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Post new topic   Reply to topic Frisky and Bob: OPEN!!!
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 PostPosted: Sun Oct 10, 2010 2:07 pm Reply with quote        
Mutants. The term is familiar to most people, although they are generally considered like science-fiction creatures, the kind you only see in movies and comics. And it was like that for a while, until around 2025. No one could pinpoint the exact date, but around that year, more and more strange phenomenons were reported. People believe they were caused by the military, extra-terrestrial life wanting to invade us, and mostly by an abuse of certain substances.

After some time though, it became evident that more and more phenomenons were occurring, and some people started to talk about mutants being the cause of it. Not those fancy mutants with almighty powers, but simply people with above average capacities, inherited from some DNA mutations. This hypothesis was rejected for a while, but as some of the troublemakers were caught and tests were conducted on them, it became clear than they were not the average human being.

The next concern was to find what was causing this. After long researches, scientists came to the conclusion that there was not one particular source for the mutations. They suspected the overgrowing pollution of the environment, but some also pointed that mutations were a natural phenomenon, simply they generally didn't take those proportions. A rumor also ran through the population about the army having something to do with it, although the authorities have always denied any implication.

Unbeknown to the population, some groups formed to protect different interests. The first was the military, since they were already around before the mutants started to appear. They took charge of maintaining the order and making sure everyone was safe. They also have a particular interest in mutants, probably because they could prove to be valuable weapons and decisive advantages in upcoming battles.

The second were the Guardians, a group wishing to defend the mutants, but promoting their integration into the normal world when possible. Their origins are not well known, but it is suspected they are far older than they look, having worked underground for a long period of time. They are a mix of mutant-friendly humans and human-friendly mutants.

Then came the Renegades, another mutant faction, but composed of those wishing to use their powers for their own good. This group appeared suddenly in 2025, after some mutants escaped from a laboratory where they had been used as lab rats. Having always had bad relationships with normal humans, they now seek revenge and want to dominate humanity... or destroy it.

And finally, when some mutants started to threaten the humans, the humans decided to reply. They formed small, generally poorly organized groups to protect their neighbourhood. While most people part of those group just watch what's happening at night and call the authorities when problem arise, some take it pretty seriously and don't believe the authorities can - or want to - solve the problem. Those ones are a real threat to mutants, as they will stop for nothing to destroy them.

- - - - - - - - - -

This role-play will turn around a group of Guardians, in a small North-American base, in the year 2046 (so about 20 years after the first mutants started being noticed).
The other groups will be developed later on, when the main group meet with them.
There is a loose plot, but you can discuss more in the OOC thread, as I'm always ready to give space to good ideas.

You can choose to play a mutant or a normal human, but as mentioned above, you will need to be part of the Guardians, unless I've agreed to something else.

And that's pretty much it. Have fun! Big Grin
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 PostPosted: Sun Oct 10, 2010 2:58 pm Reply with quote        
~ The Rules ~


1° Follow the rules of Midorea.

2° This is a semi-literate, 3rd person, past tense role-play. Post accordingly.

3° You should post at least 4 lines of text with each post, unless you really really can't think up of more in the situation you are playing.

4° You must post at least twice a week, although you should post more when the story moves faster.

5° Short out-of-character chat should be kept in between ((double parenthesis)) and at the beginning or end of your post.

6° Longer out-of-character chat (more than a sentence), should be posted in the out-of-character thread.

7° Off-topic chat, meaning things that are not related to the role-play, should be posted in a hangout thread or in the GMRP, or wherever they belong.

8° You must fill a profile to join this game (see information below).

9° I must approve your profile before you start playing!

10° To show that you have read the rules, insert sigdasig somewhere in your profile.

Failure to follow the rules with get you a warning the first time, a limited ban (from the role-play) the second time, and a complete ban (from th game again) the third time. If you still break the rules after that and keep posting in the thread, you will be reported to a mod... or I'll take care of you myself.

As always, I can add new rules and modify them at any time, but I'll try to warn you if that happens. Wink
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 PostPosted: Sun Oct 10, 2010 3:04 pm Reply with quote        
~ Joining information ~

  • Joining requests are accepted/ not accepted at this time.
  • A player can have a maximum of 3 characters at this time.

