are targeting doesn't exist anymore. Their presence is so rare in fact, that most people just believe them to be a myth of some sorts and that the stories of Guardian Mages coming down from the sky like a meteor and slamming into the ground before leveling the terrain with insane power were all just that. Stories. Either way, some people have witnessed their power first hand and from what we know, Guardian Mages are seemingly capable of leveling entire cities with the blink of an eyelid. Though unlike their other counter parts, Guardian Mages are physically weak and surprisingly easy to beat down if they don't use their magic.
Guardian Brute: Fast, strong and agile. Brutes charge towards groups of enemies, punching and smashing through them as well as throwing large objects around to destroy them. These and the Guardian Tanks are the most common being able to quickly dispatch almost any enemy easily.
Guardian Tank: Guardian Tanks, whilst not able to output as much damage as the Brutes, can soak up ridiculous amounts of damage without batting an eyelid. Anti-Tank and other Heavy Weapons will need to be employed against these if you want any hope of killing one of these. They act as a support unit for the brutes, sort of like shields and distractions.
Guardian Armorer: Capable of crafting any item. These Guardians employ the use of armor and weapons to achieve their goals and are one man production lines, capable of supplying armies, especially the ones that defend Olympus Island, Garry's home land. They are tricky as they use a huge variety of ranged weapons of different effects. They are also employed to arm the Guardian Gladiators.
Guardian Engineer: Create vehicles and other machines for use against their enemies. Guardian technology is seen to be the most complex technology out there and nobody has yet to have fathomed it out. When an Engineer is there, you can tell that the shit has really hit the fan as they are only called when they have a high-priority threat that they need to deal with as quickly and cleanly as possible through the use of heavy weapons and machinery.
Guardian Constructor: Used to build bases and what not for the Guardians to set up shop and get easy access to areas. Their buildings tend to be the best quality out there. Usually work behind the lines with the Engineers and not in direct combat.
Guardian Gladiator: Deployed along with Guardian Armorers. They are the best in combat and can use any weapon put in front of them with deadly efficiency. These are also employed to deal with high-priority threats and situations and also to provide a variety of different forms of fire support for their comrades on the field.
Guardian Reality Hacker: More of a support type Guardian than anything. They create super complex Expression 2 chips that hack into the fabric of reality and twist it to their needs. They use these chips to help team mates and them selves with things ranging from ESP and Radar to Energy Shields and off hand weaponry.
Guardian Mage: The most dangerous of all the Guardians. Guardian Mages are very, very, rarely called into a situation and when they are, the thing they are targeting doesn't exist anymore. Their presence is so rare in fact, that most people just believe them to be a myth of some sorts and that the stories of Guardian Mages coming down from the sky like a meteor and slamming into the ground before leveling the terrain with insane power were all just that. Stories. Either way, some people have witnessed their power first hand and from what we know, Guardian Mages are seemingly capable of leveling entire cities with the blink of an eyelid. Though unlike their other counter parts, Guardian Mages are physically weak and surprisingly easy to beat down if they don't use their magic.
Earth: Just the normal world filled with everything you would expect. This is the place where you start.
Underworld: The Underworld is a massive expanse underground filled to the brim with monsters and undead. It can be accessed by digging really deep. It also has minerals and other things you can't acquire on Earth.
Hell: Hell is a totally different dimension all together and requires a portal to get there or you can go to Hells Gate Isle and use the cave to get there. Hell is filled with horrific monsters and undead and lots of lava and fire. It guards the gate to Hades and has some really unique enemies and items.
Space: Yep. Space. You can get into space if you have a space ship, powerful enough rocket or a teleporter. ICBM's tend to go into space also but you don't want to be attached to one of those. Space gives you access to various other areas and also has very unique enemies and items.
The Moon: The moon is home to a small colony of people that live in a dome. Anything else outside the dome is pretty much barren land with no atmosphere however there is an abundance of Silver on the moon along with various other minerals.
