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Young Bloods(REBOOT OOC, Superhero RP, Open)

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The V O I D
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Postby The V O I D » Sun Jun 03, 2018 3:00 pm

The Republic of Atria wrote:
The V O I D wrote:Sorry that I haven't posted, yet; had no access to a computer. I'm going to post ICly soon, and maybe a secondary app with a Young Blood character.

What are people's thoughts on precognition?


You're gonna have to be more specific on how it works. Since Precognition is a pretty broad power


More specifically, I was thinking about a combat-focused precognitive. Essentially, the user would be granted insight into the next few seconds during combat via brief 'flashes' or 'ghosts' of people committing actions before they are actually committed in active combat - and then this allows them to counter, block or dodge during a fight while allowing them to pick at openings repeatedly during a fight.

Of course, to prevent OPness and other possible misuses, it will be exclusively limited to combat. Not only that, but it gets harder for the precognitive to keep track the more opponents they are facing - if they face overwhelming numbers or their opponents are at a large enough range away and using ranged weapons, the precognitive will be less accurate and thus be hindered when fighting, allowing for them to get injured and such. Overuse of the power as well as facing too many opponents in rapid succession, depending on the situation, can also cause severe headaches/migraines.

Basically, in 1v1 up to around maybe a 1v4 melee/close-range match, this person would be very difficult to beat. The further you get from that sorta situation by introducing more variables/people or introducing larger ranges and weapons, etc. the less effective the precog would be.

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The Republic of Atria
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Postby The Republic of Atria » Sun Jun 03, 2018 3:03 pm

The V O I D wrote:
The Republic of Atria wrote:
You're gonna have to be more specific on how it works. Since Precognition is a pretty broad power


More specifically, I was thinking about a combat-focused precognitive. Essentially, the user would be granted insight into the next few seconds during combat via brief 'flashes' or 'ghosts' of people committing actions before they are actually committed in active combat - and then this allows them to counter, block or dodge during a fight while allowing them to pick at openings repeatedly during a fight.

Of course, to prevent OPness and other possible misuses, it will be exclusively limited to combat. Not only that, but it gets harder for the precognitive to keep track the more opponents they are facing - if they face overwhelming numbers or their opponents are at a large enough range away and using ranged weapons, the precognitive will be less accurate and thus be hindered when fighting, allowing for them to get injured and such. Overuse of the power as well as facing too many opponents in rapid succession, depending on the situation, can also cause severe headaches/migraines.

Basically, in 1v1 up to around maybe a 1v4 melee/close-range match, this person would be very difficult to beat. The further you get from that sorta situation by introducing more variables/people or introducing larger ranges and weapons, etc. the less effective the precog would be.


Seems fine to me.

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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Jun 03, 2018 3:11 pm

The V O I D wrote:
The Republic of Atria wrote:
You're gonna have to be more specific on how it works. Since Precognition is a pretty broad power


More specifically, I was thinking about a combat-focused precognitive. Essentially, the user would be granted insight into the next few seconds during combat via brief 'flashes' or 'ghosts' of people committing actions before they are actually committed in active combat - and then this allows them to counter, block or dodge during a fight while allowing them to pick at openings repeatedly during a fight.

Of course, to prevent OPness and other possible misuses, it will be exclusively limited to combat. Not only that, but it gets harder for the precognitive to keep track the more opponents they are facing - if they face overwhelming numbers or their opponents are at a large enough range away and using ranged weapons, the precognitive will be less accurate and thus be hindered when fighting, allowing for them to get injured and such. Overuse of the power as well as facing too many opponents in rapid succession, depending on the situation, can also cause severe headaches/migraines.

Basically, in 1v1 up to around maybe a 1v4 melee/close-range match, this person would be very difficult to beat. The further you get from that sorta situation by introducing more variables/people or introducing larger ranges and weapons, etc. the less effective the precog would be.


Eh, gonna be honest here, even if it's limited to one on one combat and the character has no other powers, it still seems godmoddy to me. Personally, I'd prefer if you went with something else. I've never been a fan of precognition.
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The V O I D
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Postby The V O I D » Sun Jun 03, 2018 3:27 pm

I will respect your wishes, Zark - and Atria, I appreciate that you felt my idea was good.

