Role Play Preferences:[/b] Pretty much everything except playing other characters and most slice of life plots. Elastic on most shit.
Fandoms: Silent hill, Homestuck, Bioshock(1-2) and pretty much all of HP lovecraft's stuff.
Personality: Ambiguously ?????????????????.
Favorite Homestuck characters: In order: Eridan, Karkat, gamzee, John.
Hate kanaya and Jade.
My Homestuck class: Bard of Void
Likes: Scented Candles, Writing, RP'ing-in almost any form really. Even if I haven't tried it before- Pixel Art, Making things period, Dressing up in my mad mass. Talking to folks. <3 that understand what I say all the time without me having to tame my tongue.
Dislike: Political talk-light prods for opinions are fine though if private- Being tied down. Talking about myself too much. Playing party therapist, Edgy shit.
Pretty approachable, most of the time I'm all fine with, motherfucking. dancing down a door way to someone else grounds to chill. I tend to either be chilling or drilling the oil out of the works so random absence or silences are a normal.
"In a fair universe all creatures would have claws. This is one the few things humans fixed in gods stead" ~ Colonial Defender Eddie Yates of Judica Star.
Hand Guns
Corelia Handgun (1) or 500 credits.
Summary:
A standard handgun from the late 1900's. Uses an magazine. There's not a lot to say, it's a classic. For all it's flaw it dosen't die, useful, light, compact and the go to choice for anyone who wants to some sort of self defense without emptying their bank or time in training.
Stats:
Low Punch
Fire rate: can let off a max of 4 shots in rapid succession.
Recoil: Bare.
Range: Moderate:
Reload Time: 3 seconds.
Ammo Capacity: 15.
Split Tongue (2) or 900 credits.
Summary:
One of the most wide spread hand guns that stretch out across the galaxy. The split tongue earned its named because it has two chambers, two barrels and is capable of both shooting 9mm and 10mm rounds effortless without any risk to the gun or barrels itself. This gun is able to be modified to the point that it can safely house assault caliber rounds and fire them. A small button at the back can be pressed that will force the barrel to turn upside down in a second flat.
Stat:
Low Punch: 9mm Medium Punch: 10mm can be modified.
Fire Rate: 4 max.
Recoil: Minimal.
Range: Moderate
Ammo Capacity: 5 for each ammo mode.
Reload: 3 seconds for each ammo type.
Volcano (2) or 800 credits.
Summary:
A bulky hand gun resembling the revolver in design, although heavier and harder to handle. In return for its many down falls the Volcano lets off a powerful one shot kick at a moderate range with a single slug shot. This explosive release of its ordinance is so heavy that it burps fire outside of its short stout, doing extra damage to anyone who is unfortunate enough to be in front of it.
Developed by a rag tag of paramilitaries on jualk un, a planet that has nothing but constant night. It's shot was used to frighten away nocturnal creatures from trying to sneak up on solders in a fire fight, as they were known to do. Most weapons from this planet share the same trait.
Stats:
Assault Punch at point blank, medium punch at range.
Fire Rate: max 1
Recoil: High. Must stand to shoot.
Range: Moderate.
Ammo Capacity: 5
Reload: 3 seconds for each bullet.
Bonus Effect: Deals hot heat damage at point blank.
Lantern 010: (1) or 900 credits.
Summary:
One of the few energy weapons that were ever boiled down into a hand gun. It's defined by its skinny sides, being thinner than a human thumb while having a long, outward spine that pokes forward at 4 inches. The front has no barrel, instead being totally open with a small rail poking out. When the device is starting to become over heated the spine glows faintly. Turning a bright blue when it is about to blow.
It is loaded with a long, white stick that channels and stores excess energy, acting as a director and soak for the release of the shots. Said stick is removed when reloading. It becomes hotter with each shot.
Stats:
Low Punch.
Hot.
Fire Rate: max 10
Range: Moderate.
Ammo Capacity: 10.
Recoil: bare.
Reload: 5 seconds, 9 if using a rag.
Noted Negative: Each shot in succession increase the heat of the stick. At 10 in rapid fire, it requires a special fabric to remove without melting your palms or ruining your gloves.
Volt (2) or 1000 credits.
