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Futuristic ᴛʜᴇ ᴅᴏᴍɪɴɪᴏɴ ᴘʀᴏᴊᴇᴄᴛ

Tub2

FBGM!
Roleplay Availability
I am currently recruiting for a roleplay.
Roleplay Type(s)
  1. One on One
  2. Group
  3. Nation Building
our world born of rage...
In the sprawling metropolis of New Avalon, the world is on the brink of a new era. Strange, unexplainable abilities have begun manifesting in random individuals, creating chaos in society. Governments and private organizations scramble to control, study, and weaponize these newfound powers. Among them, a clandestine group known as The Dominion Project seeks to unlock the full potential of these abilities—at any cost.

Rumors spread that The Dominion Project has gone too far, experimenting on humans and creating synthetic beings known as Echoes—hybrid creatures capable of stealing and amplifying powers. Those who resist the organization find themselves hunted, captured, or worse—turned into one of their experiments.

However, rebellion stirs in the shadows. A secret network of rogue ability users, underground scientists, and cyber-hackers known as The Oracles is fighting back. Their mission? To expose The Dominion Project, rescue those taken, and unravel the mystery behind the sudden appearance of powers. But as the group delves deeper, they uncover something far more terrifying:

The abilities manifesting in humans are not new—they are a return of an ancient force, once sealed away for a reason. And The Dominion Project is not just studying them... they are trying to unleash something far greater.
gottasadae
bewhy
choose your role...
...before it's too late
The Oracles
A diverse group of ability users, scientists, hackers, and mercenaries working against The Dominion Project. Each member has a unique skill set or power.

The Dominion Project
A powerful organization that experiments on ability users and creates Echoes. Some members may be loyal, others manipulated or trapped.

Echoes
Artificially enhanced beings with unstable powers. Some serve Dominion, others seek their own path.

Civilians
Unaffected citizens, black-market traders, or those still unaware of the truth.
Revenge!
Revenge!
Revenge!
Dominion
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"Miss.. You must save this city ... you are now our only hope. "
Lore OOC
introducing...
Welcome to my roleplay! The rules are as followed,

Respect All Players – No bullying, harassment, or out-of-character drama. If conflicts arise, handle them maturely or seek mediation from a mod.

1.) Stay in Character (IC) & Out of Character (OOC) – Keep roleplay posts in character and use designated OOC channels for discussions, plotting, and casual chat.

2.) No Godmodding or Powerplaying – You cannot control another person’s character, force an action, or dictate outcomes without consent. All powers have weaknesses!

3.) No Metagaming – Your character only knows what they have learned IC. Just because you read something OOC doesn’t mean your character is aware of it.

4.) Post Length & Quality – Aim for at least 3 paragraphs (5+ sentences) per post. One-liners are discouraged.

5.) Third-Person Perspective – For consistency, all posts should be written in third person, past tense (e.g., He stepped into the alley, senses alert.).

6.) Activity & Commitment – If you join, please be active! A minimum of one post per week is encouraged. If you need a break, let the group know.

7.) Character Limits – Start with one character. Additional characters may be allowed once activity is established.

8.) Death & Major Events – Major injuries, captures, or deaths must be agreed upon by all involved parties.

9.) Lore & Worldbuilding – Stick to the established lore. If you want to introduce something new (e.g., factions, tech, power types), discuss it with the group first.

⚡ Power System Rules ⚡

1.) Balanced Abilities – No overpowered or reality-breaking powers. Every ability must have limits, drawbacks, or weaknesses.

2.) Energy Cost & Fatigue – Powers consume energy, cause exhaustion, or have cooldowns. No infinite use!

3.) No Instant Wins – Abilities should create tension and conflict, not instant victories. Strategy and teamwork matter.

4.) Echoes & Experimental Powers – If your character is an Echo or has a unique experimental power, work with me and other members to ensure balance.

🔪 Combat & Conflict Rules 🔪

1.) Realistic Damage & Recovery – If your character is injured, they must take time to recover. No instant healing unless justified by an ability.

2.) Give Room to React – Don’t auto-hit. Instead of "He stabbed them in the chest," write "He lunged forward, aiming to stab their chest."

3.) Fair Fights – If a fight isn’t pre-planned, use dice rolls (if agreed upon) or a fair discussion to determine the outcome.

