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| Afterworld; Post Apocalyptic Sci-fi Fantasy | |
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| Topic Started: Feb 20 2008, 03:48 AM (1,401 Views) | |
| ~Earthflame~ | Feb 20 2008, 03:48 AM Post #1 |
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Machine Intelligence
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Afterworld [Post Apocalyptic Sci-fi Fantasy] Its about a hundred years in the future. The oil crisis has been averted, with a conversion to fusion power. Global warming and cooling are long gone thanks to green energy initiatives. A return of Sufi islam has lead to a calming of the middle east, and along with its loss of oil power its now more in balance with the world. Africa and latin america are still poor, but are improving thanks to a cancelling of international debt. A global conference is called in america, to celebrate the latest advance in power which could revolutionise the world for years to come, possibly replacing now ubiquitous hydrogen fusion. Reality tears itself in two. well, not exactly. Its more as if two, once close, layers of reality are slowly pulled apart. And, with this separation, things change. Things which aren't alive, and have never lived, remain static. But people, animals and plants are warped. Trees grow, suddenly, rapidly. Some resemble the beautiful golden boughs of daydreams, others the warped dark forests of nightmares. Animals shift, their flesh and minds becoming twisted, and rotted. Their intelligences reduced to animalistic and hungry psychopaths. Others take upon higher forms, their appearance from myth rather than horror. Some are safe, protected from this scourge and blessing by strange, semi-tangible energy fields emanating from sites of ancient religious or cultural significance. Cathedrals, churches, burial mounts and graveyards all emit fields of varying sizes, giving some protection to the last traces of humanity. Some survive outside the fields. These are humans, changed by the division, but not broken by it. Their bodies and minds are made stronger, their souls elevated to a new level, and they are given a new perspective on reality. These few, who can survive beyond the fields, who have abilities to match the horrors and abominations which come from beyond. Those who are willing to go out and secure supplies, act as diplomats with new races thought long dead, to act as warriors to fight for their species. You are one of those chosen few. Whoever you were before it happened, its irrelevant now. Your power is growing, your skill vital. You are a mage, and it is your fate to shape mankinds destiny. Notes; In an RP set in this world, there are three main options; Either, set the RP to begin slightly before the cataclysm, and deal with the newly empowered mages difficulties dealing with their abilities and all the death that surrounds them, as well as getting the field self sufficient in terms of food, water, power and governance. Or, set it about a year after the event, with all the characters relatively experienced, the settlements established and magic more fully understood. This would involve the characters getting quite heavily involved in several major story elements, including a holy war, a diplomatic crisis, a possibility of returning the world to normal, than the revealing that not all is as it seems. The RP could also be set ten years after the event. By this time, over half the human population are mages, and those within the fields are in decline. This would deal with the establishment of a new, magical culture, shaped by the new humanity, as well as difficulties between humans and mages, and several other, more secret story events. Magic in the setting approximates element control, with one of twelve standard elements (Earth, Air, Fire, Water, Sound, Kinetic, Electricity, Drain, Biology, Mind, Darkness, Light). more info will be provided if this idea is liked Types of magic; This is just a brief summary of the capabilities of each element, more details on request Earth Earth magic is concerned with the manipulation and control of solids. This can be anything from hefting large boulders and hurling them, creating golems or shaping stone to create armour. Earth mages are very resistant to physical effects, especially bludgeoning, which has no effect at all. Cutting them will work if you have enough force/magic behind the blow. Air Air magic is concerned with manipulation and control of gasses. This usually involves making air move, though location and speed can differ. Though this seems basic, it can have many applications. Wind blades, using their slipstream to cut, wind armour, redirecting and softening attacks, wind to stir up dust and create a haze, whirlwinds and even flight are all available to an air mage. They are resistant to other air attacks, they fall slower than normal and take less damage from falling and have basic 360* perception. Fire Fire magic is concerned with adding thermal energy into air to ignition point, then manipulating the ignited gasses. Most of the uses of fire magic are offensive, creating fireballs, streams of flame and various others. Fire mages are resistant to increase (though not decrease) in heat, and cannot be burned. Water Water magic is concerned with the manipulation and control