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15 years of brutal planet-spanning warfare, countless billions buried beneath irradiated soils, and the hungering gaze of powers whether great, risen, and fallen eager to carve up the remains of the shattered Frontier Worlds. 15 years of terror and mayhem not without precedent but without equal in the last century. On the crown jewel of the Frontier Worlds where this foul tragedy sputters its dying breaths as the vengeful Frontier guardians turned exiled insurrectonists the Carnazir, the corporate expansionist Unified Celestial League, the revoutionary collectivist alliance of the Zrovreni Solar Revolutionary Pact, and the remnants of the Dolsilvec Regime that once ruled the planet prepare to divide what had been conquered a thousand times over.

None of that is on your mind when you hear the blaring of the emergency alarm in the stealth transport. That's not supposed to be going off; the aircraft of the Gnosis Eater Sect are not simply pinged by any army's targeting systems; nobody had the tech for that. None of that matters as you open the cockpit door just in time to see the glas shatter and hear the crunching of helmet and bone. You recoil backwards as a cloud of vaporous gore washes over you, fragments of the pilot's braincase plinking against your armour. The flight controls have been torn open by a high velocity projectile and the vessel is falling.

There's only one explanation: somebody stabbed you in the back. A shot that clean isn't by accident. That somebody doesn't want you completing your mission. Whatever's in those laboratories, whatever they blacked out the entirety of Caracosa, the most dangerous and violent part of the planet even in the tail end of the civil war, where-



No time to think about that either. Your shock-absorption padding and stabilizer implants shake off the jolting impact of the crash, tearing the plane apart but you, your combat exosuit, and your weaponry survive. Miraculously, your teammates fare better and through their visors and death-mask armour, you can feel the same confusion and boiling, seething anger within. You break from the melting wreckage, your plasma repeater spraying a wave of armour-devouring death down the street and through biomass barricades, rewarding you with screams of dying foes. Not even five minutes and they already knew your crash position; do they know where the laboratories were hidden too?

A ping on your HUD. You duck back behind cover, your barrel hot and the cooling system stressed to its limit. The squad leader has gotten a fix on the laboratory location. The liaison has just pinged it to you along with the meet-up point. Problem is, you can hear heavy armour grinding down the nearby hillside and the distant hum of void-artillery charging up. Cover's minimal, the bastards are relentless, and you don't have the supplies for a desperate barricade defence or counterattack. The rest of the team, hand picked by the Gnosis Eater Sect, are cursing as mags and batteries run dry, just as another wave of squads pours through the cover you just blew apart.

You have to break from cover, armour-piercers ripping across your shoulderpads, secondary charges detonating mere feet from you and knocking you off balance. A six-fingered claw grabs you by the shoulder, pulling you up as your squadmate retaliates with void-borne power shooting out of their monstrous, insectoid body. It's brought a quarter of a minute at best; the most you can afford as you take the small lead and rush towards the wilderness creeping through the edge of these city ruins. Through every shot fired, half broken wall ducked behind, and foot of ground you sprint over, the shock you once felt solidifies as anger before morphing into determination.

The bastard who set you up was confident this would be how it ended. The laboratories contain information and archaeotech they would kill to acquire and you know the aftermath of the war will be worse if these bastards get their hands on it. There will be no safe escape for you if you fail; you will be hunted as prey by friend and foe alike. You grip the weapon harder: the barrel's fully cooled.

This won't be your end but whoever thought they could sabotage your mission this easily will be in for a very rude surprise.

The Mission


In the military sci-fi RP Into Perdition's Jaws, you play as a soldier selected to be part of an elite special forces group, drawing from any of the four major power players in the region or a third party contractor as well as from the Gnosis Eater Sect who assembled them. Your objectives are simple: touch down in Carcosa, link up with the Sect's hidden research laboratory, and extract both high value personnel and alien technology of unknown origin ("archaeotech") before a mysterious robotic enemy who's been systematically raiding Sect bases beats you to it. Unfortunately, you crash land when your transport is shot down, knee deep in enemy-occupied territory, and the first base is far away given you're not exactly at your drop-point.