So, if the indicators above say you can join and if you don't already have the maximum amount of character, simply fill the profile form below and PM it to me. Make sure you follow the directions given in the profile form and on the first page of the game!
I'll then review it to make sure everything is alright and contact you to tell you that you've been accepted or that you need to do some modifications before. Once you're profile as been accepted, you can start playing.

Profile Skeleton:
Code:
[b]Name:[/b] (your character's name)
[b]Sex:[/b] (your character's gender)
[b]Age:[/b] (your character's age (keep it above 12, unless I've agreed to it before))
[b]Faction:[/b] (the group you are a part of (only one, unless I've agreed to something else before); for now, only the Guardians are officially available)
[b]Mutation(s):[/b] (obviously only applies to mutant characters; maximum of 4 mutations per character; see the "Mutations" list below before filling this)
[b]Description:[/b] (1 paragraph for physical, 1 paragraph for mental, and 1 for anything else you want to describe; pictures are accepted, but they don't replace the written description)
[b]Biography:[/b] (Where does your character come from? When did he discover his powers and how? How and why did he joined one of the factions? etc.)
[b]Other:[/b] (anything else you want to add)
[b]Played by:[/b] (your username)

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 PostPosted: Sun Oct 10, 2010 3:04 pm Reply with quote        
~ The Records ~
((Player's name // Character's name - Title (if any)))


Keylaleigh // Corvus Carapelli
Keylaleigh // Cray Fairburn
killerkitty // Jade Kenned
KoyiTar // Michael "Mikey" Faloan
Maeve // Dr. Anne-Marie Black - Director of the Guardian's Base #1
Maeve // Colin "Teddy Bear" Durham
ninjamaos // Joshua Kingsley
ninjamaos // Dorian Grey
Tsemara // Jordan "Danny" McKellen
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 PostPosted: Sun Oct 10, 2010 3:09 pm Reply with quote        
~ The Mutations ~

Mutations are a core part of this story. Although, we do not want this to turn into an all-mighty mutants competition, so rules have been fixed concerning the acceptable level of mutation. The following is a detailed list of all the known mutation, meaning those that have been observed and studied by scientists before, along with their general side effects. Basically, just remember that all the mutations have positive and negative points, which you need to list in your profile. The level of control over them also varies a lot between two mutants.

The mutations are classed into three categories. The physical mutations are anything affecting the body of a mutant, the mental mutations are for anything playing with the mental capacities of a mutant, and the exterior mutations are for anything that doesn't go into physical or mental, but that rather affect the surrounding of a mutant.

Physical mutations:
Animal Combination and Splicing:

The animal combination gives the mutant one or more body part from an animal. Those body parts are stable, meaning they are always there and can't be changed back into human parts. Generally, a mutant can only be mixed with one animal. Mixes with multiple animals have been attempted, but often resulted in highly unstable subjects, both physically and mentally.
This mutation is the result of a crossing of human DNA with the DNA of an animal, thus the name "splicing". Along with the transfered genetic material, a second persona has often been noticed. Mutants have reported hearing the voice of the animal they had been mixed with in their head. This can cause various behavior, from simple animal instincts to paranoid schizophrenia.
Mutants with animal combination are also less likely to mix well with normal humans, simply because, unless it is really small, their mutation is clearly visible. They often prefer to avoid humans by fear of what could happen.

Dematerialization:
The dematiralization is the process of changing the molecular arrangement of a subject to allow him to pass through other substances. Most mutants presenting this mutation can only dematerialize themselves, but reports of mutants being able to affect many people have been heard.
This process requires a strong concentration and will, as the user always risk staying caught in the substance he is trying to cross, with less than pleasant result. It can induce various aches and pains, although this mutation has generally few side-effects. However, unlike other mutations, a low control of this mutation can have costly results, even death.

Physical Enhancements:
The physical enhancements are simple mutations that give one an above average speed, strength, senses, etc. The side-effects are generally related to the mutation. For example, an extra-speed requires harder work from the muscles, often resulting in cramps and various aches. A higher strength can also results in cramps, but also in fractured bones, as some parts of the body are not made to support the effort. It also seems that one enhancement often result in a weakness in other area. For example, a higher sight can have a decreased hearing. The other side-effects are pretty mild.

