Earth's Age of Fire continued well beyond the predicted Apocalypse of 2012. 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020. 2021. 2022. 2023. . . on and on and on, until more than one hundred years passed. By the year 2257, the Human race had colonized Mars, Mercury, Venus, and even occupied some space outside the solar system. Unfortunately, the mother planet of Earth experienced a sudden tragedy that would echo horrors across the entirety of Humanity. There were no meteoroids, no comets, no supernova or cataclysmic wars. That would have been far more merciful to the victims of the coming shadows.
People began to become infertile. It was not very noticeable at first. Then however, the entirety of the Human race were unable to bare children. Cloning suddenly became impossible as well. The life span shrunk from one hundred and twenty years to mere decades as people aged faster, their bodies absorbed less and less nutrients, and became old long before their time. The unfathomable became common place as whatever plague that covered the Human race made them unable to rest in peace as they died. The dead began to walk, forcing whatever healthy or at least close to healthy survivors were left to gather in the safe places they could find.
Eventually, the Human race became, for all intents and purposes, dead. Less than one out of every five thousand people in the entire Human population survived. What few communities left in the entire Human race that still maintain the capability to be called more than a village or small town have provided estimates that one in every five thousand figure is very generous. Interstellar travel and even travel to other planets in the original solar system where Humanity came from has been immensely hampered and backwards ever since the mid-23rd century.
The year is 3,000 Anno Domina, also known as 3,000 CE.
Ghost ships haunt the void between the worlds. Ghoulish monstrosities roam the darkened corners of the grounds where men walk in fear of being devoured, and the old spirit from the green heart of Men rears it's ugly head in the form of dictators and warlords, who lust for wealth and power. Many dangers threaten Humanity, and the re-birth of civilization. Can you stop the tides of war, the devouring of men, and protect the living from the dead that walk? Or will you become the warlord, the mad scientist, or one of the conscious, ravenous and flesh eating dead your'self?
OOC:
Character Creation
Name:
Gender:
Age:
Occupation:
Appearance: (Picture/Non-Anime preferred. Or text).
Personality:
Specialty: (There are many specialties. A.I (Uploaded your mind to a machine. You are still undead. You have significant advantages such as not suffering from physical decay. You can be optimized and upgraded with stronger weapons as time goes on. The down-side is you need to find other machines to upload your mind to, as your body gets damaged, which is expensive, and you are natural hackers with extremely powerful safeguards against being hacked into yourself).,
Gladiator (Very skilled archaic, hand to hand and melee expert. Gladiators are awesome to have around if you are out of ammo. You likely have strong contacts inside slaver factions, of the lowest classes, to low ranking leaders.) ,
Medical Doctor (Medical Doctors can keep party members running and going, help NPCs that need help, and thus earn trust and friendship of others, maybe synthesize certain substances that are needed only by the living, and thus are useful for making currency). Cyborg (Cyborgs have half the penalties of the A.I while having half the benefit. They are very durable, but not as durable, etcetera).
Sheriff/Cop (These folk have strong judicial knowledge, know how to fight and may have leadership experience. They probably have good reputations in their communities. ).
Scientist (Engineers, etcetera, inventors, people like that. Their benefits to a team are obvious.0. Bounty Hunter (They are excellent trackers, know how to live in low-tech areas, which is surprisingly beneficial for people who are already dead, and know how to fight at the same time).
Psi-Lord (It's unknown why Psi-Lord powers still work on an undead that has gone through complete Necrometamorphosis. It does however, making Psi-Lords still capable of telepathy, telekinesis, animal empathy, etcetera.).
Mutant (Your intelligence is very low. As a Mutant you were enslaved as a dumb brute. You have endurance that is super human, strength that can very easily bend the hardest steels of early centuries with your hands, and when you are enraged, you are a force of sheer terror! Maybe in kind settlements you used to be a guard, or you were conscripted by warlords. You are dead average as far as intelligence goes for an Undead, thanks to the Necromorphing process improving your intelligence.).
Science Experiment (Injected with variant strains of the Virus that destroyed Humanity, making you develop "Evolution" like powers based on Necrometamorphosis, and bestial abilities, transformed into various animals, etcetera. You begin with the power to transform into various animals no larger/stronger than a gorilla, although Necrometamorphosis powers make your otherwise mundane animal forms superior. You begin the game with significant social penalties due to a mental imbalance.).