No matter to whom your allegiance has been sworn, you have been thrust into a scenario where your allies and enemies may at times be indistinguishable. The firefights and assault operations may be straightforward but you will be tasked with manoevering a risky series of fragile alliances, delicate ceasefires, and the fact that your unknown enemies have eyes hidden amongst those you would call friend and foe alike. You won't survive without making some allies but be wary of the hidden knives waiting to sink into your back. Strange creatures call this region home and even during the war, freak eldritch phenomena have broken out, only adding to the list of troubles you will have to contend with.

Your goal as ordered by your superiors was the safety of the labs, their personnel, and the archaeotech within, but as you play you will unravel the workings of a larger conspiracy and the hidden truths that the Sect has gathered, stached away even from their own personnel. Black ops teams from the great powers prowl in the shadows while the mysterious machine warriors will ensure you will never truly feel safe. Choose your friends wisely and your enemies carefully. It was assumed you wouldn't survive for damn good reason but get to the bottom of this and you may have a chance to put the backstabbers' heads on stakes.

The Rules of Engagement


1) Be good to one another; work things out and respect one another. Do not hesitate to ask for my assistance!

2) Don't godmod or metagame! Only work with what your characters know! They may be powerful but treat their power with respect to the setting and vibe of the RP!

3) Try to post weekly. If you're having trouble or will be delayed, please let us know in the official discord (hyperlinked below).

4) Make sure your characters fit with the setting and atmosphere. This is a pretty wild setting and I do allow a lot of leeway but always go through with me to make sure it'll flow smoothly.

5) You are allowed to contriubte lore if you wish; go over it with me, think of a way for it to be implemented in the RP, and if it all works out I'll gladly add it to the setting.

6) As I am the GM, I'll have the final say on all these decisions but I am willing to hear you all out.


Personnel Dossier


Please submit your character sheets under the Characters section of the thread.




Additional Intelligence






The species list in the lore thread has been updated with one new species near the bottom (praohlnevatz) and reference images for a few of the other ones! Been a bit busy but expect an OOC thread tomorrow, with the IC hopefully in the same week. In the meantime, here's a link to the official discord if you'd like to discuss more!
<Snipped quote by LustForDecay>

I haven't read the lore page but I'll get around to it now.

<Snipped quote by LustForDecay>

I don't get this.


Well, I am likely to add another playable species of offshoot mutants with innate supernatural capabilites. Something like very large phronima.
I am def down for something like this.


Happy to hear that! I believe we have nearly enough to start with three confirmed. I'm brainstorming an opening post for the IC as well as an OOC as well.

@The Ghost Note have you been able to read the lore as well by any chance?

I actually have another species in mind that will be similar to the voidhangers.
I'd be lying if I said I don't adore the roster of outlandish aliens here (fungoids and invertebrates hit some of my soft spots), and the thought-out political and occult background is certainly a plus. I'll be keeping an eye or a few on this.


Thank you. I always preferred my aliens to be well, alienating and the atmosphere to be eldritch and foreboding.
Definitely interested, kinda reminds me of Borderlands in terms of multiple corporate factions fighting for planetary territory.


Thanks you for your interest! Just to clarify however that the UCL would be the only like full on corporate presence in the setting.
How does magic work in the setting?


Ethereality and the Abzu​


Rather than being a 100% hard sci fi setting, Buried Deep in Damnation's features (space) magic which is known as “ether” and comes from a dimension known as the Abzu. Rather than being a realm of recognizable deities, demons, angels, devils, and whatnot it is more akin to the eerier microscopic world of the open and deep oceans.

It is filled with amoral and eldritch beings, some planet sized, that feed off of the psychic waste-byproduct of both sentience and sapience. This byproduct, known as qillatu, is dangerous and essentially “radioactive” in concentrated quantities in our world. While normal cognitive processes can generate, usage of the ether can as well causing it to cling to the void-signature and even body of ethereal-capable objects and entities. While it is harmful to more corporeal entities, in the Abzu it forms the basis for “vegetation” and various simple organisms which begin a food chain of increasingly larger, more complex life forms.