Self-healing:
The self-healing is the capacity to heal oneself. It cannot be applied to other people. It's level varies considerably amongst mutants, some having almost indestructible bodies while other can only manage to heal small cuts and wounds.
Mutants presenting this mutation don't seem to have specific side-effect. Although the healing process generally makes them quite tired, it's nothing a good night (or a few days) of sleep can't cure. However, this mutation was prized by scientists for a long time, as it allowed them to study a mutant, even by hurting or cutting him, without long-term damages. The mutants who have been used in such a way often present various mental illness as a consequence of the horrible treatments.

Shapeshifting:
The shapeshifters can take the appearance of someone, or something, else. Normally, they can only change to a limited number of form. For example, a mutant could be able to change into a dog and a falcon, but could only go between those to shapes and his normal one. The mutation can affect their whole body or only a specific part. It can also only be used on the mutant himself, and not on people around him.
This mutation often induces various aches and pains during the transformation process, as well as after. It also generally present a time limit, at which point a mutant must regain is normal appearance. Depending of the shifting shape, it can also have various mental effects, similar to the ones found for mutants presenting animal combinations.

Mental mutations:
Mental Enhancements:

Similar to physical enhancements, mental enhancements are upgraded mental capacities. They generally include above average intelligence, wisdom and concentration. And like for physical enhancements, they often result in various headaches and mental problems.

Communication (plant or animal):
The communication capacity enables a mutant to talk with plants or animals like two humans would talk to each other. It doesn't allow any control over the said plants or animals, as they remain free to choose what they want to do in any situation. I can however be a useful source of information.
Like most mental mutation, this one can give headaches and similar pains. It also often requires a good concentration to work properly, so using it in crowded and noisy area may be hard. Finally, it had been reported that some mutants presenting higher communication capacities could only communicate with another living being, but not with humans, generating problems similar to autism and isolating the mutant from the rest of the world.

Familiar:
The familiar is generally a small pet that a mutant keeps with him. Because they are generally emotionally close, they have developed a mental bond allowing them to share senses and to communicate with each other telepathically. The animal however is just a normal creature, and it's intelligence is not higher, meaning the communications it can send are pretty basic things.
Since they share a strong bond, the lost of the familiar can be quite damaging for a mutant, even deadly in some case. Some cases of wounds affecting both the familiar and its master have also been seen. Most of the time though, the familiar mutation doesn't have much side effect, except for the fact that the mutant and its pet prefers being together at all time.

Telepathy:
Telepathy is probably one of the most well-known mutations. It allows a mutant to read other's mind, and thus to detect leaving being in a certain area. However, very few mutants actually had the power to control other people, often being limited to giving them a positive impression during a conversation and the like.
Telepathy can induce headaches, but also as a higher chance of mental illness and stress. Unless a mutant control quite well his power or is very limited, the constant flow of thoughts from the people around the telepath tends to make him crazy, sometimes even paranoid. Cases of mutants no longer being able of isolating their own thoughts have also been reported.

Exterior mutations:
Control over an element:

As the title says, this mutation allows its owner to control one element. The reported elements are: air (wind), earth, fire, fauna (animals), flora (plants), lightning, metal and water. The degree of control can vary quite a bit between mutant, some needing a large source of their element while other can even generate it from nothing. Mutants with a control over fauna always need an animal with them, as they cannot make one magically appear. In most case, a mutant with control powers will always keep a form of his element with him, often identifying himself to it.
Uncontrolled control powers can have devastating effects. They also can often cause wounds to the mutants using them, especially when used in high concentration (large fire or lightning especially). They generally need a good concentration to work properly and require some training too. They use quite a lot of energy too, and often cause chronic tiredness and migraine problems. The chosen element (although it is rarely chosen voluntarily) also seems to influence the personality of the mutant. For example, fire mutants are more active and energetic, but tend to have drastic mood swings.