Trader (Traders are savy, suave, do what they need to do and are often pragmatic. You likely know how to be charming, cunning and shrewd, although you work best by interacting with others. You can get a deal with others, likely have commercial contacts and can make a buck faster than others, and know how to make money generally a lot more than the other occupations. Traders have different style bonuses depending on whether they consistently travel or not or are more sedentary. It is likely that if you are a merchant that travels with a caravan, that you have significantly higher ability to fight and scavenge areas for survival. It is likely that if you are more like a shop owner, that you have elevated social skills/advantages.).
Slaver (Doesn't effect your alignment between good and evil since you received your skills from your living days. However, as a Slaver you likely have contacts or experience and knowledge of the warlords and dictators, and primitive savages throughout Mankind's worlds. You know how to intimidate others, and you likely have other surprising benefits. You have something of the trader's business knowledge, though not to his sheer extent. You possess exceptional skill in bludgeoning and fighting hand to hand.)
Night-Ghoul (Every twelve hours, regardless of your location, on Earth or in space, you transform from a pure undead, meaning a not mostly dead corpse that walks and talks like other players, but a person who is seemingly alive, in mannerisms, behavior and speech. Night-Ghoul's Human forms have highly enhanced physical capabilities (Like all the Undead), Night-Ghoul's feral ghoul form grows claws, fangs and a hideous appearance, loses it's pleasant appearance and charming voice, etcetera, but gains odd powers like superior physical regeneration, physical strength and speed (Think of the Night Ghoul's night form like a Death Claw from Fall Out, If you need help seeing what that's like, PM me).
Alien-Born: (You are born of an alien race, OR you are a Human who is still transforming into an Alien despite being infected and dead from necrometamorphosis. You cannot specify what race, as it is GM chosen. You have the power to use certain Alien weapons, machines, etcetera, and you have a scientific mind. You have no training in science, however, so a scientist is still light years ahead of you in terms of scientific know how. As the game moves, you will exhibit certain powers, maybe drawbacks from your alien race).
The Gifted: (On this Earth, in real life, if you just said you were "gifted" someone just might smack you or kick you in the balls. In this role play a Gifted is similar to a Harry Potter style wizard if JK Rowling wrote a book about Hogwarts in the year 3,000. In fact, there is a place like Hogwarts somewhere either on Earth or in Human space somewhere, you just don't know where. You were infected with the Virus before you could find out it's location. You have always wondered with all the power that the Gifted have, why they haven't done away with such a powerful plague that could destroy everyone. Now, keep in mind that in practice however, your magic is not necessarily like a Hogwarts style wizard, but their society is at least kind of similar to Wizarding Britain, with a segregated society, prejudice, etcetera. You begin with minute but still very helpful knowledge in eight spells. These eight spells range from being as strong as the world's most powerful modern day hand gun (A 60 C. Bullet shot), to much power spells that have stronger restrictions on them the more powerful you get per casting. A spell as powerful as the Magnum gun shot I mentioned can be cast and recast without penalty, basically at the ability of a spell caster to just point and release the spell. Thus, the Gifted have a small advantage over classes in that they don't need ammo in the beginning.).
Ghost-Walker (Ghost Walkers are this game's equal to spell casters. Ghost-Walkers weren't mutated and killed by the same Virus that effects the other characters. They were infected by a super version of the Virus. This Necromorphosis tied their brain waves, thought patterns to an energy field. It's unknown how Ghost-Walkers are fully formed, but they are re-input into a biological husk that returns to a decomposed state mere hours after their change. You, the player character, have no memories of what has occurred after your re-making. All you remember is essentially being put back into what appeared to be your body, and abandoned. Ghost-Walkers have intangible powers, similar to a ghost's. They develop pyrokinesis, and other powers similar to a Psi Lords, but a Psi Lords telekinetic powers, mind reading powers and other "Sci Fi" based powers are superior.