Summary:
Notable by the large,transparent, bottle brimming with electricity that sits on the top of it. An antenna points out from the triangular armored belly. An orange rubber circle over the handle protects the users hand from possible burns. First manufactured in station Twenty-to-Five as a way to use both energy and EMP against a rising trend of high tech crimes and had a resurgence 50 years later when the cyborgs started to flood into human societies for the purpose of travel and immigration.
It's most noticeable effect is that is prepared for organic and none organic life although its batteries are notoriously expensive and handles crowds poorly due to the electricity ability to burst out in jumps, to the point that it can hit the user beyond 15 feet. Can let off a instant electric bolt.
Stats:
Hot
Low Punch.
Fire Rate: constant for electricity and a max of 5 for the lasers.
Recoil: minimal. The gun will start to shake if left on electricity for too long. Decreasing dexterity.
Range: Beam: moderate Electricity: Short. Each foot pass 5 feet increases its flicker both infront and around you. Increasing ally and self damage.
Ammo Capacity: 10 shots. 20 seconds of sustain electric shock.
Rifles, Shotguns, Beams and Machine Guns
Handalan auto (4) or 1000 credits
Summary:
A mass produced machine gun used in the grave world wars, many of these were taken off dead corpses that littered the ground and sold by the native populace in a quick scavenging scheme to seek export support when most of their natural farming and production buildings were destroyed in the massacres. Because of this a lot of the guns have markers from personal identities to superficial battle damage still on to this day. Such as names printed on, company logos and even tally marks. As a gun it suits the purpose of a standard rapid fire weapon, releasing short bursts of 20 bullets in a single shot a second.
It has an automatic switch which allows it to be used for suppression.
Stats:
Medium Punch.
Fire Fate: constant CONDITION: each round of constant shooting increase your dex/ str check. Each fail reduces your chance to hit anything by 5 and increase your recoil level.
Recoil: minimal
Range: Medium
Ammo Capacity: 80
Reload: 3 seconds
Back Buckler (6) 1600 credits
Summary:
A rifle detailed by the large moving automatic cocking mechanism. Because the Buckler is so intensive in its single shots, its hooks the user with a large shoulder bridge. The nose is 3 foot long and has a tiny squared guard on each side to protect nearby allies from the s burst it emits when firing. While traditionally it looks no different than most rifles. It comes with a side compartment holding a retractable tv which is used to zoom into targets and is able to autobalance itself for long range shots.
Normally this weapon is used to take down beasts, many of which are genetically tailored monsters unleashed by the evolutionists. With its threatening punch power and direct kinetic force it can mean the explosion of even a highly protected targets skull on contact. Uses a large box to store ammo and reload.
Stats:
High Punch
Fire Rate: 1 max shot every 2 turns.
Range: long.
Recoil: High
Reload: 10 seconds.
Ammo Capacity: 15.
Conditions: Has no kinetic aftermath due to simply going through most of its targets on initial hit.
The sheer size of this weapons you got to have atleast a check of 4 strength to carry it.
Orbiter v3 (5) or 1400 credits.
Summary:
A two handed weapon that is notable by it's large, Tesla coil claw that opens and closes as it fires. When open and ready to fire the claw can be seen producing small flickers of electricity between themselves in random arcs. The back of the gun has a series of small, circle like buttons that glow a brighter red the more over heated it gets or yellow based on how much charge it is getting for an attack. The red signifies that the gun will soon let out a stream of excess plasma from its vents that can cause serious caustic damage if not held away from the face and the blue signifies its reload time.
Stats:
Scorching
Lightning Bolt: single shot of lighting at a target that has Medium Punch and Blistering effects but forces an immediate vent and reload.
Fire Rate: Constant.
Reload Time: 5 seconds.
Ammo Capacity: 10 seconds of sustained fire.
Cannot be manually vented.
Range: Long
Orient 045 (4) or 1400 credits.
Summary:
A shotgun developed for boarding combat back when ships were much smaller and stations were still growing. several shells are loaded into small slots at the bottom which the gun sucks up with pressure when ejecting a shell. A compact brick that is just under the length of a man arm, known to cause bruising on the user with its rough edges and lack of user grip. Is heavy enough to be used to beat most people to death and was done so during the station Tzukan occupation by a conservatism group in private to avoid attracting negative attention with shots.
Stats:
Assault Punch
Recoil: Medium
Fire Rate: max of 5
Range: Short
Reload: 8 seconds.
Ammo Capacity: 10
Specialist Weapons
Globe Trotter 0456: (8) or 2100 credits.