4.) Capture & Escape – If your character is captured, work with the captors OOC to plan a logical escape or rescue.

🌍 World & Setting Rules 🌍

1.) New Avalon is a Cyberpunk Metropolis – The city is futuristic, with neon-lit streets, underground networks, and advanced tech.

2.) Dominion Controls the System – The Dominion Project has spies and enforcers everywhere. Careless moves will have consequences.

3.) No Magic, Only Abilities – Abilities stem from a mysterious energy awakening within people—not magic. No spellbooks or wands.

4.) Tech & Augmentations Exist – Cybernetic implants, AI, and experimental tech are available but come with risks.
 
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𝙉𝙚𝙬 𝘼𝙫𝙖𝙡𝙤𝙣
New Avalon is a neon-lit metropolis where progress and corruption walk hand in hand. Towering skyscrapers scrape the clouds, their holographic ads painting the night sky with false promises. The streets are a tangled maze of high-tech innovation, underground crime, and government secrets.


Once hailed as the crown jewel of technological advancement, New Avalon was built on the promise of a brighter future. But behind the sleek glass towers and automated infrastructure lies a darker reality—one where corporations, syndicates, and rogue factions pull the strings from the shadows.


The Districts of New Avalon

The Spire – The heart of the city, home to the elites, CEOs, and high-ranking officials who dictate the laws from their penthouse suites. Security is airtight, and only those with power or influence can roam freely.


The Underbelly – A vast, lawless underground beneath the city, filled with black markets, rogue hackers, and exiled scientists. If you need something illegal, experimental, or off-the-record, this is where you go.


Iron Row – A brutal industrial sector where Dominion once ran its hidden experiments on enhanced individuals. Now, it’s a wasteland of abandoned factories, patrolled by drones and mercenary squads looking to clean up any loose ends.


Neon Verge – A district of clubs, casinos, and cyber dens, where crime lords and syndicates run the show. People come here to forget their problems—or to make deals that could change the city’s future.


The Wastes – The ruins of a failed expansion project, where the city's outcasts and rebels have carved out their own kingdom. This is where whispers of resistance grow louder, and where Bobbie might find allies—or enemies.


The City’s Secrets

The Dominion Project Operates in the Shadows – Despite rumors of its fall, some believe Dominion’s research is still alive, buried deep in the city’s infrastructure.
Power Plays Are Constant – Corporations, crime syndicates, and rogue factions are all jockeying for control. Every alliance is temporary, and every betrayal is expected.
Not Everyone Is Human Anymore – Augmented soldiers, cyber-enhanced mercenaries, and unstable test subjects walk among the civilians. No one knows who is truly in control of their own mind.


New Avalon isn’t just a city—it’s a battlefield of power, deception, and survival.
 

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𝑬.𝑪.𝑴. – 𝑬𝒙𝒕𝒓𝒂𝒕𝒆𝒓𝒓𝒆𝒔𝒕𝒓𝒊𝒂𝒍 𝑪𝒐𝒏𝒇𝒊𝒏𝒆𝒎𝒆𝒏𝒕 𝑴𝒂𝒓𝒌𝒆𝒕
The Dominion Project’s Headquarters


The E.C.M. stands as an imposing monolith in the heart of New Avalon, a tall, sleek black building with glowing red lights that pulse like a heartbeat, casting an eerie glow over the city’s skyline. It’s a symbol of the Dominion Project’s power—a place where the most unspeakable deals are made, and the darkest experiments are carried out.


The Architecture


The E.C.M. is a tower of obsidian glass and steel, rising far above the skyline, its shape almost alien in design. The structure tapers upward, narrowing into a sharp, jagged spire that looks like a spear aimed at the heavens. At night, the red lights pulse and flicker across its surface like a heartbeat, sending an ominous signal to all who dare to look up at it. It stands as a silent sentinel, overseeing the chaos of New Avalon—an unyielding fortress of corporate greed and alien ambition.


The Exterior & Atmosphere


The building's exterior is cold, sterile, and sleek, with no windows—just dark, reflective panels that shimmer like an abyss. It’s protected by advanced security systems, drones, and automated guards that patrol its perimeter, making sure no one unauthorized approaches. The atmosphere surrounding the E.C.M. feels oppressive—like walking in the shadow of an immense, malevolent force.