Warlord (You are a minor Warlord. You have strong contacts, the ability to lead, to fight and negotiate. You formerly possessed a "kingdom" of roughly 50+ thousand inhabitants, and probably no more than a few thousand warriors. You name your territory, give a rough summary of what it's customs, religion (s), and condition are. The advantages of your kingdom depend on it's entry here. Early in the game you will have the ability to return to your rightful place.)
History:
People began to become infertile. It was not very noticeable at first. Then however, the entirety of the Human race were unable to bare children. Cloning suddenly became impossible as well. The life span shrunk from one hundred and twenty years to mere decades as people aged faster, their bodies absorbed less and less nutrients, and became old long before their time. The unfathomable became common place as whatever plague that covered the Human race made them unable to rest in peace as they died. The dead began to walk, forcing whatever healthy or at least close to healthy survivors were left to gather in the safe places they could find.
Eventually, the Human race became, for all intents and purposes, dead. Less than one out of every five thousand people in the entire Human population survived. What few communities left in the entire Human race that still maintain the capability to be called more than a village or small town have provided estimates that one in every five thousand figure is very generous. Interstellar travel and even travel to other planets in the original solar system where Humanity came from has been immensely hampered and backwards ever since the mid-23rd century.
The year is 3,000 Anno Domina, also known as 3,000 CE.
Ghost ships haunt the void between the worlds. Ghoulish monstrosities roam the darkened corners of the grounds where men walk in fear of being devoured, and the old spirit from the green heart of Men rears it's ugly head in the form of dictators and warlords, who lust for wealth and power. Many dangers threaten Humanity, and the re-birth of civilization. Can you stop the tides of war, the devouring of men, and protect the living from the dead that walk? Or will you become the warlord, the mad scientist, or one of the conscious, ravenous and flesh eating dead your'self?
OOC:
Character Creation
Name:
Gender:
Age:
Occupation:
Appearance: (Picture/Non-Anime preferred. Or text).
Personality:
Specialty: (There are many specialties. A.I (Uploaded your mind to a machine. You are still undead. You have significant advantages such as not suffering from physical decay. You can be optimized and upgraded with stronger weapons as time goes on. The down-side is you need to find other machines to upload your mind to, as your body gets damaged, which is expensive, and you are natural hackers with extremely powerful safeguards against being hacked into yourself).,
Gladiator (Very skilled archaic, hand to hand and melee expert. Gladiators are awesome to have around if you are out of ammo. You likely have strong contacts inside slaver factions, of the lowest classes, to low ranking leaders.) ,
Medical Doctor (Medical Doctors can keep party members running and going, help NPCs that need help, and thus earn trust and friendship of others, maybe synthesize certain substances that are needed only by the living, and thus are useful for making currency). Cyborg (Cyborgs have half the penalties of the A.I while having half the benefit. They are very durable, but not as durable, etcetera).
Sheriff/Cop (These folk have strong judicial knowledge, know how to fight and may have leadership experience. They probably have good reputations in their communities. ).
Scientist (Engineers, etcetera, inventors, people like that. Their benefits to a team are obvious.0. Bounty Hunter (They are excellent trackers, know how to live in low-tech areas, which is surprisingly beneficial for people who are already dead, and know how to fight at the same time).
Psi-Lord (It's unknown why Psi-Lord powers still work on an undead that has gone through complete Necrometamorphosis. It does however, making Psi-Lords still capable of telepathy, telekinesis, animal empathy, etcetera.).
Mutant (Your intelligence is very low. As a Mutant you were enslaved as a dumb brute. You have endurance that is super human, strength that can very easily bend the hardest steels of early centuries with your hands, and when you are enraged, you are a force of sheer terror! Maybe in kind settlements you used to be a guard, or you were conscripted by warlords. You are dead average as far as intelligence goes for an Undead, thanks to the Necromorphing process improving your intelligence.).
Science Experiment (Injected with variant strains of the Virus that destroyed Humanity, making you develop "Evolution" like powers based on Necrometamorphosis, and bestial abilities, transformed into various animals, etcetera. You begin with the power to transform into various animals no larger/stronger than a gorilla, although Necrometamorphosis powers make your otherwise mundane animal forms superior. You begin the game with significant social penalties due to a mental imbalance.).