A sniper rifle with a lever action ejection system. Known by it revolver lens system that lets it switch between different types of reticles to see in infrared, night and different zooms along with a electronic component that tells the character of the length and distance. An 8 inch black antenna sits on the side of the gun that detects the humility and receives weather broadcast. The Globe Trotter has a long snout of of 3 feet and the body as a whole is bulkier, containing basic shock dampeners that stop the gun from rupturing the delicate electronics attached to it but don't stop recoil or user kinetic feedback.
Stats:
Assault Punch
Direct Kinetic Damage only. No aftermath kinetic.
Recoil: Extreme.
Range: Far
Fire Rate: 1
Reload: 8 seconds
Ammo Capacity: 5 shots.
Sky Trident by Fudika Colony (6) or 1600 credits.
Summary:
A shorter nose sniper weapon that is capable of being used for medium range without much hassle. It has an automatic fire option and auto ejects any spent ammo. It's magazines are deposited to the side of the gun with the back of it exposed, allowing the user to the see the bullets left in his clip. A button is pressed to eject the spent magazine on the handle. Sky Trident has two long poking sticks at its nose that connect to the body of the gun via a series of ultra strong wire and to the user. This allow the users suit or body armor to use its own stabilizers kinetic equipment to increase the guns stability as well.
Stats:
Assault Punch
Recoil: High - extreme for succession of bullets
Range: Long
Fire Rate: 5 shots max per second.
Reload: 4 seconds
Ammo Capacity: 7
Condition: If set up to be wired to the users own body armor or suit. You gain a bonus of 2 dexterity for this gun.
OOC: Since I mentioned shopping. I should at least post an example. Here are some starting guns.
The tabletop elements mostly exist in combat beside from certain scenarios where checks is applied. We don't roll for checks, you're either strong enough to lift a broken door or not.
Combat elments are:
Fatal Shots (EG: getting your unarmored head hit with a direct assualt plasma rifle will reduce your skull to candle wax)
Normal health (all other hits)
Stats:
Strength: applies to certain checks against getting your ass knocked over, your melee attack effectiveness, certain equipment handling due to heaviness and scenarios.
Dex: this determines your chance to auto-dodge attacks in an open feild. Your ability to let off shots in a rapid succecsion. Certain atheletic/acrobatic checks. Intiative (if your dex is higher than your enemy you go first, basically)
Int: this determines your plus to hacking, medicine, science shit. It also gives you OOC hints and clues to certain events. If a character with an int of 10 is looking at a vase, I will directly say. "you notice a pattern of symbols on the vase and ectr"
Con: is your resistence to physical effects. If you're in intense pain, Like marriage, Your con determines how long you can last under those circumstances. It also determines your resistence to bio weapons and illnesses/infections.
Charisma I give you points based on stuff your character said was appealing to their target "Your beard reminds me of my mothers locks" = 2 then I plus any charisma bonuses you have. The characters disposition/training/personality give them an invisible number for you reach for desired effects.
Career Points: basically a bonus to things relating to your career. EG: mechanic get a plus to repairing something or figuring out how it works.
Careers also give you logical benefits: if you're a solder you may get a bonus to handling weapon recoil Or, for example, if you're a merchant you might start off with extra credits.
The more pure non-homebrew DnD rules are: turns which is one movement and one action plus any minor actions (eg: closing a door dosen't take up your action unless the door is stuck or needs to be locked. An attack takes up an action))
you get a certain amount of feet you can travel in combat. Out of combat, you basically can move freely like in normal forum RP/
Most of the stat stuff is truly tied into your gear. So, if you're a fan of shopping. This may be for you.
The final thing we have is points:
Points are abstract expressions of time and personal development: At the start you can spend your precious points for early access to more expensive gear. Your points after your first mission is used to "do stuff".
You can spend a point and say "in the month we were gone. My guy spent 2 points and opened up a small shop which he left in the care of his brother" or something. That will produce a tiny amount of credits each year for you.
or
My dude trained at the gym endlessly and increased his strength by 1. Or, you can spend points to buy something at a huge downtime discount, so it's feasible for you to buy that big ass gun you wanted. Because in RP, your guy saved up for it.
Mankind had long left Earth, spreading amongst the stars into hundreds of colonies. With the power and progress of further technology ships and stations began to sustain actual societies in the cold depths of space. Planets were irrelevant for living anymore yet just as desired. A dream come true, the end goal come to task and with it a freedom of ideas and foundations could begin anew in an infinity of space.