In this case, I will rethink my secondary character and try to post an app for them sometime this week. Likely to post in the IC with my primary before then, though.

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The Rebel Alliances
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Postby The Rebel Alliances » Wed Jun 06, 2018 5:05 pm

Name: Cody West
Age: 16
Gender: Male
Race: Human
Appearance:
Image

Young Blood?: No, big fan though.
Bio:
Cody West never knew his parents. He grew up in a orphanage alongside other kids like him. Despite that, he has grown up fairly happy. Sure, things could be a lot better for him. But he does not resent his position in life. Instead, he makes the most of it. And even if he does not have a 'real' family. In his eyes the City is like a big family to him. The Counselors at the orphanage are like parents. His teachers aunts and uncles and his fellow orphans and classmates siblings and cousins. Of course, while he has always been fairly upbeat and cheerful, things changed when he heard that a new team of heroes his own age formed in the city. The Young Bloods were kids just like him. Fighting to make an example and protect him and his city. He instantly became a fan of all of the members. And ever since has doubled his own efforts to make positive changes when he can.

Lately, he has stood up to a bully in school who was picking on one of the other orphans. Cody got hit over it, and ended up in the Principal's office alongside the bully. But the bully did seem to lay off of his previous victim in the days after. So its all good. Then, he decided that he would form a baseball team with the other orphans when he was not playing with his school team. Giving them something bond over. And lastly he has volunteered for a superhuman rights activist group helping to pass out flyers encouraging equal treatment of super humans who find it more difficult to fit in.

All in all Cody is a well adjusted teenager who at this moment would love to meet the Young Bloods in person one day. And let them know exactly how much they are appreciated where he comes from. But for now, he will just be doing the small things he can as he trusts the heroes to keep fighting for tomorrow.
Powers: None
  • [Kind Nature]: Cody is a nice guy, eager to help and volunteer to improve things around him. This could be listening to a friend or a volunteering for a charity event. His consular says this is a super power.
  • [Baseball]: Cody is a excellent baseball player. Playing with a team of other orphans after school on most days.

Limitations:
  • He is a normal kid in the city of San Diego. He has pretty normal responsibilities. ie homework, baseball practice, bullies ect.

Weaknesses:
  • [He is a untrained normie kid]: While there are some examples of exceptional heroes who have no powers, Cody is not one of them. He is pretty mean with his baseball bat if he has to be though.

Likes: The Young Bloods, Doing the Right Thing, Baseball
Dislikes: Bullies, Villains, those who threaten the safety of San Diego

Additional Information (Optional; remove if unused)-
Birthday:
Theme song:
Favorite food:
Greatest fear:
My RP Nation is the Islamic Republic of Alamon

The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.

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The V O I D
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Postby The V O I D » Thu Jun 07, 2018 4:36 am

My IC post is almost done, but before I post, quick question on NPCs: are we allowed to make some up or do we need to reference some that already exist?

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Finland SSR
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Postby Finland SSR » Thu Jun 07, 2018 4:38 am

The V O I D wrote:My IC post is almost done, but before I post, quick question on NPCs: are we allowed to make some up or do we need to reference some that already exist?

You are free to make up NPCs as long as they do not conflict with existing lore. I'm pretty sure that's the standard in all roleplays.
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Zarkenis Ultima
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Postby Zarkenis Ultima » Thu Jun 07, 2018 4:50 am

Finland SSR wrote:
The V O I D wrote:My IC post is almost done, but before I post, quick question on NPCs: are we allowed to make some up or do we need to reference some that already exist?

You are free to make up NPCs as long as they do not conflict with existing lore. I'm pretty sure that's the standard in all roleplays.


Pretty much this, Void. Feel free to make up NPCs if those available don't work for you, just try to check first if there's no overlap with any existing lore.
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Finland SSR
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Postby Finland SSR » Thu Jun 07, 2018 4:58 am

By the way, Void, we have a Discord where we plan out arcs and character interaction (and just have a fun time chatting and lewding Kiris), so you might be interested in joining us.