These organisms tend to resemble aquatic creatures such as siphonophores, jellyfish, worms, tardigrades, giant isopods, spider crabs, sea spiders, amphipods, squidworms, bobbit worms, eels, snakeheads, lake Baikal amphipods, sea cucumbers, and so on. Some of these creatures live off of “worship” though their minds are not truly considered “intelligent”, possessing alien psychology that we are only just beginning to decipher. They benefit those who follow them by feeding to them fragments of the ethereogenetic material that allow for the manipulation of ethereality.

Typically one can be born with this power but it can also be acquired through extensive testing and exposure to the beyond, often regulated with ethereal, biological, and/or cybernetic implants. Robotic beings are unable to utilize it without some sort of living biological components. Natural users typically have an easier learning curve than those who had to have the skill implanted into them.

However, all usage comes with side effects. Physical bodies are not truly adapted to contain its power; while naturals have evolved glands, organs, nerves, and cells to deal with the qillatu feedback when they utilize the power, they are no less vulnerable than others. Qillatu is emitted as a kind of radiation that is absorbed, blocked, deflected, or otherwise dealt with by by inborn bio-components and/or implanted augmentations.

One's qillatu resistance has a threshold and as one nears it from continued use they will begin feeling various physical symptoms – dizziness, nausea, great heat or cold, stiffness of limbs and even all the way up to hallucinations, spouts of paranoia, emotional instability, or black spots in their vision. If that threshold is broken, ethereal power will flood into the body and with it, often extradimensional organisms that will begin eroding, infesting, and consuming one’s consciousness.

Oddly enough, this is rarely outright fatal but it will result in one going comatose as their consciousness is “cocooned” in a flux of their own degraded psychic waste in order to protect itself rom external forces. This is reversible but it is difficult, risky, and can leave long lasting damage. Augmentations and ethereally adapted biology usually will activate failsafes to cut off ether-flow to stem qillatu generation the source or short-circuit one’s capabilities among other methods to prevent severe feedback and its effects.

Ethereality can manifest in a number of forms and due to how well it is studied, it has many uses from assisting with lifting heavy objects, maintaining internet connections, and even providing power and fuel all the way to assisting in FTL travel, treating radiation poisoning, and cutting-edge psychotherapy. Armed forces have found just as many uses. Typically ethereal powers work like spells in a fantasy series though there are limits – you cannot change the weather to summon lightning bolts or transform your enemies into chickens. Most of the time, ether acts as a raw force, similar to the energy in laser or plasma guns. It can be shot as bolts, detonated, used as a whip, and even form fields that slow or shock targets within the area of effect. However, it can also be used to create barriers, enhance weaponry, and obscure lines of sight.

Many use it to momentarily enhance physical capabilities such as resilience, reflexes, speed and strength. Using it to momentarily “blink” forward up to currently 60 metres maximum (at great cost) is also possible as well – tossing oneself through a tunnel made in the Abzu. There are even discussions of weaponizing qillatu although this is highly controversial. Another new though fairly recent field of study is using ethereality to summon creatures from beyond though actually controlling them is a field in its early stages. Otherwise, it is highly risky even for non-carnivorous or “docile” creatures due to the fact they too are natural ether users.

This power while commendable has many weaknesses. Unless you are incredibly skilled or have access to high end forms of bio/ethereal/cybernetic components, it will leave a trace and signature even for minor uses. This can be detected by both particular organisms, persons, and technology. Without said high end components, most people will also be visible on certain spectrums in a way similar to electro-magnetic or thermal vision. Certain weapons and even animals specialize in damaging and hunting ethereal-capable beings. If one’s focus is broken while attempting to use this power, it can backfire or cause a more severe feedback effect, often jolting and stunning them.

There are armour and shield types that can resist ethereal power very well. While nobody will publicly admit it, banned weapons are on Caracosa that can cause horrific damage to ethereologists. Ethereal powers can also be overwhelmed by raw firepower and brute force; barriers and energy beams sometimes simply can’t match overwhelming force. While ethereal power is highly important, it is never ever a pure substitute for solid knowledge of weaponry, skills, and tactics. Many an over-confident drugged up ethereologist has met a humiliating end at the hands of simple ballistic or bladed weaponry.