As you near the building, there’s a palpable hum of energy—from the holographic security gates to the low drone of machines working within. The red lights that run along its edges flicker erratically, almost like it’s alive.


The Inner Sanctum


Inside the E.C.M., it’s a different world—a clinical, almost sterile environment, far removed from the chaos of the streets. The interior is a high-tech labyrinth of steel corridors and glass-walled chambers, each more secure and guarded than the last.


At its core is a secure conference room, a massive space where the highest-ranking members of Dominion gather with their partners and enemies to conduct the most high-stakes negotiations. The room is dimly lit by the same red lights that bleed into the floor, walls, and ceiling, creating an otherworldly atmosphere. There, in the dark, the fates of nations and life-altering technologies are decided.


The Dominion’s Business


The E.C.M. is not just a building—it’s the center of a vast underground empire dealing with things beyond human comprehension. The Dominion Project specializes in extraterrestrial technologies, enhanced human experiments, and interdimensional research. The E.C.M. serves as the marketplace and central hub for their dealings.


  • "Extraterrestrial" Artifacts & Technologies – The E.C.M. is where Dominion brokers trade with black market buyers, corporations, and governments for "extraterrestrial" tech—weapons, bio-enhancements, and devices capable of altering the very fabric of reality.
  • Experimental Humans & Enhancements – The building houses lab facilities where individuals are experimented on, enhanced, and sold as weapons to the highest bidder. Some are enhanced with "Extraterrestrial" DNA, others are hacked and altered with cybernetics, turning them into living weapons or agents of control.
  • Interdimensional Trade – Dominion has begun dealing in extraterrestrial resources—an unknown energy source harvested from other realms and biologically engineered lifeforms.

The highest-ranking officials at Dominion conduct business here—the shadowy figures who keep their identities hidden, always working through proxy agents and intermediaries. It’s rumored that the building houses a network of informants, spies, and enforcers who are ever-present, ensuring that Dominion’s secrets remain safe and that no one steps out of line.​
 
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𝙏𝙝𝙚 𝙐𝙣𝙙𝙚𝙧𝙜𝙧𝙤𝙪𝙣𝙙 𝙃𝙌 𝙤𝙛 𝙏𝙝𝙚 𝙊𝙧𝙖𝙘𝙡𝙚 – "𝙏𝙝𝙚 𝙑𝙚𝙞𝙡"
Beneath the chaos and neon glow of New Avalon lies a hidden sanctuary—an underground labyrinth known only to a select few. It is a place shrouded in secrecy, where The Oracle conducts its most sensitive operations. This hidden HQ and lab, known as "The Veil," is located in the heart of a long-abandoned subway system that runs deep beneath the city.


The Journey Through the Abandoned Subway


To reach The Veil, you must first navigate the forgotten ruins of New Avalon’s subway network, a place where time itself seems to stand still. The trains haven’t run here in years. The stations are crumbling relics, echoing with the ghostly whispers of a bygone era, and the tracks are coated with dust, cracked tiles, and rusted debris. The once-bustling underground tunnels now house only shadows, the occasional flickering light, and the distant hum of machines still working within the depths.


As you step into the decaying subway entrance, the air feels thick—muggy and stale, like the remnants of a long-forgotten civilization. The walls are covered in layers of grime, graffiti, and mold. The stench of abandonment hangs in the air, and the sounds of the city above grow distant as you descend into the silence of the tunnels. The faint echoes of dripping water and muffled mechanical noises are the only things that break the stillness.


The further you go, the more the city’s noise fades until you find yourself in a realm of its own—a forgotten underground world that feels detached from reality. It’s easy to get lost here. The tunnels twist in impossible ways, some leading to dead ends, others stretching out into dark voids. But if you know where to go, if you know the secret paths hidden in the shadows, you’ll eventually reach the true heart of The Oracle.


The Entrance to The Veil


At the very end of the abandoned subway tunnels, you’ll find a concealed door—a hidden entrance, nearly undetectable to the untrained eye. It’s built into the side of a collapsed station, framed by the twisted wreckage of old trains and steel beams. The door itself is made of polished black metal, etched with cryptic symbols and protected by a combination of old-world locks and high-tech security measures.