The link is in the OP, but you can also click here
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Zarkenis Ultima
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Postby Zarkenis Ultima » Thu Jun 07, 2018 5:41 am

Finland SSR wrote:and lewding Kiris


-eviscerates Fin-
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New Finnish Republic
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Postby New Finnish Republic » Thu Jun 07, 2018 7:34 am

Zarkenis Ultima wrote:
Finland SSR wrote:and lewding Kiris


-eviscerates Fin-


He died for the greater good.
Known mostly as Finn, but also known as a few other things I can't put in a signature by those who know me.

American who got left too long in the sauna.

Proud to spread Spurdo Nationalism from sea to shining sea.

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The Rebel Alliances
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Postby The Rebel Alliances » Sun Jun 10, 2018 10:19 pm

For Reference.

Mayla's Power
Lifting Strength
Base: Class 5
Awakened State: Class 50

Striking Strength
Base: Class KJ
Awakened State: Class MJ

Speed
Base: Faster than the Eye
Awakened State: Supersonic

Durability
Base: Wall/Tree Level
Awakened: City Block Level

Destructive Capacity(Ki Blasts)
Base: Large Building Level
Awakened: Small Town Level
My RP Nation is the Islamic Republic of Alamon

The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.

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Zarkenis Ultima
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Postby Zarkenis Ultima » Wed Jun 13, 2018 7:47 pm

So, after being busy for several days, I've made an archive update again! Removed Cecilia and Marcos and added Cody and the Talim Danu to the archive; also marked The Smoking Gun as finished.

Feels good to be on top of my work again :P
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New Neros
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Postby New Neros » Thu Jun 14, 2018 8:42 pm

Zarkenis Ultima wrote:So, after being busy for several days, I've made an archive update again! Removed Cecilia and Marcos and added Cody and the Talim Danu to the archive; also marked The Smoking Gun as finished.

Feels good to be on top of my work again :P

Gets ready to unload more characters and teams and a few arc ideas
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Zarkenis Ultima
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Postby Zarkenis Ultima » Thu Jun 14, 2018 9:03 pm

New Neros wrote:
Zarkenis Ultima wrote:So, after being busy for several days, I've made an archive update again! Removed Cecilia and Marcos and added Cody and the Talim Danu to the archive; also marked The Smoking Gun as finished.

Feels good to be on top of my work again :P

Gets ready to unload more characters and teams and a few arc ideas


-preemptively denies-
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Auropa
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Postby Auropa » Thu Jun 14, 2018 11:22 pm

Heya all, I've been out of NS for a while thanks to my first semester at uni. Though I've finally finished the first round of exams and for the first time in god knows how long, I've got free time (cries tears of joy), I've caught up a bit on what's been happening IC and wanted to check if its alright to jump back in with Mike and Kross after so long (maybe write up a post explaining why Mike's been quiet since the island).
Side note, I'm flying back home tomorrow so I figured I could use the time to start writing something up for the fun of it.

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Zarkenis Ultima
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Postby Zarkenis Ultima » Thu Jun 14, 2018 11:23 pm

Auropa wrote:Heya all, I've been out of NS for a while thanks to my first semester at uni. Though I've finally finished the first round of exams and for the first time in god knows how long, I've got free time (cries tears of joy), I've caught up a bit on what's been happening IC and wanted to check if its alright to jump back in with Mike and Kross after so long (maybe write up a post explaining why Mike's been quiet since the island).
Side note, I'm flying back home tomorrow so I figured I could use the time to start writing something up for the fun of it.


Yep, go ahead! We'll be happy to have you back. I'll add your characters back to the roster next time I make an archive update.
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Finland SSR
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Postby Finland SSR » Thu Jun 14, 2018 11:29 pm

Auropa wrote:Heya all, I've been out of NS for a while thanks to my first semester at uni. Though I've finally finished the first round of exams and for the first time in god knows how long, I've got free time (cries tears of joy), I've caught up a bit on what's been happening IC and wanted to check if its alright to jump back in with Mike and Kross after so long (maybe write up a post explaining why Mike's been quiet since the island).
Side note, I'm flying back home tomorrow so I figured I could use the time to start writing something up for the fun of it.

Woohoo, Kross is bacc
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Auropa
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Postby Auropa » Thu Jun 14, 2018 11:32 pm

Zarkenis Ultima wrote:Yep, go ahead! We'll be happy to have you back. I'll add your characters back to the roster next time I make an archive update.