of liquids. This usually involves making water move, though mass and velocity differ. This has multitudinous applications. Water magic spells are particular good at “bursting” through enemy armour, by filling up all the gaps and crevices and forcing them open. This can be used to create liquid weapons, shots/tendrils of water and various other things. Water mages cannot drown and can walk on water. They are also immune to water pressure. Lightning Lightning magic is concerned with the generation and transfer of charge. This usually involves building up a charge somewhere and either bringing an opponent into contact with it directly or shooting it at them in the form of a lightning bolt. Lightning magic has few applications, though ball lightning and mega lightning are two distinct sub abilities. Magnetism is a more complex trick, mastered by few, but potentially incredible. Lightning mage are resistant to electric current, and can channel massive charges and currents with relatively little difficulty. Drain Drain magic is concerned with the removal of thermal or kinetic energy from substances and the manipulation of frozen or supercooled substances. Drain magic has a good mix of offensive and defensive abilities, ranging from ice shields and slowing the energy to freezing the oxygen in their lungs or launching bolts of frozen material at them. Drain mages are resistant to decrease in temperature, and cannot be frostbitten. Light Light magic is concerned with the generation and manipulation of light. Light magic is particularly adept at illusions and concealment support techniques, with relatively few purely offensive techniques. However, those it possesses are quite powerful. Light mages are resistant to light elemental attacks and cannot be blinded. Darkness Darkness magic is concerned with the generation and manipulation of shadows. Darkness magic is particularly adept at sneak attacks and confusion techniques. According to scientific tests, the "Solid shadows" it appears to be able to control are actually a subtype of dark matter, creating an abnormal form of a black hole, with high power low range gravatic force, meaning it appears dark, but doesn't suck everything close into oblivion, and acts as the user wills. It posses a good balance of offensive and defensive techniques. Darkness mages can see in darkness perfectly, and are resistant to dark elemental attacks. Kinetic Kinetic magic is concerned with the generation and manipulation of kinetic energy. This creates a very wide range of techniques, and can emulate techniques of many other magic types (though not as powerfully). It can also be used very effectively in combat, for increasing your movement speed etc. Kinetic mages are resistant to the kinetic component of attacks. Sound Sound magic is concerned with the generation and manipulation of vibrations in the air and other substances. It excels in shattering solid objects and influencing biological organism bodies and minds. Sound mages cannot be deafened, and have extremely powerful hearing. Mind Mind magic is concerned with the manipulation of people’s emotions, by causing the generation of hormones in the brain and body, or direct manipulation of the mind and brain. This is only useful against beings with a brain/mind. It can be effective, either for discouraging and terrifying opponents or emboldening and aiding allies. Mind mages are extremely empathic, and good at reading peoples emotions. It can also cause such extreme effects as removing a person from anothers perception (Even if they are looking directly at you, their mind doesn't register your presence) Biology Bio magic is concerned with the manipulation of biological organisms. This can be used to heal the user, cause his enemies to rot, or self modification (wings etc) to make the user more powerful. It is very effective at short range, but more difficult to use at longer ranges. Bio mages are resistant to disease and rot effects, and have supernaturally fast healing, without active use of their powers. However, to fuel their powers, life mages must eat much more than a usual human. Element control comes naturally to a mage, and most have an almost innate understanding of their element and its powers within a few minutes of their conversion, and this builds over time. However, complex effects and moves within the element are harder to learn and master, but are generally more powerful. There are no set "spells". the power of your element is only limited by your creativity in using it. Mages are not consigned to the stereotypical role of glass cannon, sitting at the back of a group and blasting until their out of spells or killed, though this role is open to them if they choose it. Mages can fight in close combat, or use weapons, while using the magic easily, and sometimes combine the two techniques. Additional effects; Any human who is converted into a mage also artificially ages between three and seven years, though after this point their aging process slows to a crawl, their body aging as little as one year in twenty. For Bio mages, this is even less, though they can have an amount of control over their aging process Mages also gain enhanced physical abilities, though this is generally simply an extension of the skills they had in life Edited by Earthflame, Feb 20 2008, 04:02 AM.
