Follow TV Tropes

Following

The Good, The Bad, And The Spandex III: Electric Boogaloo (Worldbuilding Thread)

Go To

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#1: Feb 18th 2019 at 5:41:39 PM

This is the worldbuilding thread for the newly rebooted The Good, The Bad, And The Spandex III: Electric Boogaloo RP. All concepts to be used in-game are to be posted here.

Signup Thread

Game Thread

Discord Server


    Concept List 

Edited by JumpingFruit on Jun 1st 2019 at 7:15:46 AM

I wear the skin of the Elder Things, having come unto my own.
Kepler-7 A Squid Since: Apr, 2015 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
A Squid
#2: Feb 19th 2019 at 11:24:03 AM

Kinzoku Industries - crooked at work.

Kinzoku, a man of unknown origins, has two primary prodigious talents that he has put to extensive use. He can sense and manipulate metals, even from deep underground(and has accompanying super strength to help him), and he can pass his first ability onto certain people he deems worthy. With this, he has created Kinzoku Industries, perhaps the largest criminal weapons distribution syndicates in the world.

It is a surprisingly simple operation to run. Those under him are much weaker than him and don't have the accompanying strength or the ability to pass their power on, but they are still well suited to their primary purpose: crafting weapons, from rifles to ammunition to basically anything made primarily from metal. While it's true weapons are not only metal, they primarily are, and the process is much faster when the metal moves like liquid under your hands, corresponding to your thoughts. A trained and skilled Industry operator can work alone to arm small gangs with speed. This also has the added advantage that very little machinery is necessary, thus making their operations much more mobile. Industry operatives tend to be former soldiers, engineers, or other people skilled with weapons or their creation. Their main difficulty is merely distribution of their product, as operatives are capable of defending themselves with their new power and of packing up and leaving whenever they need to.

Kinzoku Industries sells exclusively to those with money and who won't stem the flow of incoming money. They have been known to eliminate rivals, sometimes rather violently. While it's been rumored legitimate governments have paid them for their services (including Industry combat operatives), they primarily cater to criminal organizations. While they are scattered far and wide, they manage to maintain communication, and all operatives are deeply loyal to Kinzoku, and, despite their very loose organization, there is very little inside conflict.

Whenever you need weapons, fast, and people who know how to use them, remember - Kinzoku, for the discerning warlord.

kkhohoho Deranged X-Mas Figure from The Insanity Pole Since: May, 2011 Relationship Status: Pining for the fjords
Deranged X-Mas Figure
#3: Feb 19th 2019 at 2:42:23 PM

WATCH

WATCH (Working At Troubleshooting Considerable Hell) was founded decades ago by the UN as its' premiere Metahuman and Supernatural troubleshooting organization. On paper it exists to keep watch (natch,) over the Superhuman community and any and all metahuman or nonhuman activities that could cause danger or harm to normal human society. In practice, while it does do exactly that, it also has something of a pro-human bias. While it does its' best to keep its' hands clean, there are still rumors of some of their more heinous activities. According to the reports, they haven't shied away from separating, locking up, or even executing entire isolated nonhuman communities if they've felt they've endangered humanity. All except for those they deem promising. Them they'll either raise as their own or use as test subjects. They've done their best to keep this from becoming common knowledge, but if it ever got out? Then WATCH would be history.

Doctor Who — Long Way Around: https://www.fanfiction.net/s/13536044/1/Doctor-Who-Long-Way-Around
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#4: Feb 19th 2019 at 5:50:13 PM

  • Kinzoku Industries
  • WATCH

The above concepts have been added to the concept list!

Edited by JumpingFruit on Mar 3rd 2019 at 9:06:38 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#5: Feb 23rd 2019 at 5:27:15 PM

Emotional Embodiment Entities

Definition:

Emotional Embodiment Entities are emotion personified. There are two types, Greater Emotional Embodiment Entities and Lesser Emotional Embodiment Entities.

    open/close all folders 
    Shared Traits 
  • Their existence is absolute
    • They have Resurrective Immortality, which means that they will reform from emotional energy if "killed"
    • They cannot be mentally altered
    • They cannot be forcefully shapeshifted
    • They cannot be poisoned or get sick because of their odd physiology
  • They can sense the presence of their emotion
    Greater Emotional Embodiment Entities 
  • Made up of general emotions
  • Extremely powerful
  • Blue And Orange Morality in the form of "My emotion is the best, so I should spread it; it should be the only thing everyone else feels."
  • Generally, off their rockers in a very bad way
    Lesser Emotional Embodiment Entities 
  • Made up of specific emotions
    • Extremely rare
  • Less powerful, but more mentally stable because there is less emotional energy to power them/override their sanity
  • Can either choose to be like the Greater EEEs to make themselves more powerful or to recognize their emotion as bad and work to lessen it
    Physiology 
  • They have a human-shaped "shell" surrounding a "core" of emotional energy
    • Color of their emotional energy depends on what their emotion is
  • Names, appearance, and powers depend on the connotations of their emotion
    • More powerful = more adultlike form
    The Core 
  • The core of an EEE is a large, soft clump of Emotional Energy brighter than the rest of the energy surrounding it, usually found in the middle of the "torso" where a human heart would be
    • EE Es pulse their cores to communicate with each other and express emotions
  • The energy used to form the core is usually distributed throughout the EEE's body until they willingly "coalece" it
  • The core coalesces and sometimes becomes exposed in states of extreme duress
    • Siphoning off the Emotional Energy of the core while the EEE is in such a state can stop the EEE from regenerating and eventually, kill them
    Afflictions 
  • Shellcrumble: An EEE has died one too many times, the shell being damaged over and over again. The shell hardens and becomes a chalky gray. Eventually the now-brittle shell crumbles away completely and it takes a few days for the energy to make itself a new shell, the old shell being too beat-up. It happens from the tips of the limbs and goes inwards.