Whooo! Awesome to hear and I'll try to put up a make up post after the flight.

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New Neros
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Postby New Neros » Fri Jun 15, 2018 6:42 am

Auropa wrote:
Zarkenis Ultima wrote:Yep, go ahead! We'll be happy to have you back. I'll add your characters back to the roster next time I make an archive update.


Whooo! Awesome to hear and I'll try to put up a make up post after the flight.

Killer Kross is making a comeback! Welcome back!

Zarkenis Ultima wrote:
New Neros wrote:Gets ready to unload more characters and teams and a few arc ideas


-preemptively denies-


lays on the floor and sniffles a bunch to hide tears
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Finland SSR
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Postby Finland SSR » Sat Jun 16, 2018 11:20 am

Hi guys.

For a little bit over a week, I have been working on a Young Bloods RPG, converting the first arc of the RP into a video game using RPG Maker VX Ace, and after a few sleepless evenings and a lot of biting at my shitty laptop for deleting my work, I have finally completed a demo version of the game.

It currently goes through the entire prison inmate arc up to the foundation of the Young Bloods, but I'm planning to keep working on the game until it reaches the current times, including all of the YB-related arcs and maybe a few side arcs from non-YB characters.

I'll post a download link in the group's Discord, as, like we discussed out there, it's unlikely that a download link even for content I created myself will not be tolerated in this forum.

1. This is the first video game I've ever made, even with a program designed for newcomers to the field like RPG Maker. And this is an alpha stage of the game, too. As such, don't expect a masterpiece of any sort. I did try to put as much polish I could to the game, and it's fully playable at this state, albeit short...

2. If you notice any bugs, glitches or want to point out any balance issues, please inform me immediately. I've playtested this game as much as I could, but there's only so much one person can do to test everything.

3. To adapt the somewhat loose and disjointed story of a roleplay into an RPG, I had to take some liberties with the content. Lots of new dialogue was written and a bunch of stuff from the RP got cut out, including a few characters. Otherwise, this whole game would just be one long cutscene (it's already fairly cutscene heavy, but that's a given) This is why I described it as "kind of a one-shot" back on Discord. I did try to limit myself with how much I change up the content, but if there's anything you want to be changed or removed, inform me.

4. For some reason, when I play the game on my laptop, Wendy is mysteriously absent, but when I play it on my PC, she's all okay and can be interacted with. Maybe it has something to do with memory or CPU usage, or maybe my laptop just hates Wendy for some reason. Either way, if you can't see Wendy in your version of the game, you'll know why.

5. All of the overworld sprites for all of the characters were created with the Character Generator built in with VX Ace, as I can't pixel-art for shit - and while it's a handy tool for me, the generator has its limits. It has a limited number of outfits, it has no pink or orange color or any superhero-style masks, as such, I had to make do with what was available. And as a result, a number of the characters don't really resemble their actual faceclaims. Or at least look noticeably different (different hair color, etc.). Don't crucify me for that.

6. Because I could not find any good images of prison inmates without any background, none of the enemies in the game have pictures, and thus you look like you fight thin air. Just thought I need to point that out. If any of you have any pictures I could use, send them to me and I'll add them.


Image
Image
Image
Image
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Zarkenis Ultima
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Postby Zarkenis Ultima » Sat Jun 16, 2018 1:19 pm

Finland SSR wrote:Hi guys.

For a little bit over a week, I have been working on a Young Bloods RPG, converting the first arc of the RP into a video game using RPG Maker VX Ace, and after a few sleepless evenings and a lot of biting at my shitty laptop for deleting my work, I have finally completed a demo version of the game.

It currently goes through the entire prison inmate arc up to the foundation of the Young Bloods, but I'm planning to keep working on the game until it reaches the current times, including all of the YB-related arcs and maybe a few side arcs from non-YB characters.

I'll post a download link in the group's Discord, as, like we discussed out there, it's unlikely that a download link even for content I created myself will not be tolerated in this forum.

1. This is the first video game I've ever made, even with a program designed for newcomers to the field like RPG Maker. And this is an alpha stage of the game, too. As such, don't expect a masterpiece of any sort. I did try to put as much polish I could to the game, and it's fully playable at this state, albeit short...