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| ~Earthflame~ | Feb 20 2008, 03:54 AM Post #2 |
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Machine Intelligence
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Previously Related posts Qualanx; This is genuinely awesome. I've got an idea for a sound mage, actually... (...sorry, I don't type much most of the time.) Earthflame; Thats no problem. Afterworld seems to be the game of choice anyhow, so may make a separate thread for that tomorrow. If noone objects, the first game i'll run will be set first era, so starting just before the cataclysm. Your character would need to have a normal life before the event, with no knowledge of magic etc. Afterwards, each awakened mage instinctively knows how to basically use their magic, plus a couple of complex moves. Detail on sound mage, just because i'm in the mood to write something; (Note- this is not a comprehensive list, just a few things the magic can do, to give you an idea of its scope) Sound magic is named for its main effect, namely vibrations in the air causing audible sound. And indeed this can be useful, as its possible to deafen, cause discomfort or even knock unconscious opponents simply using audible sound. However, inaudible sound can also be incredibly effective, transmitting subliminal messages or causing brain haemmorages. Whats more, the right level of vibration, transmitted through any medium, can cause any solid object to shatter or, in the case of some elements such as calcium, explode violently, though it takes prior scientific knowledge or experimentation to find the right ones. All sound mages gain incredible hearing, able to hear a pin drop in a room filled with white noise, and say which direction its pointing without looking. Qualanx; I've been won over. I am now most definately making a sound mage. Do you think a sound mage could also DECREASE the amount of sound? Like create an eerie silence in a certain area to cause confusion? Earthflame; Yeah, stilling a vibration is only slightly more complex than creating one. and, thinking about it, it could be very handy to be able to do so... Qualanx; Alright. I am now 100% most definately making a sound mage. I've got almost every detail of her down, except her name. School was worthless today and I spent most of the day trying to think of a name for the sound mage. Earthflame; Wow... thanks so much for the strong positive response, and putting in so much work so quickly... I didn't think people'd like my ideas so much... Qualanx; You're welcome. I really want to actually get into an RP because I've kinda been sitting in RP purgatory since... The first RE, actually... Earthflame; Hmm... now my only worry is that us chatting about Afterworld may have distracted anybody finding this from the original purpose of the thread... Is there any way for the admins to move posts out of one thread and into another? I apologise if this seems rude, but removing our discussion from this thread and putting it somewhere else'd probably be a good idea. If nothing else, i could copy paste and they could delete the posts... Edited by Earthflame, Feb 20 2008, 03:56 AM.
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| ~Earthflame~ | Feb 20 2008, 03:56 AM Post #3 |
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Machine Intelligence
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Also, on the name front- I'm no good at names myself... when i get stuck on names i generally just sleep on it and i've thought of a name by morning. |
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| +CEMP+ | Feb 20 2008, 01:50 PM Post #4 |
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SUPER SHELL BATTLE MODE 3!
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First off, please to do try not to post multiple times, Earthflame. It can give newbies a bad idea and think that making multiple posts is also fine. If you've left something out in your post, just use the edit button, especially if you've just recently posted. You could have easily organized all three posts into a single one, mentioning at the top why you created a seperate topic, and that the past posts can be found under the rest of the information for the mages. You could of also added your last post around the top. The only time you would ever want to double post is to make a kind of announcement, like when Jessie has posted new art in her artwork topic, and this is assuming a day or so has passed. If it's a couple of minutes, there's not much of a chance that many people will have read it yet. That, or if you want to revive an old topic, and you were the last to post. That aside, I think you did a really nice job in making the elemental properties realistic, to an extent of course. However, I do have two questions, as well as one thing to nipick about(Gasp), though it's nothing too serious. First it's about the Dak element aspect. Just remember that shadows, in truth, are a lack of light, so shadows may be considered a void. Of course, that would still work well with miniture black holes, since black holes can also have an effect on light. Obviously, some gavitational force may have an affect in bending the light for the shadows, or something like that. Not that we have to totally realistic, I just thought i oughta mention that since it is an aspect of what shadows are. Next is the relationship between Kinetic and earth mages. Remember that a rock impacting into another object would be considered a form of kinetic force. The same could go for earth mages getting hit by a kinetic mages fist, or something simlar to what the earth mage is resistant too; it's both kinetic, or bludgoneing object. My question here is: What are the kinetic and earth mages relationship with each other. How can they affect one another? Now, are we capable of mixing elements to a degree? Also, will the elements be determined via the person's personality, another aspect, or will it just be random? You're doing a nice job, and I'm having fun reading and thinking about all of this. So keep it up
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"To look for a shipwreck is at best a crapshoot, and to launch and fund a search, it helps to be the headmaster of the village idiot school or else the kind of stubborn lunatic who tries walk through walls simply because they're in the way. I probably fall in the latter group." - Clive Cussler, The Sea Hunters II![]() ![]() | |
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| ~Norcar~ | Feb 20 2008, 02:56 PM Post #5 |
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Count Claudio
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Are you turning this into an RP, or is this a discussion thread? |
This message sponsors Beflexor's Writing Tips.
