Well, sort of depends. If you're looking for a traditional view of fate, then someone who can't be affected by fortune can't really work in an RP because nothing is preordained without severe railroading.
If you have a more ethereal view of fate, then you can go with an immortal outsider. A long lived sage who's sole ability is to not die + slow regeneration. Therefore, you'd be out of the fate of humans. Then you could play with lost memories because of all of the deaths, or be a living historic tour guide.
If you want to go pure bare bones, there's always the trait of an "against-the-odds" fighter. Bland, vanilla.
It's kind of rough because the concept of being stuck inside of fate has a lot more paths than stuck outside.
Having lich-like immortality without a phylactery is something that I'm not exactly okay with. In a roleplaying setting, it would be fine for an NPC or villain because they can be die, then come back in a while. For a player character, there are two results: if you die, you either come back fast enough for it to not matter (thereby removing tension and any stakes) or come back too slow (resulting in being unable to post for extended periods of time). Even then, lich-like regeneration only works because of phylacteries. An actual object that must be protected at all times.
Basically, the power is either strong enough to invalidate any trial, or it's so weak that it actually hurts you in a meta way (being unable to post).
Minor nitpick, but being outside of the karmic cycle basically means to not be in the endless rebirths. Basically reaching moksa. It would be more apt to say that he's permanently frozen in the cycle - unable to be reborn, and stuck to the mortal coil.
@Tojin Looks good so far. I like what you're doing with the ROCKETO PAUUUUUUUNCH.
@Lotrix Molick IMMORTALITY WITHOUT REGENERATION, BOLD MOVE. Considering how it takes about two years for a normal person to recover from getting their arm replanted, I'd be fine if you shortened regeneration time a bit. Not so much that you regenerate in fights or don't feel the consequences, but enough so that you aren't a one armed bandit for the entirety of the story (if you get your arm lopped off). Considering how there's tons of ways to effectively kill someone in a state like that, I'm fine with you having effective immortality. You can even have it without that allergy to Buddhism, unless you want to keep it for flavour.
Surprisingly, the biggest problem would be with that outfit. The world isn't really styled like Shadowrun. I would more describe it as similar to Va-11 Hall-A. Wearing such an outfit in public would just be hilariously overt. I'm fine if your character wears it on missions and stuff because it makes him feel good, but he'd still need to dress like a regular person at most times. Street-punk at worst. also that outfit looks like it would take 30 minutes to put on and take off
With platinum hair messily cut below her ears, Cider is a sight for sore eyes for contractors. Despite her age, her skin shows very little in the way of wrinkles or scars. Her eyes are a vivid orange - an unusual color for anyone who doesn't wear contacts. Standing at 5'6", her body is lithe. There is not a single bit of athleticism that can be seen from her. Her features lack any sort of scar, blemish, muscle, or callous that one would gain from any rigorous activity. While traits of old nationalities can be gleamed from her appearance, they are too inconsistent to mark her race to only a few words.
Often jokingly called a babysitter, Cider is the liaison for many contractors. While often playful and coy, she acts overbearing and protective with alarming frequency. Her veteran experience working for Ultralight often acts as a double-edged sword. While she often is able to give out sagely advice to newcomers, she often forces distance between herself and contractors. Moments of respite only act as time to reflect on those whose faces Cider can never see again. Despite the stress she often faces from sending those around her to danger, she still chooses to greet every single one with a smile.
With boyish looks and a young, athletic physique, it's not uncommon for one to mistake Magpie's gender. Standing at 5'10", Magpie is exceptionally tall for a woman. Her blonde hair is tied into a thick braid that, when placed at her front, easily reaches her breast. The sides are loosely cut at her shoulders. While Magpie's young face is relatively unblemished, her arms and legs tell a different story. Dense callouses cover her knuckles and her fingers often seem misaligned, at least compared to her large hands. The occasional scar reveals itself upon her arms, but they remain nothing extraordinary. Her legs - jokingly called tree-trunks due to the sheer amount of muscles in them - tell a different story; thick scars show themselves at every possible moment. Magpie wears them like a badge of honor, wearing shorts instead of actual gear that would mitigate damage to her legs.
Often called an ass, Magpie isn't a very good people person. She's often sardonic and mocking of others. This has resulted in her working alone for as long as anyone could remember. She is the oldest surviving contractor that still works with Cider. As a result, she has become a bit of a cult icon within their cell. This isn't because she's an interesting person or is obscenely powerful, however. It's because of all of the antics she manages to get herself in. Occasionally appearing in the safe house completely shit-faced - only drink more, appearing covered in viscera, dragging 130lb "requisitioned" boxes back to camp, all adds to the strange mythos surrounding who Magpie is. Though, to most people, she's just an asshole.
No more than a child, Ana is a pallid and strange girl. Of diminutive stature, she is only 4'7" and has a sickly build. Her brown hair is long, but styled with bows and ribbons. Her large black eyes often feel empty, as if she is unaware of things that go on around her. She often looks lost in a dream, unresponsive to the outside world.