The only revision from the sci fi comics of old is that what Earth released wasn't human. The long chain of DNA shackling men to fated agony rattled more loudly with each year. If people were to be independent they must be biologically capable of doing so.
The transhuman generation begun, heeding stories of alien creatures and horrific designs. It was a generation meant to keep people human while wiping out the weaknesses of their birth: Genetic defects, fatigue, atrophy, dementia, cancer, and ineffective immune system. All of these issues and more were slowly phased out. Line by line. This is another end of an era, on this day. The first of a final line of human is released.
The EPOCH human wakes up in odd times. Aliens, cyborgs, radical geneticists, Earth left for dead and the dead come back to life. Former lines, whom had grown outside of the Purity Project Union branch of the government look upon you with Envy. Not human, yet obsolete. What will they do now that the EPOCH is here?
You are a____
Memories of a white wash nd overly self imposed modernized design. Everything was sleek yet only admired by a few select staff and the new generation of humans. Statues littered the hallways of great intellectuals and artists, many of whom wander away from your mind in the grand escapade of trying to simulate a big world in a facility that was only the size of a small town.
You were given all the options to train, all the best teachers that money- and force- could buy. Some nights you would be dragged out into the dark fields and forced into "challenges" while distant flood lights stared you down. Personal details, reactions to stress. One time even a random beating to see if you would cry. Everyone experienced it but no one talked about it in public.
Some escaped when you were 12-15 but security tighten so hard after that even the best of you couldn't. A few were sent off to live under different factions, outside groups when they were 12. For most of you, you're entire live was of expectations and comfortable isolation.
Racial bonuses:
Overclock You don't need to eat or sleep. You pay no entrance credits for places of food or drink. Nor do you lose credits in your earnings for said food. The little you do is once every month for 10 hours if you go on without resting for that time.
Man VS Machine Your body is constantly ready and highly durable. Giving you +5 constitution against sleep, lethargy or delirium. Unlike other races, you won't build up negatives for not resting for long periods of time.
Tailored Immune System You're body is capable of fighting off known pathogens and alien spores with the ease of bleach swiping away dirt from marble. You gain a very strong starting check against viruses and infections, including poisons and biological weapons compared to other organic races.
Immortal: your life span is indefinite. You do not age past 21.
Racial Negatives:
Avatar: Your people are seen as the disciples of many generations dreams and aspirations. Political battles and funding has been drawn over many decades to allow for the line to continue to your point. As the vanguard of a new generation all eyes are on you to see how you behave and if are capable of civil attitude. You are the end human they are waiting for, all of them watch. Everything you do will be praised or ridiculed. Your actions have greater faction effects and infamy/popularity issues
you will be hunted more viciously by media and propaganda. Negative events will specifically target you more.
Hidden Away:
In open terrain, be it artificial or not, you gain a -3 to your DEX and INT in combat. You always lose out on initiative.
Prison Society:
You have no experience with actual society. You have a negative to any charisma that involves trying to haggle with the black market, talk to working class, gangs, or aliens. -4
Institutionalized: No matter what path you took, you were hidden away and trained from the real world. You start off with 7 less starting points.
Young Blood: you may only be of 20 years old at the start. This limits your career points.
Political DNA: Factions are more likely to target you based on your race alone.
Race Stats:
Intelligence: 8
Health: 10
Dexterity: 8
Strength: 8
Constitution: 15
+2 to your career field.
All cyborgs can remember the first time they were plucked from their skulls and into the belly of the machines. Even the children that grow in the critical health labs on the Yuniva 9 can still recall screaming without mouths as they were dragged from water to metal. It wasn't painful, none ever report it was painful but they do report that it was cold.
Cyborgs come from all walks of life, be they by choice or by birth of their place on the AI/augmented planets, they all share one thing in common: A lack of a nervous system. The average body bought for medical reasons for normal folks or out of VR community service for the native cyborg is dependable but minimalist in design. There is no feeling of the sweat on your head or heat on your body. No way to know if what you are touching is real, just reactions. In turn cyborgs are known for being eccentric and disconnected from society, developing mental coping mechanism from counting to symmetry to handle it.