2. If you notice any bugs, glitches or want to point out any balance issues, please inform me immediately. I've playtested this game as much as I could, but there's only so much one person can do to test everything.

3. To adapt the somewhat loose and disjointed story of a roleplay into an RPG, I had to take some liberties with the content. Lots of new dialogue was written and a bunch of stuff from the RP got cut out, including a few characters. Otherwise, this whole game would just be one long cutscene (it's already fairly cutscene heavy, but that's a given) This is why I described it as "kind of a one-shot" back on Discord. I did try to limit myself with how much I change up the content, but if there's anything you want to be changed or removed, inform me.

4. For some reason, when I play the game on my laptop, Wendy is mysteriously absent, but when I play it on my PC, she's all okay and can be interacted with. Maybe it has something to do with memory or CPU usage, or maybe my laptop just hates Wendy for some reason. Either way, if you can't see Wendy in your version of the game, you'll know why.

5. All of the overworld sprites for all of the characters were created with the Character Generator built in with VX Ace, as I can't pixel-art for shit - and while it's a handy tool for me, the generator has its limits. It has a limited number of outfits, it has no pink or orange color or any superhero-style masks, as such, I had to make do with what was available. And as a result, a number of the characters don't really resemble their actual faceclaims. Or at least look noticeably different (different hair color, etc.). Don't crucify me for that.

6. Because I could not find any good images of prison inmates without any background, none of the enemies in the game have pictures, and thus you look like you fight thin air. Just thought I need to point that out. If any of you have any pictures I could use, send them to me and I'll add them.




:clap:

I'd throw it onto the archive, but... well... there's obvious issues with that :P
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Charmera
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Postby Charmera » Sat Jun 16, 2018 2:04 pm

THE GARDEN BECKONS

A Guide to the Far Lands

"Our means of receiving impressions are absurdly few, and our notions of surrounding objects infinitely narrow. We see things only as we are constructed to see them, and can gain no idea of their absolute nature. With five feeble senses we pretend to comprehend the boundlessly complex cosmos,"
- HP Lovecraft


The Garden inhabits the exact space of our reality, yet is in a separate and infinite dimension. It's origin is as incomprehensible as the life that inhabits the twisting maze that is it's substance. Was the garden a product of mortal thoughts or are we but a byproduct of it's insanity? Those with the answers to these questions are quite insane.

The mortal mind, when it slips from the realm of dreams into the Garden conceives it as an endless green. Grass, hedges, vines, trees and flowers dominate the landscape. Yet also buildings of strange materials, altars or obelisks or monuments to unknown forms and strange towers exist in the Garden. These features become more alien and hard to understand as the human progresses further into the garden. They might see floating stone, colors they did not know existed, light which travels so slow that you can perceive it's movements, plants and stone and things which change on command. Those who have survived the Garden describe it as surreal, yet undeniably real. Alien, yet undeniably familiar. Terrifying, yet undeniably beautiful.

The Garden is inhabited by beings of obscene power and form, yet are locked by wards and rules which prevent them from interfering directly in the mortal world. Some, however, are so powerful that even through wards their effects are felt. Some are capable of consciously or unconsciously inspiring followers in the Garden and the Material world who they grant powers to. Some create Daemons, servants in their image, and Avatars, host bodies with incredible power, with which to achieve their ends. Some wish to be freed, while others merely wish their goals realized, while others want both. Some do not want at all, and their actions follow logic which to mortals seems effectively random.

The mortals of our world do not typically know of the Garden, because those who do keep it's existence secret. Tell no one of what you learn from this guide, for otherwise they will either suspect you quite mad or worse, believe you completely.

Beware, for even a splinter of knowledge might bleed the mind of sanity.


The Gods of the Garden

The Animal Spirits

Not all that roam the Garden are bound to it completely. A Pantheon of beings known as the Animal Spirits roam freely across the Garden, able to go where other denizens cannot. Each of the Spirits stands as representations of an idea, an aspect or an archetype, much like the supposed gods that humanity worshiped in their olden days. They are the closest to comprehensible that those of the Garden become, the Animal Spirits are obsessive and alien.