The Abyssic Plane​


A fetid, reeking, and wet domain of unusually (semi) physical matter existing between realspace and the Abzu that mystifies ethereologists even to this today. It is believed that this almost mangrove swamp like region of the beyond filters out the Abzu's excess energies, stopping it from overwhelming and devouring realspace. It is also known to serve as a habitat of creatures that at once seem more solid and developed than the Abzu yet are just as cryptic. Many of them have a similar general bodily shape but more seem to distantly resemble some sort of mutated serpentine fish sliding through the filth, lengthy combinations of centipede and mantis shrimp, eight winged ball-like creatures, enormous spiders disguising themselves as algae-ridden roots, and other such enormous and often disturbing and unpleasant.

It is comprised a large part of what seems to be something between heavily rotted flesh and mushy moistened mud though there are also areas overgrown with what tough, dense flora whose veins, leaves, and branches occasionally pulse with gibbering power. An often reddish or sometimes purple mist lightly shrouds the lightly reddish waters while the sky seems to be a sickly faded brown and white.

In spite of how unpleasant it is, the Abyssic Plne is technically a less dangerous place than the Abzu. The organisms within are too caught up in their simple, primodial lives and the dense "ground" seems to easily absorb ether before sucking it deep below, filtering it back into the Abzu. Qillatu seems to remain longer, capable of hovering in the air, but will often quickly attract creatures to feed if it becomes concentrated enough. Vegetation exposed to it appears to begin shuddering and whispering; research suggests it is essentially reflecting the radiation from the qillatu which manifests psycho-sonically as what at first seems to be whispered language but in reality, are air vibrations reacting against ether-exposed consciousnesses.

Some abzu-dwelling creatures are known to enter the Plane, with many inhabiting it during their larval or juvenile stages, but it is not necessarily safer for them in spite of their power. Their natural etheralist abilities are partially muted by the Plane and those of its natural inhabitants are not to be scoffed at.

The kind of ethereal power that derives from the Plane does have some overlap with that of the Abzu. It can be destructive and enhancing, but it tends to be more esoteric as well. It can cause those summoning it to seemingly blur in and out of view, making them appear to blink in and out of realspace. Gravity can be weakened in an area causing heavier objects to begin floating for short periods of time. Clouds of festering supernatural matter can be summoned out of it and launched at targets, erupting into a haze of psyche-overwhelming, qillatu generating miasma.

The very muck as well can be evoked then hardened to create solid barriers or even "filters" that break down ethereal spells into their raw underlying formulae and sub-reactions. With great skill, its eldritch life forms can even be summoned into the abzu or realspace! These are only some examples of what one can do with the Abyssic Plane's power.

The main problem is that it is difficult to tap into it and those naturally able to do so while not unheard of are either rare or are struggling to fully develop their usage of it. The Gnosis Eater Sect has a larger number of them than anyone else but their research on it is the most secretive part of their organization. Independent research groups have found ways to capture small amounts of the Plane's power to be used by etherealists but is a clunky, awkward process that is still undergoing much refinement. They typically require chipping and tagging abzu-dwellers or the occasional abyssic organisms then attempting to track it and record the readings but this is highly difficult process.

Much of the current research, including some supposedly leaked by the GES, suggests that the Plane is capable of "deciphering" and "deconstructing" ether. Its ability to filter it is potentially due to the fact that it may be a gigantic pile of semi-living void-matter that essentially both maintains and feeds upon the Abzu. Its true size is unknown but it must be potentially even larger if it can withstand and feed on it simultaneously. It is believed however breakthroughs in this field could revolutionize galactic society as we know it.
PLAYABLE SPECIES


NOTE: THESE ARE NOT EVERY SINGLE SPECIES IN THE SETTING BUT THE PRIMARY ONES FOR THE RP.


I am willing to entertain any ideas you have for new species and it is not mandatory to play as a member of these races. Cyborgs/robots are not included as they are constructs rather than organisms. Each accepted species will have its own perks that in most cases are available only to that species. However there will be some that may be similar. Perks can include technology, ethereal capabilities, buffs, weaponry, and other such elements that for the most part only that particular species has. They are all also optional; you do not have to include them for your character if you don't want to.

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Humanity​




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Tarrhaidim​




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Vrexul​




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Gealtirocht​




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Scielto​




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Unztadtlige​




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Voidhangers​




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Celaderaka​




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Praolznevatz




MAIN FACTIONS












MINOR FACTIONS


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