Healing:
The ability to heal other people have been reported for a long time. This power seems to transfer the energy of one subject (the mutant) to someone else (the wounded). It can only be used to heal other though, and sometimes the mutant seems to absorb the wounds of the person he is healing, with various side-effects.
This ability is also sometimes considered like a control over the element, in this case the flesh or living matter, and results in similar troubles (tiredness, migraine, etc.). If it goes out of control, a mutant can basically absorb all the wounds and diseases around him into his own body, often resulting in very high damages or even death.

Lifebringing:
The capacity to bring inanimate objects to life is a strange form of control over the matter, thus requiring its own category. Lifebringers can turn one or more inanimate objects into a living thing, although the intelligence of the piece never seem to exceed that of a small animal. They do not control the object, nor can they communicate specially with it (most of the time, at least), and the process of giving life to it is often more or less conscious.
Lifebringers need to bound with the things they want to animate. If it suffers wounds, some mutants will also feel it, although this doesn't seem to be a general effect. however, if the object is destroyed or lost, it will affect them badly, putting them in some deep depression-like state for a while. It also seems that the living object uses the energy of its owner to work, requiring a higher absorption of calories to keep both mutant and object in good shape.

Transformation:
The transformation allows a mutant to transform something into something else. It is often consider like shapeshifting applied to others, but most of the time, the mutant will only use it on an object. Like for shapeshifting, the mutant has a limited number of shapes it can turn things into. For example, a mutant could keep a small piece of metal with him and turn it into a large sword when needed, and back into a piece of metal once done.
The transformation always has a time limit and will return to its normal shape upon reaching it. The exact time varies depending of the mutant and the effort needed. It rarely implies physical pain, but often mild headaches and tiredness because of the concentration needed. Again, uncontrolled powers can have dangerous effects on the mutant and his surrounding.

As mentioned above, those are the known mutations. They are not necessarily the only ones that exist, as new mutants are always appearing. If you'd like to report a new mutation, please contact me.
Also, some animals and plants have been affected by the mutagens. Their mutations are generally simpler than those seen on humans, but very few researches on them have been made. They are not listed because they are not as important, but one should still know that they exist.
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 PostPosted: Sun Oct 10, 2010 3:12 pm Reply with quote        
~ The Factions ~


After the discovery of the mutants was made public, a lot of changes happened in the society. Well, not that many, except from a general panic... Anyway, a few groups were formed, each following different goals. They are generally called "factions", although the general public has very few information on them.

The four main factions are the following:
The Guardians:
The Guardians are a small group of mutants. They are what you could call "good mutants", although their opinion goes from human friendly to quite neutral. they are made mostly of mutants, although mutant-friendly humans can also be found in their bases, often scientists or people specialized in a valuable field. Their goal is to protect mutants and, if possible, to help them live a normal live among humans.

The Military:
This group is simply formed by the army of each country. The vast majority of its member are normal human, although a few enhanced soldiers have been reported. Their goal is to protect the humans, though they do not seek to destroy the mutants, mainly because they could use them as weapon and soldier, or at least study them to create valuable inventions.

The Protectors:
The Protectors were formed after some mutants attacked on normal humans. They are not what you could call an organized group, working mostly in small gang protecting some area. They generally want to destroy mutants to make sure humans are safe, although some just want to protect their environment and will live alongside mutants if they do not cause problems.

The Renegades:
The Renegades are a group formed of mutants who want to rule or destroy the humanity. They generally were used as guinea pigs in lab and have developed a strong aversion for humans. They are a well-organized group, although they are quite secretive and will rarely leave traces of their actions, preferring to let people in doubt. They want to make sure all the mutants can leave freely, though they sometimes have conflicts with the mutants who don't share their views on how it should be done. They are not sympathetic to humans, but will not necessarily destroy one at first sight.

Those groups, although some are quite large, are still nothing compared to the vast majority of normal humans who just live their normal lives without caring much about what's going on.

As they grow, each group will get a bigger explanation in posts below, along with info about their bases and actions.
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 PostPosted: Sun Oct 10, 2010 3:12 pm Reply with quote        
~ The Guardians ~
General organization and bases


The Guardians were one of the first group to be fonded, although they had different names through the ages. They started when scientists decided to create center for mutants, a bit like zoological gardens. Some where just neutral ground where the mutants could hide safely, while other were developed to help them in any way possible.