  • Shellcrack: The EEE starts producing its own type of energy. The energy in its shell expands, cracking the shell. Severe versions of this has the EEE's shell being shattered and the EEE "dying." This is merely a small annoyance.

  • Core Overheating: This affects only Hatred/Anger EE Es. The EEE's core heats up to dangerous levels when in a state of extreme pique. Prolonged core overheating leads to a fevered coma that lasts for a few days.

  • Fading: This is when there's not enough emotional energy to sustain the EEE. The effects are like Shellcrumble, but the chest area of the shell cracks open, exposing the core. Energy ebbs away slowly. The energy can be harvested during this vulnerable state.

Origin:

They manifest whenever there is a sufficiently large amount of people feeling a specific emotion, thereby generating a specific type of emotional energy to power them. If there is not enough emotional energy to power them, they will fade away until there is enough, at which point they are reborn.

They originally had the Weaponmasters working for them, because the EEE of Pride and Superiority (the oldest and therefore the "best" EEE) said so. The Weaponmasters' hatred for their "corrupt" masters catalyzed the birth of the first Lesser EEE: Magpie. The new EEE felt sorry for the Weaponmasters, and so helped them develop the weapons they needed to rebel. When the time came for the revolt, Magpie was the first one they turned against. The rebellion of the Weaponmasters marked the end of the EEEs' golden age, so many EEEs dislike Magpie for her role in the rebellion.

Influence:

They are mostly villains, but a rare few decide to be heroes.

Edited by JumpingFruit on Mar 8th 2019 at 6:41:12 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#6: Feb 23rd 2019 at 5:30:11 PM

Dream Eaters

Definition:

Dream Eaters are Dementor-like monsters that exist only to sap people of imagination/creativity and interest in life.

    open/close all folders 
    Appearance 
  • They appear as shadowy nightmare creatures straight out of a horror movie.
    • The more powerful they are, the larger they are, and the harder it is for them to hide themselves.
    Powers 
  • The most common traits are the sapping of creativity, the ability to induce apathy, shadow manipulation, and the ability to appear in dreams. Some sort of shape-shifting/invisibility ability is also common among Dream Eaters.
    • The higher-powered Dream Eaters gain the ability to possess people, as well as a boost in their powers.
    • They gain power by sapping the creativity of humans.
      • Their favorite targets are children, since they have the most creativity.
  • Wounds caused by a fully grown Dream Eater fester and begin to ooze a black tar-like substance.
    • It can be cured by faith-based healing.
    Weaknesses 
  • Children, dogs, psychics, and those that have been affected by them and know about them can see them.
    • The more powerful they are, the more they are prone to Glamour Failure.
    • Their presence is indicated by a darkening of the area they are in.
  • They can be harmed by items augmented by belief (i.e. a child believes they are weak to flashlight beams, etc).
    • Children are their greatest food source and bane. They have a lot of creativity to feed on, yes, but they can also weaponize their nigh-limitless imagination against the Dream Eaters.
     Life Cycle 
  • A full-grown Dream Eater first spawns a bunch of small-fry Dream Eaters.
  • They feed on hope until they grow stronger and possess their host to incubate.
  • Then they burst out of their host's chest and the cycle continues.

Origin:

They are the remains of dreams deferred and remember the sadness caused by such an action. Their reasoning goes like this: People are sad when they can't achieve their dreams. If there are no dreams, then people wouldn't be sad and we wouldn't have to exist. Dream Eaters happily accept this as a fact of life and live to spread this morality.

Influence:

They fit the role of Blue-and-Orange Morality villains very well.