Taken care of by Cider, Ana is an odd sight for the safe-house. The only person she pays any mind to is Cider. Others are either ignored or pushed away. She is almost always alone in the corner, drawing esoteric pictures with pastels. Her child-like drawings, while most are meaningless scrawls, foretell the future. However, Ana's mind can only see flickerings of events foretold. She is unable to accurately foresee any event until just before it happens. Ana is generally left alone by contractors. The reason is two-fold; her manic drawings often alienate those around her, and she brutally bit the last contractor who tried to play with her.
After some deliberation, I've decided that you can't namedrop any sort of creature in the Cthulu mythos. The reasoning for this is that cosmic horrors aren't exactly the type of horror I want to go for. Lovecraftian monsters are often unstoppable forces and the sole reason why humans haven't been completely wiped out is that the monsters are either sleeping or don't even notice humans. When I used the term eldritch abomination, I was more referring to the tone and thematics of the creatures. Not actually having monsters from the Cthulhu mythos. Remember, Yog Sothothery is an primarily an attitude of cosmic irrelevance. Using it as a backdrop to stage Ultralight feels that it will outshine practically every other element, especially the conspiracy bits.
This isn't to say that I preclude the usage of Lovecraftian works. You are free to use ideas and stories from Lovecraft to make a more grounded version of them. For instance, Hounds of Tindalos that hunt through the angles of time are extremely esoteric. Rather, an indescribable beast that only those on psychedelic drugs* will ever encounter? That works considerably well and adds a new element to it. Nobody is actually sure if they exist, they still exist outside of the boundaries of human knowledge, but most importantly, I don't have to fuck around with time travel at all.
*Time travel is done via psychedelics and esoteric artifacts in the Cthulu mythos
Welcome to Eden. One of the last few bastions of free society. The autonomous city-state is known for high crime-rates, an oxymoronic peace force, and supernatural occurrences. For the citizens who aren't wealthy enough to buy their way to safety, it's a horrendous place to live. But it's not like anywhere else is any better. Safer than the bandits and flesh-melting heat outside, at least.
The city is corrupt. Corporations act above the law. If one lives in the wards, they can have their choice of living in gangland or terrorized by the peace force. The districts aren't much better. Terror attacks and otherworldly forces pervade Eden. Citizens can do nothing but try to keep the abominable horrors out of their minds. The horrors aren't something that normal people can handle. Not the peace force, not Eden's government, not the gangs.
But that's why Ultralight exists.
To illuminate what lie in the shadows.
Rules
Don't be a weenie.
Communicate with me if you have any problems or anything comes up. Teamwork makes the dream work.
Follow the standard RP coda - don't godmod, bunny, things of that sort.
Try to post weekly. Don't worry extensively about length.
Information
*As it stands, incomplete. If you have any questions that aren't covered by these, please do ask.
Rather than having a rigid hierarchy and structure, Ultralight focuses on having an independent structure that can function no matter what damage the organization takes. While assumed that Ultralight has a leader, they maintain almost zero contact with any contractor. Instead, they choose to solely interact through liaisons, trusted support staff who administrate contractors.
One usually doesn't choose to become a contractor. More often than not, contractors are scouted by senior members by being in proximity of the supernatural. Other times, criminals are scouted by Ultralight plants—becoming indentured contractors. In order to ensure secrecy, contractors are paid extraordinarily well for their duties. For those not swayed by payment, the threat of government plants and other contractors often dissuade anyone from revealing Ultralight's secrets.
As Ultralight is independent, many contractors work together to form a cell. Contractors often use safe houses to store any goods they can't keep on their regular person, relax, and most importantly, interact with their liaison.
Your liaison is Cider, a gentle figure who genuinely cares about the contractors who works for her. Her safehouse is located in the "Empty" District, a maze of abandoned and ruinous factories and warehouses. Small pockets of extreme radioactivity make the Empty District almost impossible for regular people to navigate.
EDENPOL Created during the inception of Eden, EDENPOL (colloquially known as the Peace Force, Peace Keepers, or Pigs, depending on perspective) is the sole law enforcement agency within Eden. While originally conceptualized as a force that protects law-abiding citizens at any cost to themselves, they quickly became a militarized force that protects the interests of those who support Eden's government. Political opponents are often arrested and protesters are often assailed. While younger members are idealized with a can-do attitude, the vast majority of the force follow a strict code of honor. Honor directed towards other officers rather than the people.
In the Wards, the force often wears full body armour and helmets that hide the faces of officers. The Districts often use the same armour, but without helmets. Very rarely do officers wear armour in the Centre. Often times, they prefer to be undercover as to not worry the rich denizens.
Best described as a paramilitary, EDENPOL primarily protects those with money and support the government.
Currently lead by Commissioner Charlotte Ansel.
Gangs While many small time gangs exist, there are only three gangs that have any global power.
Controlling the northern Wards, the Sanhehui control the flow of people within the city of Eden. Primarily earning their profits via human trafficking, they supply unsavory people with the destitute. However, the Sanhehui isn't an organization for the light hearted. Rather than an organized, single organization, the Sanhehui refers to the dozens of gangs that litter the streets. Gang fights and murder are common for those who live in the northern Wards. While each organization of the Sanhehui is at odds, they all respect their leader, Uncle Guo Kai Zheng, and share a deep hatred for Los Lados.