Cyborg relatively try to keep to themselves, but it is not uncommon to find a few travellers here and there. Most cyborgs have a bad reputation by both parties due to the stories of the old cyborgs doing horrible things in the early wars for humanities evolutionary destiny. Of course, you know that cruelty was a by-product of poor mind to machine tech, but many others don't.
Racial Bonuses: I am metal, you are flesh Immune to biological attacks that don't penetrate your cranium.
Modular Man
Your body is capable of installing some suit modifications without buying a suit- does not stack if you buy a suit later on-
Breath In, Breath Out
Your body is capable of keeping you alive in a vacuum, underwater and in most incompatible atmospheres.
Racial Negatives:
Artificial: You do not have any natural healing capabilities and must buy new parts and repairs in your downtime. Said parts can be expensive.
Power Outage: You need to charge up as if you were a suit in place of food rations.
Outer Race: Conservatism and evolutionists factions hate you, the scribes are negatively opposed to you off the bat.
Read Only: without proper upgrades you lack any emotive voicing or facial features. Severely crippling your charismatic methods.
Administrator: if you have no nerve upgrades to your body then you can only rely on your status board for information. If you're head is damaged you may not be able to recognize your own bodily damage, even if critical.
Race Stats:
Standard Issue Cyborg unit from Transhumanists worlds:
Intelligence: 6
Health: 15
Strength: 8
Dexterity: 7
Constitution: 0 (if a biological attack bypass your suit somehow, your auto-fail any resistance checks)
Automated Software Defense: +5 to hacking defenses.
The first aliens to leave their planet was the Lepron. More by time than by merit, they were much older than humans but their lack of multitasking abilities and generally serene society didn't lead to much competitive progression. The Lepron lived in an minimalist monk like communities with strong regulations. Quickly scared of looming "ifs" to the point that many projects were abandoned. Making adaptation of technology very, very slow.
When they met humans on their rim planet with a drone satellite the panic of what their intellectual cravenness had wrought them spun out in a global alarm. The Lepron at first, Traded direct texts and cultural information for star maps. Later on, joining the Terran Unity in the bilateral species program. Brokering the removal of the none sanctioned humans from their rim planet.
A fact that many people saw as dishonest and underhanded. They used human charts to meet planets the Terra unity deemed to be off limits due to primitive states. Uplifting them and inviting them to join the Coalition, creating a political hegemony across multiple species. Technically they are still in the "Bilateral Species Program" but have merged themselves with many, many species.
Many kind of creatures were assimilated. Many tried to deny them and many eagerly joined. Lepron owned the politics; made the infrastructure; and created papers upon papers of legal bindings that politically tie up others from inputting more than ceremonial protests. In time through number and diversity they were strong.
And....
if you were not scared enough of the humans to join them, then making you too scared of them to deny them for long was just as palatable to the leprons. As many other alien space farers would come to witness.
Racial Bonuses:
Unified Threat Aliens are quick to consider themselves a collective despite racial differences. Charismatic influence over other aliens is buffed.
Custom Evolution You may select a series of natural organic bonuses that make sense physically: Claws, infrared vision, limb healing ectr. Although you must not have advance artificial genetic design features.
each 80 years takes up one of your points.
Racial Negatives:
Custom Evolution Costs
You must have a written negative or set back for each alien feature that your species have.
All you Humans are Racist!
Suits, genetics and augmentations cost twice as much for aliens than humans or cyborgs due to the need to bespoke them.
Racial Stats:
you have 20 stats points as alien for your race. All your stats start off at 1 by default. 1 is base sentient intelligence. This is talking and basic math. Health starts at 3.
The average Lepron is 4 foot 5 in height and weights up to 60 kilograms.
Their bodies are bulky at the bottom, giving them staunch and round bellies that bags out of from the opening of their white, corset-like carapace.
The eyes of Lepron are big and inspecting, glaring with several irises in a petal formation at everything in bright, green pools. In order to move it uses a series of small tentacles that poke out of its long, tail like cocoon. It's arms naturally sit behind it in a disciplined manner while their body lurches forward with the composure of an old man.
This posture allows it arms to push against its own back, its tentacles to grip and stabilizes, its smooth cocoon to slide and its head to provide thrust. When standing on its own tails it is capable of reaching up to 7 foot tall. A discipline that politicians use to give a face of authority and imposing form, although this severely limits their travel speed to tip toes and is describe as like holding a muscle in an awkward position for hours.
Lepron abilities:
Capable of digging in dirt and weak wood/plastic without tools only its body and legs.