The Raven is a common example, who stands for those who would do their work from the dark. The Patron of thieves and shadowy heroes alike. But there are others, like the Bear, who is the polar opposite as the patron of rage and pain. The Owl, the patron of secrets and knowledge. And many others. The Animal spirits are most likely to work through humans, able to create champions and form cults. They can also create daemons and some have even been known to Manifest themselves in the material world for a brief time. They are, however, the least powerful of the Garden's gods.


The Far Gods
The far gods are beings of contradiction. They are the paradoxes. They are the embodiment, cause and the end to which all contradiction and nonsense is pulled. When logic fails, they are there. When it is both day and night, they are there. When a thing is both dead and alive, they are there. When numbers are both prime and composite, they are there. When the impossible becomes true, they are there. To catch a glimpse of them is to be damned to madness, to hear a whisper of their voice is to never sleep again.

Each have goals they work towards, and to these ends they often employ human cultists and Daemons. In the former case, they communicate not through words but abstract dreams and emphatic communication. This emphatic bond is highly dangerous. Most of the time these goals require their freedom to walk the material plane, which would cause irreparable damage to reality as we know it.

One example of a far god is Yan'Yogath, the Closed Eye. Yan'Yogoth is the paradox of observation, most famously explained with Schrodinger's Cat. Where a cat might be dead or alive, yet it's state is unknown until observed so the cat was said to be both dead and alive. Yan'Yogoth has the power to suspend that judgement, placing things in that limbo of uncertainty, or even altering it completely. When a coin is flipped and never lands, when a person should be dead, yet lives. When there are two possible states, in that uncertainty of unknowing Yan'Yogoth rules. His servants in this world seek his favour for power, over life and death, over the flow of time and the other binaries that rule our reality. Yet Yan'Yogoth pushes his servants to failure or success based on his unknowable plans.


The Old Ones
The Old Ones are perhaps the least understood of the Garden's inhabitants, yet likely the most powerful. Ancient beings so old that their true names have been lost to all comprehension, only rivaled by the Progenitors in age. The Old Ones were once like us, yet transcended beyond and found themselves trapped within the Garden. Though their power has grown to obscene levels, their minds have withered and bloated and died within their now foul frames. They have become mad or simply deficient, and simply wallow in their own excess. Of course this is all but speculation and old legends, as no one can truly confirm that this is the truth. They are the most restricted, their only agents being Daemons and those few too insane to know better.

There are seven Old Ones. The Maw, The Eye, The Hand, The Heart, The Skull, The Blood and The Body


The Sorcerer Kings
The Sorcerer kings are not quite gods, yet find themselves trapped within the Garden the same as the others. Each inhabits a massive spirelike tower. The legend goes that in their attempts to attain godhood, they went mad. Their reality shaping power could only serve to make themselves a monument to the thing they searched for. A living warning to others who would in hubris tread their path. Each of them flails to achieve goals they could not attain by their faux accession. The Kings are often sought by magicians who wish to improve their craft, or those who wish wisdom from their towers. More often these would be trespassers are tortured into daemonic forms.


Occupants of the Garden

The Talim Danu - The Gardeners

The Deep Ones - The Snatchers
"Do you hear the voices too? They call out for us. They yearn for but one more listener."
Race Name: The Deep Ones
World of Origin: The Garden
Territories: N/A
Race Appearance: Image
Description/Lore: There are holes between our reality and the Garden. Small portals which open at the rituals of those who know their ways. These portals are sometimes used by Talim to persue escaped beings. Sometimes they are used by Daemons to manifest on the material plane. But sometimes these portals are the windows of strange faces. Bulbous eyes, fishlike scales and vacant open jaws. These mad eyes wait for prey, as they simply snatch beings on whims. Their prey sometimes return as if from a dream, but sometimes they don't even come back. The ones who kidnap through these portals are known as the Deep Ones.