To the unaware, it looks like an old maintenance closet. But for those who know the secret, the door slides open to reveal a hidden lift that takes you deeper—far beyond the abandoned subway system.


The Veil – The Hidden HQ & Lab


Once inside the lift, you descend into a place that seems almost alien in nature, a contrast to the dark, decaying tunnels above. The Veil is a high-tech underground facility, a stark contrast to the chaos outside. The air is clean, the lighting is soft but focused, and the walls are made of smooth metallic surfaces and holographic displays.


The facility is split into two sections:


  1. The Lab: A sprawling network of research labs, containment units, and high-security archives, where The Oracle conducts its experiments. Here, the advanced technology of The Oracle collides with arcane knowledge—ancient texts and relics are analyzed alongside alien devices and cybernetic enhancements. The lab is filled with strange artifacts and highly classified files, many of which are about extraterrestrial phenomena, anomalous occurrences, and enhanced individuals like Bobbie herself.
  2. The Inner Chamber: At the heart of the Veil lies the control center, a massive room filled with holographic maps, data streams, and real-time analysis. It is where The Oracle’s leaders and agents meet to plan, oversee operations, and strategize. The room is dominated by a central, hovering platform, which displays visions of the future, cryptic symbols, and encrypted messages. It's from here that The Oracle’s influence spreads throughout the city, sending instructions, manipulations, and guidance to its agents.

The entire facility is shielded from any external monitoring, with heavy countermeasures to prevent unwanted surveillance. No one can track it unless they are allowed entry—and even then, security is almost impossible to bypass.


The Security & Secrets of The Veil


The Veil is not only hidden; it’s also fiercely protected. In addition to its physical security, The Oracle uses a network of agents, cyber-enhancements, and interdimensional cloaking to ensure no one stumbles into the facility by accident. The subway entrance is just a decoy, a maze of tunnels meant to disorient and deter anyone who isn’t on the inside.


Anyone who tries to break into the Veil will face a multitude of threats—from automated drones, security A.I., and surveillance tech to psychic barriers and dimensional traps. The deeper you go, the more surreal and dangerous the space becomes. Even time itself feels warped within the Veil’s confines, making it an unpredictable and deadly place for those who aren’t prepared.


The Oracle’s True Purpose


The Oracle's underground HQ isn’t just a research lab—it’s a gateway to greater powers. It is the nexus of the organization’s knowledge, where secrets of the universe are unearthed and plots to shape the future are made. Here, in the deepest recesses of the Veil, prophecies are deciphered, and future events are manipulated by those who are gifted—or cursed—with the Oracle’s vision.
 
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𝑬𝒄𝒉𝒐𝒆𝒔
Echoes are the twisted remnants of once-human individuals, now turned into nightmarish creatures that walk the line between life and death. They are the result of Dominion’s darkest experiments—beings who were altered beyond recognition, stripped of their humanity and transformed into pitch-black, robot-like monsters.


Their bodies are covered in obsidian-like plating, with black, angular spikes protruding from various parts of their form—jagged, like broken shards of a shattered mirror. The spikes are not just physical deformities, but rather part of their transformation process, acting as both weapons and symbolic marks of the horrific alteration they underwent. These spikes are sharp and deadly, able to pierce through most materials and deliver painful electric shocks to anyone who gets too close.


The transformation process strips the Echoes of their former identities, memories, and emotions, leaving them as little more than empty vessels with a singular purpose: to serve Dominion. They’re used as living weapons—unfeeling, unthinking, and relentless, driven only by the commands of their masters.


Appearance of Echoes


Echoes are striking and terrifying in their appearance. Their skin (if it can even be called that) is a smooth, glossy black—almost like darkened metal or obsidian, reflecting light in eerie ways. Their bodies are unnaturally angular and mechanical, with exposed mechanical joints and gears that are visible beneath their black exteriors. The spikes that protrude from their backs, arms, and legs are jagged and asymmetrical, making them appear monstrous and unnatural.


Their eyes (if they still possess them) are hollow black voids, though some versions have glowing red or blue irises, suggesting that some remnants of their former humanity still exist beneath the surface. In place of faces, many Echoes have featureless masks, metal plates, or visors, which adds to their faceless, alien presence. Their movements are quick, jerky, and often unsettling, as if their bodies are not quite their own.