Capable of traversing very tiny pipes and spaces despite its shell.
Its shell gives it natural armour saves of 2+ against low punch attacks.
It's eyes can process more colours than humans, granting it the ability to see past t1 low tech infiltration camouflage.
-Moves very slowly, even when its natural movement space.
-the body of the Lepron is craven and can't surpass 8 health.
-lepron eyes are easily blinded, to the point that without protection flash lights can cause irritation.
- can only jump when standing and only a few Center meters when doing so.
Stats:
Intelligence: 4
Health: 5
Dexterity: 3
Strength: 8
Constitution: 1
Natural Armour: 2
Lepron live for 80 years.
The slumber of death fades in and out of your mind like a fuzzy dream. The world beyond death you can't remember except within the depths of night when you mimic sleeping despite visions dance on the walls of your psyche. Sometimes you see horrors unimaginable and screams, sometimes you swear you feel something pulling you deeper, sometimes it's bright and peaceful and slowly uplifting. But it's all just dreams...aren't they?
The only concrete memories are those that were days behind your death and when you first woke up again despite your downfall. Accident, act of god, or arranged by yourself you were quickly victimized by the reality by those taking advantage of the dead. Words twisted, quotes abused, intent ignored, and anything that they could legally claw out of the banks and character were plucked away by the humanoid vultures that lurked in suits and fancy halls. Some of you even woke up to find your identity had been peddled or revoked in the process. Forced to start again before you even managed to stand in your new metal frame.
Racial Bonuses:
I don't need this, my husband has two jobs! Due to the long term of life, Revived may take 2 careers.
Practice Makes Perfect Revived gain a extra +2 stat that is relevant to their main career(first choice)
Nest Egg Gain 3 points to spend as if in downtime on the starting shopping list.
Dead End
Immune to biological attacks. Racial Negatives:
Soda meet PC
Your body is sensitive to EMP attacks and can cause extensive damage to your complicated components.
Even in death, they get you with the hidden costs
You cannot heal and need to repair. Like the Cyborg, these parts are expensive but more so for a revived due to the new nature of your tech.
Past Life
You start off with the traumatized debuff due to your vivid dreams of the life here after. You are more vulnerable to mind effects and may suffer psychological rolls such as panics or delirium at the sight of certain things pertaining to your death or past life.
Pick an center part of your death: such as water/ fire/ depression ectr and you will have to take random rolls against madness effects when near them.
Batteries not Included
You require no food, but you do require power and the need to charge up for 8 hours as you still get "sleepy" mobile power cells are costly.
Officially the Terran Unity is the throne of all human authority. It solely has the right to declare war; Introduce mass regulation; and employ united navies, although in practice the Terran Unity is simple another seat in a court of kings. In theory it is the most powerful when it comes to the SOL system. Despite Earth being ravaged by the humanities war of 2120 it still houses an immense cultural importance to many humans across most of the galaxy. Mars is an industrial palace posing as a city with first world production.
Terra unity have reached their expansive potential or not able to land on and make use of. In essence, the Terran unity is using a treasury with no new income. Its Armada is massive and capable of dealing with most known threats but their age is showing. As a result in the last 70 years mercenaries and recruited pirates have become unofficial practice. Although these inmates typically serve time and are heavily interviewed for this offer, many considering it a privilege.
Politically at risk of being eaten inside out and scrambled by logistical issues of space travel to properly supply planets the Border Retention Branch is the only thing normal folks will see of the Terran Unity outside of some radio and TV news networks. The Branch litters small outposts at many sectors. Reinforcing big stations already owned by other communities at key areas for real strategic defence.
The great army is so spread apart by its policing duties that it can only offer squads of 2-5 small ships and meagre refugee defence in unlisted sectors...which are many. Listed sectors do receive a bit more protection but many cases take the brunt of many undesired regulations for it.
The opinion on the branch is in many places. It gets harassed and praised constantly. While acting official, the branch workers routinely hire mercenaries, bribe civilians, and do many things against Terran standard due to the sheer level of attack they find themselves under. The Branch however is monstrous in the border areas, being worthy of full on scale multi-galatic navy war in these key lines.
With the line of genetics being almost mastered by mankind there are many who feel that to simply make mankind more refined is a waste. Those who don't value the EPOCH, seeing him as the sign of an icon of human preservationists ideas in the way of further exploration. Existing as a total sector of politics with many different names. The overall attitude though is one of changing humanity to something not human at all or creating a new life form.