No one knows what they do with their captured victims. Most deep ones are too insane to probe for answers. Those victims who have been found appeared to have undergone a changing process and are often unrecognizable. Deep ones are known for their gift of prophecy, and for their psychic powers. They sometimes settle in our world for a time. Their kings rule them in a theocracy.
Race Powers:
- Precognition
- Psychic Powers
- Amphibian
Race Limitations:
- Precognition is imperfect as madness makes it hard to interpret visions.
Race Weaknesses:
- Madness
- Physical Weakness
Additional info:


The Yanu-Vai - The Curious
"Sanity is a small price to pay for knowledge"
Race Name: Yanu Vai
World of Origin: The Garden
Territories: N/A
Race Appearance: Image
Description/Lore: There are few beings who can resist the allure of the Garden. It's mysteries simply ask for unraveling. The Talim Danu learn what they can, but keep the Garden at arms length. Teh Yanu Vai will go to any length for their experiments, wishing to develop new magic, new magical technology and new creatures to serve them. Consumately rational and often very reasonable, yet cold and completely callous. A race of mad scientists, their experiments often run wild and cause havoc.

Yanu never stop growing, and often can end up very large.
Race Powers:
- Genius Inteligence
- Telekinisis
- Telepathy
- Illusion Creation
- Flight
Race Limitations:
- Illusions are visual only.
- Their flight is slow
Race Weaknesses:
- Lack of Limbs
- Lack of natural defense.
- Lack of Speed.
Additional info:


The Inkborn - The Painters
"Come and see our work. Come and see. Your life did not go to waste."
Race Name: The Inkborn
World of Origin: The Garden
Territories: N/A
Race Appearance: Image
Description/Lore: The Inkborn are born with no ingrained sanity, like other creatures. They are beings of pure emotion, who have no time for rationality or logic. They have no time for ethics either. They simply wish to express the maelstrom of emotions within. This leads them to experimentation with what they call "art" and what normal beings would call "murder". The Inkborn seek to shape and create, often irrational and insane sculptures and paintings. They seek the emotional response of others, to validate themselves. They thrive off shock, joy, fear and other strong emotions. Irrational and unstable, they follow their Id in every decision.
Race Powers:
- Shapeshifting
- Body Hardenening.
- Enchantment and Illusion Magic
Race Limitations:
- Inkborn can only change their form.
Race Weaknesses:
- Fire
Additional info:


Ghouls - The Cursed

Yazarvai-Dar - The Drinkers

The Amixiryx - The Devouring Mass

Garden Related Organizations

The Cult of the Raven
Faction Name: The Cult of the Raven
Faction Location/Territory: No fixed territory
Tech Level: Magic mostly.
Description/Lore: The Cult of the Raven is dedicated to the shaping of our world from the shadows and keeping the existence of the Garden a secret. The Cult has involved itself in the formation of history since it's inception during the Roman Empire. The Cult is as mysterious as it is anonymous, with not even members knowing the names of their fellows. The Cult has since fallen out of relevance, but their secrecy is still important to them. They have had a shift to a focus on justice, but that is quite recent.
Population Size: 100
Army Size (If any): N/A
Races that are part of the faction: Talim Danu, Human, Vampire (Clan Vampires)
Additional Info:


The Azai Zan
Faction Name: The Azai Zan
Faction Location/Territory: The Garden, Some spots on Earth
Tech Level: Magic, Highly advanced, Lots of Dark Magic and Eldritch Magic.
Description/Lore: The Azai Zan is an organization dedicated to the accumulation of Magical power. Their reasons for doing so is currently a mystery, but they are going through any means nessecary. Anything from stealing artifacts, kidnapping mages to ritual sacrifices. They are rivals to both the Talim Danu and the Cult of the Raven.
Population Size: 10,000 Magical Members as well as zombies, ghouls and magical freaks.
Army Size (If any): N/A
Races that are part of the faction: Talim Danu, Yanu Vai
Additional Info:




Villain

Name: Tal'Shanar Thon'Xar "Vex" Vexian
Age: Several Hundred Years Old
Gender: Male
Race: Talim Danu
Appearance (pics if possible): https://magic.wizards.com/sites/mtg/fil ... allery.jpg
Young Blood?: He's a Villain and part of the Azai Zan
Bio: Vexian the Man is a mystery. Vexian the power hungry terrorist is less obscure. Vexian is the leader of the Azai Zan who rose to prominance during the Cold War, accumulating mystic power, mystic research and mystics themselves. Vexian has had run ins with superheroes who have tried to stop his
Powers:
  • Talim Physiology:
  • Daemon Summoning and Binding: Vexian can summon and bind Daemons to his will.
  • Eldritch Magic: Eldritch magic allows Vexian to use Astral Energy to make attacks, form constructs, teleport or project his concience into dreams or other realms. He also gains telekinesis.
  • Golem CreationVexian can create and bind souls to golems.