Hailing from the south Wards, Los Lados are deeply involved with the creation of all drugs and illegal weaponry that flow through Eden. Their organization is extremely rigid. At the very top is Lado, their leader. From there, he has underbosses who each specialize in a certain aspect. Security, production, distribution, that sort of thing. The south Wards are ruled with an iron fist. If Lado wants someone dead, they die. Simple as that. They have a fierce rivalry with the Sanhehui.
Operating throughout Eden are the Ito-Gumi. Primarily gaining their money from acting as middle men for each faction, they corrupt every sector imaginable. From reselling drugs to racketeering to strip clubs, they have their finger in every piece of the pie. While they are found throughout Eden, they are most concentrated in the Red Light district. Lead by Chairman Ito, the Ito-Gumi follow a strict code of chivalry and honor.
Corporations Being the sole medical provider of Eden, MER Corp. supply the people with much needed medicine and medical implants. For a price, of course. Having a monopoly on all things medical, they charge exorbitant rates, creating a great divide between the wealthy and the impoverished. They are the forefront of medicine. With all of the cash they make, they are constantly creating brand new technologies to improve the lives of those who can afford them.
The Meosjingisul focus primarily on technology. Everything electronic, from stoves to televisions to weapon components, are created by them.
Weaponry is an open market. Dozens of companies all release weapons. The largest of the two are Jackal Kinetic, who create the standard cartridge-based weaponry, and NRG, who create bog standard magnetic weapons.
The distributors for all things entertainment, E. creates media. Movies, television, music, anything that someone will buy, they produce it.
The Supernatural Abominations. The Horrors. Youkai. Demons. Supernatural. Many names pervade these beings. Primarily malevolent, they are anything that can't be classified as part of the natural order.
Cider's Safe House Following a maze of streets, alleys, and holes in buildings, up a fire escape, through a concealed hole in the wall, then up two flights of stairs, one can enter one can arrive at Cider's safe house. The place goes by many names—home, the bar, the easy, Cider's place—that everyone all accepts. Built into a former live-in apartment complex, the safe house is not easy for anyone to find. Heavily "renovated", the safe house is nothing more than four small apartments with the walls cut away. With cozy chairs and warm lights, the safe house is a place for contractors to relax between outings. The place is stocked with enough food to have an occasional meal, but it won't be anything luxurious. There's often enough alcohol to get even the largest groups wasted.
The Wards Consisting of shoddy buildings that are constantly falling apart, the Wards are slums. There is very little empty space in the Wards. Everywhere that a building could be, there is one. The north is controlled by the Sanhehui, the south by Los Lados, and the west is occupied by EDENPOL.
The Districts Split into dozens of individual sectors, the Districts are where most citizens live. The business districts contain stores and restaurants, the residential districts contain apartments, and the industrial districts contain factories. The Districts are often varied compared to the Wards or the Centre.
Notable Districts: The Ghost District - Formerly an industrial district, an unfortunate accident had left most of the area with severe radiation leaks. The buildings, along with the radiation, form together to create a maze that's perfect to hide an organization. Cider and her safe house are located within this district. Red Light District - Everything unsavory is found in this district. Sex, drugs, anything one's heart desires. Protected by the Ito-Gumi. Downtown - The most active district. Nightclubs, bars, and strip clubs are commonplace. If one wants a good time, they should look no further than the downtown district.
The Centre With towering skyscrapers, the Centre is where the rich live and do business. The streets often have trees and grass on the corners, an attestment to the rich vanities of those who live in the centre.
Eden is advanced. Robotics have been making strides, but any sort of true AI is far off. Androids exist, but the extent of their usage remains low. Store clerks, tour guides, and upscaled Roombas are as far as traditional robotics gets. Motorized prosthetics are common for those who have the money and lack an arm. With enough therapy, one can reach ordinary mobility with one.
Weaponry is divided primarily into two categories. Traditional cartridge-based weapons and the more advanced magnetic-based weapons. Cartridge-based weapons are often cheaper, louder, and have more stopping power. Magnetic based weapons are, for private citizens, exorbitantly expensive. However, they can fire faster with less recoil and are considerably more reliable.
Pretty much everything not included that's common - gender, age, things like that, was removed for brevity. They're also really easy to know contextually. Add to or format this how you please. Image isn't necessary.
[center][img]place-image-here[/img][/center] [b]Name:[/b] (Real name.) [b]Alias:[/b] (Contractors almost always use aliases for the sake of secrecy) [b]Personality:[/b] (Feel free to make it as short or long as you want, this only exists to make sure characters don't overlap too much) [b]Appearance:[/b] (Anything the picture doesn't cover; height, weight if you want) [b]History:[/b] (How they ended up working as a contractor, their reputation/notable missions working for Ultralight if a veteran) [b]Capabilities:[/b] (Supernatural abilities, fighting styles, talents - anything skill that is notable) [b]Equipment:[/b] (Anything notable they use: weapons, armour, robot arm, things of that sort - don't feel the need to include wealth or any throw away items) [b]Other:[/b] (Anything else you want to include - delete this if there's nothing, you scoundrel, you)