Many evolutionists are pirates, terrorists and renegades. Going against many laws and general beliefs of the public who settle for the compromise of the standard human refinement. While peaceful variations of this group exist, they have an extensive list of groups who actively aren't. Many creating viruses, plants, animals, and even other sentient bio weapons for the purpose of infecting a planet and taking it over. Most of the targets, due to numbers, being inhabited by humans. Stations and ships are also attacked, everything and everyone is a test of their latest creations or their own modifications mettle.
Evolutionists have extensive resources. Years of combat exposure, media hunting, law enforcement scouting for them be they peaceful or violent have made them form vast networks of intelligence and methods of getting things done. Evolutionists have a dislike of the EPOCH specifically but dislike pure humans more.
The Transhumanists is the bulk of the cyborg community, while traditionally the title was all things that deviate from humans in the late 2040's the robotic and augmentation revolution across the world under the banner of transhumanists cemented the image and vision of such a party under augmentation. Most transhumanists are augmented to a large degree, having a complex relationship with sentient machines who marginally desire to stay on their own world.
Cyborgs as a whole are accepted although stories still pass around colonies and isolated stations about metal men beaming aboard and taking their children. Their part in the humanist wars stained their image with them for their cruel nature and uncaring attitude. A time where human empathy and emotions were not properly understood by sentient machines and thus, not properly expressed or "felt" in primitive cyborg bodies. The fact there are powerful, uncontrolled transhumanists worlds don't help this fear either.
People who are transhumanist try to promote alternatives to humanity, not wanting to stick to one specific label. They are more care free about what importance line purity have and lean towards individuals specialization and not collective uniform changes to genetics. Although this isn't true for all planets. Many believing that to reject transhumanism to create an inevitable conflict of organic and synthetic life forms.
A general belief of people that genetic refining of humans takes away the ability to understand the human culture that got them to this technological point. Many feel that the threat of wars, powers, and new states are a result of fracturing human identity. Especially with the savaging of Earth many generations ago and with a lot of the important cultural texts being lost they seek to preserve it by imitation, this isn't literal...some of the time. Seeking to live off the land and form, local, small communities by colonizing planets or by living in simple means on a station.
Some of the strongest Conservationists try to build up their own societies on old human cultures and new ideas or foundations. In rare cases you may find very tiny, almost mythical pockets of pure humans living together who rejected the line project and sought to retain their own isolated peace. Most of these places hide from the wider galaxy, to the point of imprisoning those who land as pseudo citizens so they can't inform anyone else.
--------------------------------------------------------------------------------------- The Coalition (aliens)
The life of those under the Coalition is the one of a unison culture, although there is a superficial assured sense of identity. The Coalition names have a trend of sinking into offices that they don't inhabit. Holding power, luxury, bribery, fear, and technology over other races head. Those primitive who seek a better life tend to give into the coalition for markets and medicine. Many cases promoting parties and even instilling outright dictators who are provided by the Coalition while those who have their own luxury are twisted into corrupt, socially engineered shells.
The life of an alien is in many cases very generic and typical, they have their societies and customs and many of them are very similar to modern human life due to practical application of technology of their time. Although the bigger aspect is that many of their architecture and life styles are slowly conformed over time by "charities" and funded powers to slowly try and propagandize those races with a strong fear, and hate, towards humans..
Humans on media are considered to be racist, evil, imperialist monsters who sell out their own people and would sell out yours too. Most news filtered via the Coalition provided channels twist heroic stories into acts of condescension and take quotes directly out of context or just lie to portray an image. Although, this dosen't mean humans are angels. It does mean that the issues human may present is drowned in media.
On stations racial tension are high, to the point that many aliens actively riot, murder, form gangs, form bias market competitions and try to play by their own cultural rules or by no cultural rules what so ever. When humans do intervene they face being sued and portrayed as oppressors.
The issues have become so intense that on some stations they have been taken over by aliens by proxy. Due to inward bias and internal and public corruption with active racism many human stations don't belong to humans outside of name.
This was just a tast. If I get interest I will post more stuff, primarily. Some parts of the shopping lists-you can go shopping in this...oh boy can you go shopping= and some of the rules on stats.
This RP will have a general rule of 2 paragraphs. That's the rough standard, but I am ok with it dipping below that from time to time.