Mars: Also a barren planet but there are parts of it that have been terraformed by colonists. Mars does have an atmosphere mostly made of Hydrogen which can be used for Fusion Bombs and Hydrogen Bombs along with fusion generators so you can extract gasses from it and also has an abundance of Iron.
Pluto: The ice planet. There are no actual colonies on this planet but more of a base. This has some really weird wild life here and has an atmosphere mostly made up of Nitrogen. There's also a lot of Uranium and Cobalt that can be mined here.
Overworld: The Overworld is a totally different dimension to Earth. The only known way to get to is to travel through a worm hole which in all intent and purpose is lethal to anyone who doesn't have a strong enough ship to go into it with. Very few have managed to get there. Then again when they do get there they are usually ravaged by the things that live there. It is hostile to all except Guardians.
Underworld: The Underworld is a massive expanse underground filled to the brim with monsters and undead. It can be accessed by digging really deep. It also has minerals and other things you can't acquire on Earth.
Hell: Hell is a totally different dimension all together and requires a portal to get there or you can go to Hells Gate Isle and use the cave to get there. Hell is filled with horrific monsters and undead and lots of lava and fire. It guards the gate to Hades and has some really unique enemies and items.
Space: Yep. Space. You can get into space if you have a space ship, powerful enough rocket or a teleporter. ICBM's tend to go into space also but you don't want to be attached to one of those. Space gives you access to various other areas and also has very unique enemies and items.
The Moon: The moon is home to a small colony of people that live in a dome. Anything else outside the dome is pretty much barren land with no atmosphere however there is an abundance of Silver on the moon along with various other minerals.
Mars: Also a barren planet but there are parts of it that have been terraformed by colonists. Mars does have an atmosphere mostly made of Hydrogen which can be used for Fusion Bombs and Hydrogen Bombs along with fusion generators so you can extract gasses from it and also has an abundance of Iron.
Pluto: The ice planet. There are no actual colonies on this planet but more of a base. This has some really weird wild life here and has an atmosphere mostly made up of Nitrogen. There's also a lot of Uranium and Cobalt that can be mined here.
Overworld: The Overworld is a totally different dimension to Earth. The only known way to get to is to travel through a worm hole which in all intent and purpose is lethal to anyone who doesn't have a strong enough ship to go into it with. Very few have managed to get there. Then again when they do get there they are usually ravaged by the things that live there. It is hostile to all except Guardians.
Co-Ops
New cinoxA
-Open-
-Open
Earth
Moon
Mars
Pluto
Moon
Mars
Pluto
Rules
1: No Godmodding.
2: No overpowered starting weapons, items & Abilities.
3: Don't do anything lolzy like finding the equipment needed to make a nuclear weapon in a dumpster.
4: No leveling up abilities without mine or a Co-Op's permission.
5: Put effort into posts. At least 3 sentences bare minimum.
6: Co-Ops may create a Guardian character so long as they do not abuse their abilities.
7: Don't kill important characters without my permission.
8: This is a sandbox, freeroam, All-tech RP. Though you can go anywhere you please, I do have a main plot planned.
9: Maximum of 3 characters.
App
- Code: Select all
[box]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Nationality:[/b] (Where they lived before being brought into this universe)
[b]Abilities:[/b] (Maximum of 2 abilities. Can be affected by stats)
[b]Items:[/b] (Weapons, armor etc)
[b]Stats:[/b] (You have 35 Points to spend)
-[u]Strength:[/u] /10
-[u]Health:[/u] /10
-[u]Endurance:[/u] /10
-[u]Crafting:[/u] /10
-[u]Contraptions:[/u] /10
-[u]Construction:[/u] /10
-[u]Combat:[/u] /10
-[u]Coding:[/u] /10
-[u]Arcane:[/u] /10
[b]Personality:[/b]
[b]Appearance:[/b]
[b]Notes:[/b]
[/box]