The Guardians are now a worldwide network of small bases, connected together to share information and help each other, but also independent most of the time. A base can be found in each capital, and sometimes in other important towns of a country, mostly for large population or territory that one center alone couldn't cover.

The Guardians' bases are called Sacred Grounds, a name that is linked somewhat to their origin. As for sacred places, it is forbidden to fight inside the perimeter of a base, except for training purpose, and even then there are strict rules to follow. Mutants can also request help and shelter, and unless they have very good reasons to refuse, the Guardians should give them want they want.

Those services are free, but it is appreciated, and strongly encouraged, that a mutant help the Guardians in return. It can go from simply taking care of the various chores needed to keep the base clean and livable to doing more complex missions.

For the purpose of the game, only one base will be developed for now. It is located in the north-east part of North America, close to a medium size town (a state capital if you'd like). It is surrounded by a large forest for protection, and looked somewhat like an old colonial mansion. Plans will be posted when I got time to make them.
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 PostPosted: Sun Oct 10, 2010 3:12 pm Reply with quote        
~ The Guardians ~
Local organization and jobs


The Guardians' bases are independent, but inside each of them, the structure is pretty similar. Normally, at the head of each base can be found the director, often a single scientist with a background allowing him to be respected by his peers and the mutants in general. In a few bases, mostly in larger ones, the direction job is occupied by a somewhat democratic council of Guardians, so that all the aspects of the organization are taken into consideration.

Under the direction are the permanent employees. They are in charge of the security of the base, as well as of making sure all the needed resources are available. They also have to keep an eye on the other employees and guests and make sure everything is fine. Often, mutants who cannot be sent back into the normal world and thus that have to stay at a base will end up taking those jobs.

Then come the other employees. Most of the time, they are mutants staying at the Ground and wanting to repay the help they have received by helping the community. They take care of the chores, but also of sporadic and easy missions. Their jobs are not permanent, and often they will alternate between period of work and period of simply being around and training or doing nothing. Sometimes, the Guardians also hire professionals (scientists and the like) for more complicated works.

And at the bottom of the ladder are all the other guests, those that do not work but stay at the base for a certain time, often limited. Normal employees will often switch between this place and their employee status, as they will only have to work when jobs are available.

Base #1:
Direction: Dr. Anne-Marie Black

Employees:
- Security: Jordan “Danny” McKellen
- Informatics:
- Supplies: Cray Fairburn
- Health care:

Available for missions:

Guests:

Plans:
  • Floor 1: Basically the common space floor. The right side hosts the dining room (looks more like a cafeteria in size), the kitchen and pantry, while the left hosts two large living rooms, some study rooms, classrooms and labs.
  • Floor 2: The left is a continuity of the "school" facilities, along with a large library. The right side is made mostly of private rooms (bedroom+small bathroom) and small living rooms.
  • Floor 3: Similar to the 2nd floor, only with more private rooms and no classrooms (just a large library).
  • Floor 4: Small libraries/living rooms, offices for the direction and whoever needs it.
  • Basement 1: Mostly labs, medical facilities and storerooms.
  • Basement 2: A few medical-related room, lots of storage space, and specialized rooms for the beasties.
  • Basement 3: More rooms for the beasties, storage rooms and escape tunnel (no longer used, but still exist).

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 PostPosted: Sun Oct 10, 2010 3:13 pm Reply with quote        
This be an extra reservation...
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 PostPosted: Sun Oct 10, 2010 3:13 pm Reply with quote        
This be an extra reservation...
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 PostPosted: Sun Oct 10, 2010 3:14 pm Reply with quote        
This be an extra reservation...
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 PostPosted: Sun Oct 10, 2010 3:14 pm Reply with quote        
This be an extra reservation...
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 PostPosted: Sun Oct 10, 2010 3:15 pm Reply with quote        
This be an extra reservation...
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 PostPosted: Sun Oct 10, 2010 3:15 pm Reply with quote        
This be an extra reservation...
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 PostPosted: Sun Oct 10, 2010 3:15 pm Reply with quote        
This be an extra reservation...
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