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| ~Earthflame~ | Feb 20 2008, 03:15 PM Post #6 |
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Machine Intelligence
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Cemp; Gah, sorry. i wasn't thinking. I usually split things up into multiple posts depending on different topics, to make it easier to differentiate and browse through, and forgot it was generally bad taste too. On the questions; I know darkness magic doesn't make as much sense as the others, but i've always loved that type of power and did it as well as i could Kinetic and earth mages powers can mirror each other, but while kinetics is more versatile, earth magic is more focused and therefore more powerful. A kinetic mage punching or kicking an earth mage, or vice versa, will be weaker due to the others resistance. However, some damage will get through, though in a contest between the two someone using a stabbing or slashing weapon would probably fare better Elemental abilities can be combined if two or more mages work in concert, and can produce interesting and powerful effects. In the setting, the element is determined by the degree of separation betweens a person body and soul (As reality was divided, human souls were pulled away from bodies. Some ripped entirely, producing zombies. Mages souls are distended, but still linked to their bodies), but this will generally reflect the persons personality. Norcar; I'm seeing if there's enough interest to turn it into an RP. if there is, then this thread becomes the place to ask questions about the setting as they relate to possible characters etc. basically a bit of both. Edited by Earthflame, Feb 20 2008, 03:17 PM.
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| ~Pie Boy~ | Feb 20 2008, 05:58 PM Post #7 |
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Don't Blink.
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I call bio I call bio I call bio I call bio I call bio. |
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"Existence is random. Has no pattern save what we imagine after staring at it for too long. No meaning save what we choose to impose. This rudderless world is not shaped by vague metaphysical forces. It is not God who kills the children. Not fate that butchers them or destiny that feeds them to the dogs. It's us. Only us." -Walter Kovacs | |
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| ~Earthflame~ | Feb 20 2008, 06:04 PM Post #8 |
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Machine Intelligence
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Bio magic is very fun, though its a little more work than usual. Any ideas as to how'd you use it? though Bio mages are often valuable for their ability to heal, but on combat can provide vital support weakening enemies or directly harming them though disease or rot, or turn themselves into some of the most powerful close combat type characters in the setting. Plus, their incredibly hard to kill. Even decapitating them doesn't always work, as experienced bio mages often disseminate their mind and memories thoughout their bodies, as well as decentralising their organs and nervous system to make it hard to cause incapacitating damage. |
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| ~Qualanx~ | Feb 20 2008, 06:34 PM Post #9 |
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The Ignored
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Hm... Might it be possible for a mage to use more than one type of skill? Like Sound and Kinetic? Or Sound, mind and lightning? Or is that cheating? |
| Takeoff. | |
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| +CEMP+ | Feb 20 2008, 06:43 PM Post #10 |
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SUPER SHELL BATTLE MODE 3!
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Yeah, I was wondering the same thing, but i misphrased it back in my last question. I was actually wondering if mages could have more than one element. Y'know, that could be because of their personality, not exactely being a total reflection of a single element. Oh, and if i ever get into this RP, I'm so calling water mage as my main element. |
"To look for a shipwreck is at best a crapshoot, and to launch and fund a search, it helps to be the headmaster of the village idiot school or else the kind of stubborn lunatic who tries walk through walls simply because they're in the way. I probably fall in the latter group." - Clive Cussler, The Sea Hunters II![]() ![]() | |
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