Limitations :
  • Vexian cannot use a summoning spell while the effects of two other summoning spells are underway. For example, if Vex uses one spell to summon one strong daemon and another to summon two medium daemons then he cannot summon another daemon unless he banishes either the two medium or one strong daemon. In addtion, the time and resources required to summon Daemons is proportional to their strength. Vexian must sacrifice either life or objects to summon Daemons.
  • Vexian's Eldritch tires him out with its use.
  • Binding Golems take's time.

Weaknesses :
  • Talim Danu Phisiology: Physical weakness being notable.
  • Creeping Madness: Vexian is prone to visions of madness, which take hold of him when he is overexerted. This can severely diminish his ability to fight.
  • Material Components: Summoning Demons and making Golems takes time and resources.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

User avatar
Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Jun 17, 2018 12:18 pm

Nice post, Auropa! Glad to have you back in the swing of things.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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Aidannadia
Senator
 
Posts: 4928
Founded: Nov 08, 2009
Ex-Nation

Postby Aidannadia » Sun Jun 17, 2018 8:37 pm

I'm lazy with formatting. Talked with Charm about this and will make adjustments where needed.

Faction Name: The Court of the Fae
Faction Location/Territory: Under the surface on the dark side of the moon.
Tech Level: Magic. Semi advanced. Strong teleportation, illusory, and nature magic. Decent magical weaponry.
Description/Lore: The Court of the Fae respresents the loosely held together identity of the Fae after the Great Cataclysm in the Garden of the Far Realm. After that day, the Fae were decimated, and The Court arose as the answer as to how to preserve and protect the victims of this disaster. After they finally settled near earth, the Court sought to unite their dolorous folk. To protect those left over, the FaeWell was created to store the magical potential of those that give to the Well. They are suspicious of outsiders by nature, and try to protect their precarious situation by hiding as best they can.
Population Size: Relatively small at around six greater pixies.
Army Size (If any): The Guardsmen total a few thousand well trained troops. There are Fae out and about that are formidable but not directly associated with the Court that might come to its aid should the need arise, and while their powers very, they would likely be unprofessional. These would probably total a few hundred.
Races that are part of the faction: Fae
Additional Info: It is a goal of the Court to one day lead a crusade into the Garden and retake their homeland, but the current members are much too passive to attempt something like that when their population and strength is slowly dwindling.


Race Name: Fae
World of Origin: The Garden
Territories: The Court on the moon, though many live on earth or other places in the cosmos in overgrown territories.
Race Appearance:Varied. Generally small and wearing colorful clothing.
Description/Lore: The Fae were not always a united people as they are today. Though they were the product of the first few dreams and emotions of the sentient, they were a wild and free folk. They lived in their eden, the Garden, and toiled their days away with play. That is, until the Cataclysm. Few today know who committed, but long ago, when the Earth was young, The Garden was put through a disaster like no other. Beasts of untold horror massacred the creatures of the Garden in droves, few actually managing to escape the world as the portals began closing in. To this day, there are rumors about who the real culprits were, but for who managed to escape, a greater sorrow is hard to find in the Scrolls of the History of the Multiverse. In the aftermatch of this tragedy, many decided to find a home and to protect it from the outside world. A court of the most powerful among them was established to lead the various peoples of the New Eden, comprised of every creature from Bogarts, to Brownies, to Pixies, to Hags.
Race Powers: All have access to many magics, but with their united culture comes a kind of magic that stems from their camaraderie of what originally was many different peoples. Though rare, individuals may carry the mark of Fae if they are deemed an ally to the people as a whole, the Fae-kin or Fae-touched. They have access to the FaeWell's magic, should the need arise and permission is granted.
Race Limitations: They have little understanding of the mechanical aspects of the world, and generally oppose their encroachment on the Wild
Race Weaknesses: They are slow breeders despite living long lives. While they share a common identity in their loss as a culture, many individuals cannot resist the call of the explorer, the call of the untamed unknown, pulling them out to worlds far from any sign of the Court's influence.
Additional info:
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy.

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