If you don't like this, but you saw one of my older RP you'd like me to revive, let me know. I'll revive it if I get enough interest.
I started giving myself monthly challenges to spice up my time a little. Seeming as the new year is just around the corner, I thought it would be as good as time as any to introduce this concept to my kindred of the, motherfucking, metaboard of digital floors.
A monthly challenge is a list or-sometimes- a singular goal that you wish to achieve by the end of the month. The point of months instead of weeks or days is so that the challenges don't become schedule fillers or end up haunting your mind as looming threats to finish. In my living leisure, brothers and sisters, I noticed that most goals you set up over a long period will be worked towards or finished just by being presented offhandedly as a goal. Where with weeks, if you get distracted/tired/in RL shit you end up procrastinating then feel like crap and not want to do any challenges.
So, shit, the theme of the thread is that we post challenge we want to tackle each month. Challenges should be reasonable and small EG: I want to finish a chapter of my book
but I won't shovel peoples sewer line up for making bigger challenges. You can also request I-or someone else- give you challenges instead. If that person knows your interests/work/whatever.
Here are mine this month(note: this continues over to next month, since we're starting near the end of december anyway):
(!) : Write 3 short stories, with marked quality improvement.
(2) DM my first DnD game
(3) last 20 minutes in killing floor vr holdout mode.
We can do a thing where we give points out to completed challenges or something, if folks are into that. But we got no way of verifying if someone actually did their challenge.
Role Play Preferences:[/b] Pretty much everything except playing other characters and most slice of life plots. Elastic on most shit.
[b]Fandoms:[/b] Silent hill, Homestuck, Bioshock(1-2) and pretty much all of HP lovecraft's stuff.
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Personality:[/b] Ambiguously ?????????????????.
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Favorite Homestuck characters:[/b] In order: Eridan, Karkat, gamzee, John.
Hate kanaya and Jade.
[b]My Homestuck class:[/b] Bard of Void
[b]Likes:[/b] Scented Candles, Writing, RP'ing-in almost any form really. Even if I haven't tried it before- Pixel Art, Making things period, Dressing up in my mad mass. Talking to folks. <3 that understand what I say all the time without me having to tame my tongue.
[b]Dislike:[/b] Political talk-light prods for opinions are fine though if private- Being tied down. Talking about myself too much. Playing party therapist, Edgy shit.
[i]Pretty approachable, most of the time I'm all fine with, motherfucking. dancing down a door way to someone else grounds to chill. I tend to either be chilling or drilling the oil out of the works so random absence or silences are a normal.
[/i]
[url=http://www.roleplayerguild.com/topics/157737-deus-duet-my-digital-dorritos-so-hop-on-in-and-take-a-swing-18-reworke/ooc#post-4100467] my 1 x 1 IC [/url]
<div style="white-space:pre-wrap;"><br>Role Play Preferences:[/b] Pretty much everything except playing other characters and most slice of life plots. Elastic on most shit.<br><br><span class="bb-b">Fandoms:</span> Silent hill, Homestuck, Bioshock(1-2) and pretty much all of HP lovecraft's stuff.<br><br><span class="bb-b">Personality:</span> Ambiguously ?????????????????.<br><br><span class="bb-b">Favorite Homestuck characters:</span> In order: Eridan, Karkat, gamzee, John.<br><br>Hate kanaya and Jade.<br><br><span class="bb-b">My Homestuck class:</span> Bard of Void<br><br><span class="bb-b">Likes:</span> Scented Candles, Writing, RP'ing-in almost any form really. Even if I haven't tried it before- Pixel Art, Making things period, Dressing up in my mad mass. Talking to folks. <3 that understand what I say all the time without me having to tame my tongue.<br><br><span class="bb-b">Dislike:</span> Political talk-light prods for opinions are fine though if private- Being tied down. Talking about myself too much. Playing party therapist, Edgy shit. <br><br><span class="bb-i">Pretty approachable, most of the time I'm all fine with, motherfucking. dancing down a door way to someone else grounds to chill. I tend to either be chilling or drilling the oil out of the works so random absence or silences are a normal.</span><br><br><a href="http://www.roleplayerguild.com/topics/157737-deus-duet-my-digital-dorritos-so-hop-on-in-and-take-a-swing-18-reworke/ooc#post-4100467">my 1 x 1 IC</a><br></div>