Abilities & Strengths


Echoes have been enhanced to the point where they are no longer humans at all. Their enhanced bodies give them tremendous strength, speed, and durability, making them nearly unstoppable in combat. The black spikes that protrude from their bodies are not just for show—they can be used for offensive and defensive purposes:


  • Spike Barrage: Echoes can launch spikes from their bodies, using them as projectiles or as a defensive barrier when under attack. These spikes are laced with electric current, making them capable of disabling electronics, short-circuiting weapons, or shocking their enemies upon impact.
  • Enhanced Strength: The transformation process has made Echoes incredibly strong, capable of tearing through steel doors, battering enemies into submission, or crushing obstacles with little effort.
  • Regeneration: Though they are mostly mechanical, Echoes can regenerate at an accelerated rate, able to recover from wounds and damage far faster than any normal human or creature. This makes them difficult to kill or permanently disable.
  • Electromagnetic Pulse (EMP): Some Echoes have been modified to release an EMP pulse, temporarily disabling all electronics in a given radius. This can disrupt weapons, security systems, or any technology that stands in their way.

Origins of the Echoes


The Echoes were created as part of Dominion’s research into turning humans into living weapons. They were once ordinary people—test subjects, soldiers, and sometimes even volunteers—who were subjected to a horrific blend of cybernetic augmentation and alien experimentation. In a desperate attempt to create the perfect weapon, Dominion decided to sacrifice humanity itself.


The process was designed to strip away all traces of the subjects' humanity—to make them obedient, emotionless, and perfectly suited for combat. The Echoes were once test subjects who were deemed unfit for normal life and “recycled” into these monstrous forms. They retain fragments of their former selves, sometimes exhibiting brief moments of recognition or emotion before slipping back into their robotic, emotionless state. The process is irreversible, leaving them as little more than tools of Dominion, trapped in their new forms.
 
I'd like to ask about the scope of the powers depicted in this RP. I would assume that physical abilities like super strength or flight or elemental control are included? Also,the description of the Oracle implies that prophecy is one possible ability. Is there a distinction between "psychic" abilities like precognition or telekinesis versus "spiritual" abilities like say speaking to the dead,postcognition,or reanimation? Or is it just a general mass of mind/spirit based powers?

Also,do Echoes manifest distinct abilities beyond the standard set? The description seems to imply that some have already regained autonomy.
 
I'd like to ask about the scope of the powers depicted in this RP. I would assume that physical abilities like super strength or flight or elemental control are included? Also,the description of the Oracle implies that prophecy is one possible ability. Is there a distinction between "psychic" abilities like precognition or telekinesis versus "spiritual" abilities like say speaking to the dead,postcognition,or reanimation? Or is it just a general mass of mind/spirit based powers?

Also,do Echoes manifest distinct abilities beyond the standard set? The description seems to imply that some have already regained autonomy.
Hello! Great questions!
Yes, physical abilities like super strength, flight, and elemental control are all included in this RP. Bobbie’s (My character) electricity control is a prime example of a direct elemental power. The Oracle’s name does imply prophecy, and while precognition exists, it isn’t necessarily widespread or always reliable. There’s definitely a distinction between psychic abilities—things like telekinesis, mind-reading, and mental influence—and more spiritual abilities, like speaking to the dead, postcognition, or reanimation. Psychic powers tend to be more internal, dealing with the mind and perception, while spiritual abilities tap into forces beyond the material world. That being said, there’s definitely overlap. Someone with postcognition, for example, could be considered both psychic and spiritual depending on how their power works.
Basically, almost all powers / abilities are allowed in this roleplay. Since their powers are being unknowingly manifested from a world once FULL of them. Just depending on how powerful it is, you have to set an equivalent amount of limitations so your person cannot overpower anyone/thing.

As for Echoes, they do have variations in their abilities. At their core, they are powerful, twisted remnants of what were once human beings, restructured into something inhuman. Most of them follow a general set of enhancements—inhuman speed, strength, and resilience—but some do develop unique traits. There are cases where Echoes regain a sliver of autonomy, though it’s rare and unstable. Those who do manage to break free of complete control are still plagued by intrusive commands from whatever force governs them, making true independence difficult. Some of them might have abilities that reflect fragments of who they were before, but most are stuck in a cycle of programmed destruction.
 

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