Edited by JumpingFruit on Mar 8th 2019 at 6:41:18 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#7: Feb 23rd 2019 at 5:33:44 PM

Easton City Library

Definition:

An eleven story Genius Loci / Eldritch Location library, containing all the knowledge one can hope to find.

    open/close all folders 
    Anomalous Attributes 
  • If one is not actively looking for knowledge of a certain kind, the library seems like a normal library. Bookshelves don't move around, the layout doesn't change at all, etc.
    • If one is looking for a certain kind of knowledge, then the library will do its best to guide visitors to it via moving bookshelves around, changing its layout, etc.
      • In this "knowledge-seeking" state, the library will start to exhibit Alien Geometries (corridors looping, hallways twisting, etc.) but will not harm the visitor in any way. In fact, helpful notes will occasionally be found in conspicuous places.
  • There are also murals outside and inside the library that will move when a visitor is not paying attention. These are curious of visitors, and are friendly, should one notice them moving and greet them properly.
    • The same can be said for various statues, sculptures and suits of armor, explained away as the collections of previous generations.
  • The library is very protective of the people that live in it, and in case of an attack, the murals will peel off the walls to defend it. The library will change its layout around for the purposes of confusion and books will fly off the shelves to shoot out their razor sharp pages at invaders.
    • The statues, sculptures and suits of armor can also come alive to defend the library, if needed.
  • Occasionally, in times of great need, querents can find relics of great power within the halls of the library. Said relics will have mythological roots, and appear brand new. Their authenticity is unknown.
    Inhabitants 
  • There are two librarians, Wilhelm and Paige Printer (nee Painter), along with their daughter Wilma, who live on the library's top floor.
    • And then there are the murals, statues, sculptures, and suits of armor, which are free to move around (if there aren't any visitors). There's also the flying books (found in the weirder parts of the library).

Origin:

This library was founded by Wilhelm and Paige Printer as a manifestation of their love for knowledge and art. Their daughter, Wilma, when she was an elementary schooler, manifested the library's anomalous properties when she imagined a "really nice library" and said that "This library has been the home of my family for generations!"

Unfortunately, due to its apparently infinite floor area, it is being investigated for tax fraud. Meanwhile, its odd properties have scared off most of its patrons, depriving it of much needed funds. Its fate is currently uncertain.

Influence:

It's a good place to find information.

Edited by JumpingFruit on Mar 8th 2019 at 6:41:23 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#8: Feb 23rd 2019 at 5:35:37 PM

The Inspired

Definition:

The Inspired are people who have gained powers due to their obsession with one or multiple types of art.

    open/close all folders 
    The Inspired 
  • A person can become an Inspired through a genuine love of art and creativity.
  • Inspiration is sometimes passed down through family lines, though it's not a matter of genetics.
    • If a child of an Inspired genuinely likes the kinds of art their parent likes, they go on to develop their parent's powers (perhaps with some additions).
    • The same goes for children who are born to two Inspired. They inherit their parents' powers if they like what their parents like, but some develop powers along their own vein. They have a significantly higher chance of becoming Inspired themselves, but that's the only perk they get.
  • People typically get Inspired as children, and their powers are strongest as children as well.
    • Their powers wane slightly as they grow up.
  • All Inspired eventually develop a singular Masterpiece (whether it be a memetic idea, an object/place, or even themselves) which becomes the greatest and most powerful manifestation of their powers. Once an Inspired does this, their Madness has matured. Using the Masterpiece does not garner the negative effects of Madness, but the sheer power invested in the Masterpiece makes it hard to control.
    Twisted Inspiration 
  • On rare occasions, very twisted individuals become Inspired.
    • These are individuals who recognize very bad things (i.e. murder, poisoning, corruption of heroes) as art and gain powers from it.
    • Their powers are likely to be just as twisted as they are, and they are more resistant to Madness overtaking their body due to being insane in the first place.
    Madness 
  • The Inspired draw their power from Madness, which manifests as an iridescent, shimmering light. It is alive in its own way, and wants to help its "host" as best as it can—no matter what happens to the host's body in the process.
    • When using their powers normally, Inspired are not harmed by it. However, it is when trying to use their power in an "impossible" manner that problems manifest. The most common issues are nausea and bleeding from orifices.
    • What is "impossible" tends to vary among each and every Inspired and what they believe in. This opinion of what is "impossible" and what is not is ingrained into every Inspired at a young age and forms a subconscious mental block that prevents them from using Madness in so-called "impossible" ways. No Inspired has ever succeeded in getting rid of the mental block.
    • Because nothing is truly impossible in art, it is theoretically possible to safely become a Reality Warper using Madness, but this has never been accomplished because of the repercussions of misusing Madness.
    Falling To Madness 
  • Using Madness to augment their powers is safe if an Inspired does it carefully and rarely. The real danger is when an Inspired has Clap Your Hands If You Believe powers, and thinks that their use of Madness is "normal" for them. They will be more susceptible to falling to madness.
    • When Madness is forced to do "impossible" things one too many times/used to do something with too large a rating of "impossible," it can literally tear apart the Inspired's body in order to bypass the mental block.
    • Madness needs a host in order to survive. Therefore, it reassembles the Inspired's body as best as it can, and uses it as a vessel to spread its interpretation of art.
    • This literally ends the Inspired's human existence and makes them into a nigh-incomprehensible entity with Reality Warper powers.
    The Stages Of Falling To Madness 
  • Stage 0: Powers are used as normal, no negative effects yet
  • Stage 1: Minor headaches and bleeding from orifices
  • Stage 2: Headaches and bleeding intensify
  • Stage 3: The Inspired hears their Madness "talking" to them
  • Stage 4: Negative effects intensify dramatically, but the Inspired becomes more and more dependent on Madness through strange twists of fate (especially if they made some kind of Deal with the Devil with their Madness in Stage 3)
  • Stage 5: The Inspired falls to Madness, no going back at this point

Origin:

No one knows when people began to manifest these kinds of powers. The leading theory suggests that "Madness" is somehow connected to the story of Alice In Wonderland, though it has never been confirmed.

Think of it this way—the stories of Orpheus, Pygmalion, the Boy With A Magic Paintbrush may sound like tales of Inspiration, but Orpheus got his powers from his parentage, Pygmalion's statue was animated by Aphrodite, and the Boy was rewarded with the brush (and had no powers beforehand). Alice In Wonderland managed to properly name Madness for the first time, and because names have power, it was brought into being. Artists' mindsets had the closest match to Alice's brand of Madness, so it found and clung to them for the sake of survival. The ensuing boom of Inspiration, fueled by the fruits of the Industrial Revolution, was most apparent in Realist and Romanticist art. Because all Madness came from Alice, she is called the Progenitor of Inspiration/Madness, depending on how she is seen. This is a closely guarded secret within the Inspired community.

Throughout history, there have been legends telling of people with supreme skill at one art or another. These...are the Inspired.

Influence:

Some Inspired are neutral, some are heroes, and a very rare few are villains.

The Inspired that have fallen to Madness can also take the role of villains.

Edited by JumpingFruit on Mar 8th 2019 at 7:14:48 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#9: Feb 23rd 2019 at 5:39:09 PM

Drowned Souls

Definition:

Drowned Souls are monstrous, vengeful spirits born from those that died from drowning or other water-related issues.

    open/close all folders 
    Appearance 
  • Drowned Souls appear to be perpetually wet, dripping with a dark, tainted water, though this is more apparent with those that died to water-borne illnesses/poisoning.
  • Their bodies appear gaunt and half-rotted, and they're also slightly bloated. Despite this, they are very fast and strong while in water. For most people, getting dragged into water by a Drowned Soul spells death.
    Powers 
  • Most Drowned Souls have the ability to summon a seemingly endless amount of their dark, tainted water by shooting it out of their mouths and/or eyes. It is an acid that appears weak at first, but nonetheless causes severe skin irritation and can eventually start making flesh fall straight off the bone.
    • If they died by some sort of water-borne illness/poisoning, then contact with the tainted water will make one ill or poisoned at an accelerated rate. It will be noticeably harder to cure illnesses or poisoning caused by a Drowned Soul.
  • All Drowned Souls are significantly faster and stronger in water, and possess superior swimming ability—they don't need to breathe anymore because they're dead. It's therefore inadvisable to fight them near large bodies of water.
  • Some have grown bony spines on their bodies, and some have obtained sharp teeth from the transformation. Still others have poisonous spines on their fingers.
    Leviathans 
  • A Drowned Soul that survives for long enough will eventually metamorphose into what can only be described as a sea monster, called Leviathans.
    • Usually, a Drowned Soul that has reached such a state is larger than several whales combined, though some are even larger than that. These like to capsize ships even though they're bottom-feeders (who don't need to eat sailors), suggesting a predatory, sadistic intelligence.
  • At this point, it would probably be wise to leave these Drowned Souls to Makquer'el, as he has the tools and the skills to help these souls to the afterlife that they belong to.

Origin:

Drowned Souls have been recorded for decades as sea monsters, kelpies, and other supernatural beings that cause people to have misfortunes related to water. They are vengeful spirits that are born from water-related deaths, and have risen again to drag people into the same miserable fate that they fell to, and a great deal of history's malevolent water-dwellers are actually Drowned Souls.

A god of death, darkness, and fishing named Makquer'el was created partly from people's fear of Drowned Souls, and his sacred duty is to catch these spirits and send them to their respective afterlives.

Influence:

These can act as Mooks (by themselves or controlled by a villain) or minor-to-major bosses.

Edited by JumpingFruit on Mar 8th 2019 at 6:41:38 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#10: Feb 23rd 2019 at 5:52:16 PM

  • Emotional Embodiment Entities, Dream Eaters, Easton City Library, The Inspired, Drowned Souls

The above concepts have been added to the concept list!

Edited by JumpingFruit on Mar 3rd 2019 at 9:07:28 AM

I wear the skin of the Elder Things, having come unto my own.
NickTheSwing Since: Aug, 2009
#11: Feb 25th 2019 at 11:17:32 PM

  • Concept: The Weaponmasters of Alqobia
  • Definition: Basically, very tall Space Vikings who create Weapons that harness, materialize, and externalize emotions - one emotion coded per weapon - and who are experts in the use of various Weapons made on their odd planet of Alqobia. The Weaponmasters are extremely dangerous and powerful, raiding places for "Embodigems". They can, if they happen on someone damaged enough and in a state aligned with an Emotion Weapon they possess, transmogrify that person or entity into an Embodigem by striking them with said Weapon's deployed energy. They are militant anti-theists, and their stronger warriors prioritize turning Gods into Embodigems. Breaking the Embodigem soon enough after someone is turned into one returns them to their normal form.
    • The Weaponmasters are basically 10 foot tall Vikings by appearance alone, with tron line bearing armor, with their Weapon-Kings being even bigger, with the current strongest Weapon-King being Regis Alkhove, First of his Name, Master of the Rage, Determination and Fear Weapons. Weapon-Kings are decided by basis of might and whoever can build the most impressive and powerful Weapons. As a result, most Weapon-Kings are not just incredibly powerful, but dangerously cunning and intelligent.
  • Origin: Former servants of the Emotion Embodiments and Virtues, the Weaponmasters were and are powerful and proud warriors with a formidable culture surrounding that notion. They were mostly employed to make their Weapons for their overlords, but their pride grew and so did a sense of indignation. They wanted to create their Weapons for themselves, not their self-styled overlords. The Weaponmasters launched a rebellion and moved to a planet called Alqobia, which exists half in the current universe and half in a Universe made of "Strange Energy". From there, they made their most well known current weapons as described above. The Weaponmasters now raid planets for resources, new gods to add to their collections, and the sheer pleasure of conquest, invasion and destruction. Alqobia is quite the Eldritch Location, as it seems things do not work there as they do in this universe - and in fact the environment is poisonous to the likes of Emotion Embodiments and Virtues.
  • Influence: There is no love lost between the Weaponmasters and the Emotion Embodiments by any means - the latter still by and large despise the former. The Virtues however have significantly weirder and more complicated relations with their former servants.

Sign on for this After The End Fantasy RP.
NickTheSwing Since: Aug, 2009
#12: Feb 25th 2019 at 11:34:45 PM

  • Name: The Dominion of Korveka (or just; The Dominators)
  • Aliens
  • Appearance: Rather grotesque looking creatures that can best be described as halfway between an emaciated human and a Xenomorph, with albine looking skin, bloodshot looking red eyes without visible differences between parts of the eye, fangs, an elongated head, extensively sharp looking claws, chitinous bodies, have a deadly whip like tail.
  • Powers: Most often equipped with mechanized armor / "exosystem" to compensate for their weakened bodies. Extremely proficient with machines and biotechnology, most of their mechs are halfway between actual machines and living things. Everything they make likewise - most has some neural link to the Dominator wielding it. Their ruling / scientist "Archon" Class is composed entirely of powerful psychics.
  • Origin:
    • Originally, the Dominion were ancient foes of the Pioneers - and used to be vastly more dangerous in those days physically, more resembling huge eldritch abominations of varying forms...but the years have not been kind to the Dominators. Over time, they shriveled and weakened, and became bitter over this. They despise the "whole" races, and view their old, shattered holdings as owed to them by virtue of conquest. They took a Conquistador mindset to these holdings, violating, plundering and cruelly dispatching the original populations - including using them for a grotesque sport still practiced in the Dominion called Victim's Rush - wherein those they conquered would be forced to bludgeon each other to death for the viewing pleasure of the Dominators. Their Archons possess a "racial memory" consisting of every other Archon's memory that has ever existed...and thus the Archons are the backbone of their movement to "reconquer" their old holdings and expand further.
    • Needless to say, the rest of the races in the universe have a dim view of the old conquistadors, and for good reason. The fact the Dominators had a creed called "Ava Rhima Jhol Kul" (or translated to English "they were happier like this") had much to do with this; "Ava Rhima" basically posited that the people the Dominators cruelly treated were actually happier for it and didn't realize it, because the Dominators brought "civilization" and "their proper place" to them. In their minds, being used for entertainment and being brutalized are just other aliens' natural places.
  • The Dominators believe in the present that by taking in the blood and vital fluids of the younger, more "whole" races, they can return to their true power and "owed" dominion over much of the Universe...

Edited by NickTheSwing on Feb 25th 2019 at 11:46:38 AM

Sign on for this After The End Fantasy RP.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#13: Feb 26th 2019 at 10:33:07 PM

  • The Weaponmasters Of Alquobia, The Dominion Of Korveka

The above concepts have been added to the concept list!

Edited by JumpingFruit on Mar 3rd 2019 at 9:07:33 AM

I wear the skin of the Elder Things, having come unto my own.
Kepler-7 A Squid Since: Apr, 2015 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
A Squid
#14: Mar 1st 2019 at 8:30:04 PM

The Pioneers. An enigma to almost all.

Barely anything remains of the Pioneers. What does remain suggests they were highly advanced, reaching heights of technology we probably never will, eons before humanity even existed. What remains is incredibly durable and almost invariably mentally harmful to those in its immediate proximity. Certain artifacts remain that are much less harmful but still granting abilities bordering on superhuman, causing many to wonder just how advanced they were that such powerful artifacts seemed to be so trivial compared to their true works. The durability of the artifacts raises another question; if everything they built is so lasting, where are all the other signs of their civilization? Almost no sign they ever existed.

Rumors spread quickly, few as fast as the ones about the Pioneers. Some say they were all annihilated by some other, even more advanced civilization. Some say they are simply hiding, watching us. Some say they are guiding us with subtle hands. Some claim that the Pioneers left this galaxy for another one. Some say they ascended to a higher form of being a long time ago. Some even claim we are what's left of them. However, there is one huge find in regards to the Pioneers; a ship of theirs, still mostly functioning. Believed to be a mere research vessel, it has created around itself a shell that in many respects resembles a planet. A small problem presents itself, however: it is completely empty of any lifeforms (save one) and equipment. The single lifeform is a long-preserved reptilian of some kind. Whether this is a Pioneer or simply a test subject of some sort has yet to be determined. The ship itself is mostly inactive in regards to anyone attempting to control it. However, when a researcher attempted to damage the vessel to detach a piece of it for study, it reacted strangely. Namely, it vanished, along with the entire outer planetoid shell (and the research team with it). Where this planet currently is is a mystery.

The Pioneers are said to have fought the Dominators, making the Dominators one of the few races who remember direct interactions with the Pioneers. The Pioneers, from what little of their history has been uncovered, claimed to have originated as the first form of sentient life. Certain documents, though heavily damaged, suggests the Pioneers were obsessed with the continued survival of the species, whether it be through immortality, spreading the race as far as possible, or (as rumor claims) even a mysterious machine that supposedly mutates natural lifeforms until they resemble the Pioneers. This machine, whose rumored abilities were discovered by researching the unnatural mutations in natural lifeforms on the planet surface, disappeared along with the ship-planet before any real experiments defining its purpose and abilities could be conducted.

Many races claim that the Pioneers were likely benevolent, but there is little evidence to support this theory besides the fact that their supposed enemies, the Dominators, aren't exactly paragons of justice themselves. It seems the Pioneers will forever remain a mystery...

Starbound2 Since: Jan, 2001
#15: Mar 1st 2019 at 9:24:41 PM

The Cult of Cascade

In the valley of the blind, the one eyed man is king.

Thus following this proverb, Charlotte Silverberg built the identity of the One-Eyed King and formed the foundations of the cult of Cascade. The core tenants of Cascade are as follows:

  1. Humanity hangs over the precipice of annihilation. To say or question otherwise is absurd - beyond internal strife, we know for a fact that there are beings of immense, incomprehensible power that could wipe us out easily, but most of humanity chooses to simply to ignore the threat - willful ignorance, willful blindness. Even as they walk in our midst.
  2. People with power among humanity selfishly hoard it instead of distributing it out. Tech companies, military, government and private - advanced weaponry, advanced AI, ancient spellcraft and more, all isolated from the general populace and doled out as they see fit for profit or other forms of self-interest.
  3. For humanity to survive against these existential threats, for the ordinary people to stand a chance, they must unify and take these things for themselves. The world should not be uneven - all powers should work as one.

The cultists of Cascade become unified under one mind, one goal - the evolution and adaptation of humanity. They will gain strength, they will gain ability. They will gain sight and regain dominion on the planet. The One-Eyed King is Cascade, and Cascade is the One-Eyed King.

Members

Cascade has recruited members from all walks of life - from the homeless, to the working class, to police officers, to security guards, and more, Cascade has a place for them all so long as they believe. After all, the more communal the cult, the more people will want to stay. Once you're truly inducted into Cascade though your individuality is forfeit - all members wear the same white tuxedo, the same white gloves and white mask with the Eye of the king adorning them. Their minds become part of the collective.

Technology & Magic

Because of the wide breadth of backgrounds, Cascade have managed to sneak out bits and pieces of tech from various different sources, along with an eclectic number of spells, super serums, and the like. For the sake of the secrecy of members, objects that completely alter the body are reserved only for those who surrender totally to the cult and forsake a public persona, though anything else is freely available to use - so long as it's for the advancement of Cascade's goals.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#16: Mar 1st 2019 at 10:02:45 PM

  • The Pioneers
  • The Cult Of Cascade

The above concepts have been added to the concept list!

Edited by JumpingFruit on Mar 3rd 2019 at 9:07:38 AM

I wear the skin of the Elder Things, having come unto my own.
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#17: Mar 2nd 2019 at 12:55:40 PM

Demons and the Abyss

The Abyss is said to be a realm shaped by the 'vices of humanity'. The inhabitants are called Demons. They take many forms, but even the lowliest Demon is stronger than any normal human. Forged in a hellish landscape - not merely fire and brimstone either, for the Abyss holds deserts of black sand, forests of leafless trees, and frigid tundras devoid of all light - Demons are powerful, but that power means they lack the same level of education and innovation as Earth, for their world is one where warriors are more valuable than inventors. Nonetheless, they have modern technology, because they have long observed humans and copied their tech developments.

While Demons are highly instinct-driven, they can be reasoned with, and they aren't inherently evil. They are simply more in tune with primal desires, and as such are very friendly and open to those who enjoy living in the moment.

The Lords of Hell

  • There are thirteen Elder Demons which bear the title 'Lord of Hell'. They are the mightest of all denizens of the Abyss, who rule all beneath them with iron fists. Rarely do they reveal themselves to humans, or even enter the human world, usually using disguises when they do have business. Being demons, they are cunning and cruel, manipulating people to their own ends, but none of them could be said to be truly irreedemable.
  • Many of them share names with ancient human myths, but it is unknown if the myth came about because of them, or if they somehow were formed from the myth.
  • The seven highest Lords are known as the Seven Princes of Hell. The other Lords are referred to derogatorily as the 'Lesser Six'.

Seven Princes

  • Lucifer: Lord of Pride. The fallen one, once an angel of the Abyss's counterpart dimension, the Aether. Called the King of Hell, and the mightest of the Lords, who rules over all the Abyss. His domain is Light, which he bends to his will. He shimmers, glowing, impossibly beautiful. Yet his once-angellic wings are forever stained black for his treachery.
  • Mammon: Lord of Greed. A golden demon who holds more riches than a hundred earths. Like the touch of Midas, he conjures gold and jewels, creating endless wealth, which he hordes to himself. A very solitary Lord, who does not much deal with mortals directly. Those few humans who catch his ear are the likes of bankers and brokers, dealers of wealth who can offer him investments. He owns the Bank of Mammon, which manages funds for all of demonkind.
  • Asmodeus: Lord of Lust. A shapeshifter, usually female though sometimes male, always taking a form of great beauty. The least dangerous of the Seven Princes, as she prefers making love, not war, and thus has the lowest proclivity for violence.
  • Leviathan: Lord of Envy. A monstrous serpent of enormous size, said to be long enough to encircle the earth. His body slumbers beneath the blood-ocean of the Abyss. Most of his dealings are naturally done via an avatar, rather than his real form.
  • Baal: Lord of Gluttony. Known also as Ba'al Zebub or Beelzebub, the Lord of Flies. A great, portly creature with a bottomless appetite. All vermin and insects answer to him, and he can call swarms and plagues at will.
  • Satan: Lord of Wrath. Known also as the Devil, the red-skinned, pitchfork wielding creature that many would associate with evil itself. Despite this, he actually is quite empathetic to others, growing angry when people, demon or otherwise, are wrongfully mistreated, and demanding aggressors be appropriately punished. Also gets extremely annoyed when people confuse him with Lucifer.
  • Belphegor: Lord of Sloth. Constantly seen sitting in a high-tech hover chair, he provides people with great insight and intelligence, in the hopes they'll invent new technology for him to have fun with. One of the most human-obssesed Lords, frequently popping over to Earth to grab the latest tech.

Lesser Six

  • Zamiel: Lord of Hunts. Master of all predators, and baron of the Black Forest. The father of Mikael Freisch. Has a fascination with human women, and takes many as his wives. Has the most children of any of the Lords.
  • Azazel: Lord of Souls. Another angel, who fell with Lucifer. Unlike Lucifer, he doesn't desire power, instead being content with harvesting the souls of the damned. His powers of soul manipulation are unmatched.
  • Mephistopheles: Lord of Deals. The tempter, who offers mortals their greatest desires, outwardly making him seem the most amicable of the Lords. But in the end, there is always a price for those who bargain with him. Works closely with Goetia and Bapho, as many deals require summoning and sacrifices. Frequently steals from Mammon to pay his end of bargains, much to the Lord of Greed's chagrin.
  • Ars Goetia: Lord of Summons. Manages the summoning rituals for all demons of the Abyss. As interdimensional transit has since become easier, he feels a bit under-appreciated. Works closely with Mephisto and Baphomet, the former to make summoning deals, the latter to collect sacrifices to fulfill the summoning contracts.
  • Baphomet: Lord of Sacrifices. Draws power from any sacrifice made in his name, though as demons more casually mingle with humans, the flow has dried up somewhat. Nowadays he mostly places poker with his buddies, Mephistopheles and Goetia.
  • Legion: Lord of Armies. The lowliest of the Lords is a gestalt of ten thousand demons' souls, fused together in a single twisted form. Can manifest ten thousand bodies to do battle, but rarely does. Oddly, rather than the bloodlust of ten thousand demons, Legion has the bloodlust of one divided ten thousand times, which combined with his hive-mind intelligence, makes him quite well adjusted compared to the others.

Edited by kagescorpionakki on Mar 2nd 2019 at 3:57:45 PM

What is so amusing about this? Why do you take lives? How can you forget?
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#18: Mar 2nd 2019 at 9:20:38 PM

  • Demons And The Abyss

The above concept has been added to the concept list!

Edited by JumpingFruit on Mar 3rd 2019 at 9:07:42 AM

I wear the skin of the Elder Things, having come unto my own.
NickTheSwing Since: Aug, 2009
#19: Mar 3rd 2019 at 5:09:21 PM

  • Lethal Legion II
  • Known as a "hit squad" of a shadowy group of supervillains called the "Secret Society" of Supervillains, the Lethal Legion is selected and formed at the discretion of the group's leader, Scorpius. Most members are lesser supervillains, vagrants, crooks and terrorists given "upgrades" by the Secret Society so as to better fulfill their roles. The upgrades are mostly genetic splicing, cybernetic implants, empowering gifts, magical tattoos, and so on. The Lethal Legion exists in different localities by different numbers. Easton's Lethal Legion for example is designated Lethal Legion II, and are frequently employed as security and hitmen by higher order supervillains.
  • Current Membership:
    • Cardiac: A former cardiac doctor who developed a twisted personality and started selling hearts on the black market, he was brought into the fold and turned into the vile Cardiac. Resembling a gigantic still-beating heart, he makes use of the various aortas, tubes and veins inherent in a heart as weapons. Capable of tremendous regeneration. Wears a "voice box" so as to be able to speak.
    • Devil Lady: A woman outfitted with demonic energy, weapons and body modification to resemble a blue skinned demon / devil figure. She was a former hitman who signed up for the procedure. Utilizes hellfire, choking smoke, electricity, super strength and durability, wields a deadly sharp pitchfork.
    • Sordid Skunk: A former C-List villain, Sordid Skunk was updated and upgraded with genetic enhancements that literally turn him into a ferocious and snarling "skunk-man". He makes use of skunk fumes that are so incredibly foul smelling it can knock people out and / or subject them to sensory overload.
    • Doomlord: A craggy, augmented human covered in bone and rock that seems to be growing out of him. His body is no longer quite human in shape, too large and monstrous for that. He is super strong, durable, possesses inhuman stamina, and can shoot rock spears.
    • Marvollo: A gaudily dressed type outfitted with cybernetic weapons, his theme is bright and colorful things. Specifically, using a variety of types of light and colors of light to shoot down foes. The fashion victim of the crew, but not someone to underestimate.
    • Serpens: A humanoid snake man, he has the ability to elongate and have his body behave like rubber. He is also outfitted with serpentine venom and such. It is not known if he was a human who became a snake creature, or a snake who became more humanoid.

Edited by NickTheSwing on Mar 3rd 2019 at 5:12:04 AM

Sign on for this After The End Fantasy RP.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#20: Mar 3rd 2019 at 5:13:51 PM

  • Lethal Legion II

The above concept has been added to the concept list!

Edited by JumpingFruit on Mar 3rd 2019 at 9:07:47 AM

I wear the skin of the Elder Things, having come unto my own.
Blueace Surrounded by weirdoes from The End Of the World Since: Dec, 2010 Relationship Status: Chocolate!
Surrounded by weirdoes
#21: Mar 4th 2019 at 5:33:52 PM

The Cormac Tire

Originally based in Ireland, a group of people worshiping the wolf and making pacts with spirits and gaining their power. Sealing their souls in amulets, they gained amazing powers, being able to defend their people against all manner of invaders.

But, the nature of history hadn't been kind to them, spreading them across Europe, and, in the 19th Century, a group left for America after the Great Famine, settling down in the New England area.

Their members are varied, or those who gained the power of the wolf, at any rate. From religious and monk like, to heroes... to people as violent as a rabid animal.

Many members wear special silver medallions or sigils to transform, but they can be possessed by the spirit sealed within if it's broken.

  • Powers: Obviously, the ability to transform and gain the strength and speed of the wolf. But after some mastery, they can cover their claws with a special energy, or create a howling blast. It depends on their preferences and how they train for it.

  • Weaknesses: They are weak to silver in their transformed state, although using an amulet to transform aren't hurt by it untransformed. Also, the aggression could be heightened, and the increase in the senses can overwhelm people without the proper focus. The transformation requires to slip to a proper state of mind, which if it isn't reached, will cause horrible agony.

Wake me up at your own risk.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#22: Mar 4th 2019 at 9:41:30 PM

  • The Cormac Tire

The above concept has been added to the concept list!

Edited by JumpingFruit on Mar 4th 2019 at 9:42:13 AM

I wear the skin of the Elder Things, having come unto my own.
SmokySmile Double-blade Darling from Call is coming from Inside the House Since: Mar, 2019 Relationship Status: Hoping Senpai notices me
Double-blade Darling
#23: Mar 25th 2019 at 2:14:11 PM

  • M.A.R.S - Online Following

Metahuman Arrival Reactionary System: A cultural gathering of individuals online in a alert system. Purely ran by fans of specific Metahumans or average citizens of Easton whom desire to be informed or broadcast sightings of more obvious or notable Metahumans. Each entry filled with facts about each Metahuman entered in the gallery as well as recent sightings. Complete with personalized feed of 'favorited' Metahuman pages, commentary section, photo albums and a discussion forum of recent heroic deeds or terribly tragic events.

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#24: Mar 25th 2019 at 9:17:35 PM

  • M.A.R.S.

The above concept has been added to the concept list!

Edited by JumpingFruit on Apr 3rd 2019 at 4:50:47 AM

I wear the skin of the Elder Things, having come unto my own.
Sijo from Puerto Rico Since: Jan, 2001
#25: Apr 12th 2019 at 1:16:29 PM

Hi guys! So, is the game still on? I finally found time to read and it looks like you're handling it well. I would like to join as an improved version of my old character, The Traveler, if this is OK. Would you say that this is the same Easton as before or a Parallel Universe? Either works since Traveler crosses dimensions like other people cross streets.


Total posts: 33
Top