Trader (Traders are savy, suave, do what they need to do and are often pragmatic. You likely know how to be charming, cunning and shrewd, although you work best by interacting with others. You can get a deal with others, likely have commercial contacts and can make a buck faster than others, and know how to make money generally a lot more than the other occupations. Traders have different style bonuses depending on whether they consistently travel or not or are more sedentary. It is likely that if you are a merchant that travels with a caravan, that you have significantly higher ability to fight and scavenge areas for survival. It is likely that if you are more like a shop owner, that you have elevated social skills/advantages.).
Slaver (Doesn't effect your alignment between good and evil since you received your skills from your living days. However, as a Slaver you likely have contacts or experience and knowledge of the warlords and dictators, and primitive savages throughout Mankind's worlds. You know how to intimidate others, and you likely have other surprising benefits. You have something of the trader's business knowledge, though not to his sheer extent. You possess exceptional skill in bludgeoning and fighting hand to hand.)
Night-Ghoul (Every twelve hours, regardless of your location, on Earth or in space, you transform from a pure undead, meaning a not mostly dead corpse that walks and talks like other players, but a person who is seemingly alive, in mannerisms, behavior and speech. Night-Ghoul's Human forms have highly enhanced physical capabilities (Like all the Undead), Night-Ghoul's feral ghoul form grows claws, fangs and a hideous appearance, loses it's pleasant appearance and charming voice, etcetera, but gains odd powers like superior physical regeneration, physical strength and speed (Think of the Night Ghoul's night form like a Death Claw from Fall Out, If you need help seeing what that's like, PM me).
Alien-Born: (You are born of an alien race, OR you are a Human who is still transforming into an Alien despite being infected and dead from necrometamorphosis. You cannot specify what race, as it is GM chosen. You have the power to use certain Alien weapons, machines, etcetera, and you have a scientific mind. You have no training in science, however, so a scientist is still light years ahead of you in terms of scientific know how. As the game moves, you will exhibit certain powers, maybe drawbacks from your alien race).
The Gifted: (On this Earth, in real life, if you just said you were "gifted" someone just might smack you or kick you in the balls. In this role play a Gifted is similar to a Harry Potter style wizard if JK Rowling wrote a book about Hogwarts in the year 3,000. In fact, there is a place like Hogwarts somewhere either on Earth or in Human space somewhere, you just don't know where. You were infected with the Virus before you could find out it's location. You have always wondered with all the power that the Gifted have, why they haven't done away with such a powerful plague that could destroy everyone. Now, keep in mind that in practice however, your magic is not necessarily like a Hogwarts style wizard, but their society is at least kind of similar to Wizarding Britain, with a segregated society, prejudice, etcetera. You begin with minute but still very helpful knowledge in eight spells. These eight spells range from being as strong as the world's most powerful modern day hand gun (A 60 C. Bullet shot), to much power spells that have stronger restrictions on them the more powerful you get per casting. A spell as powerful as the Magnum gun shot I mentioned can be cast and recast without penalty, basically at the ability of a spell caster to just point and release the spell. Thus, the Gifted have a small advantage over classes in that they don't need ammo in the beginning.).
Ghost-Walker (Ghost Walkers are this game's equal to spell casters. Ghost-Walkers weren't mutated and killed by the same Virus that effects the other characters. They were infected by a super version of the Virus. This Necromorphosis tied their brain waves, thought patterns to an energy field. It's unknown how Ghost-Walkers are fully formed, but they are re-input into a biological husk that returns to a decomposed state mere hours after their change. You, the player character, have no memories of what has occurred after your re-making. All you remember is essentially being put back into what appeared to be your body, and abandoned. Ghost-Walkers have intangible powers, similar to a ghost's. They develop pyrokinesis, and other powers similar to a Psi Lords, but a Psi Lords telekinetic powers, mind reading powers and other "Sci Fi" based powers are superior.
Warlord (You are a minor Warlord. You have strong contacts, the ability to lead, to fight and negotiate. You formerly possessed a "kingdom" of roughly 50+ thousand inhabitants, and probably no more than a few thousand warriors. You name your territory, give a rough summary of what it's customs, religion (s), and condition are. The advantages of your kingdom depend on it's entry here. Early in the game you will have the ability to return to your rightful place.)
History: