Enkerzed
Dusty Wanderer
If you have any questions, ideas or just wanna chat then this is the place.
For updates regarding the roleplay, I'll lay it out here and edit as we go. Currently we are...
- Waiting for Enkerzed 's lazy ass to finish setting up the roleplay.
- Thinking up character ideas I imagine. It'll be covered in the lore later on, but I'll lay out a few details to take into consideration before we begin.
The roleplay will start off on the island of Olisium and if you want to join the roleplay as soon as it begins, your character must be a trainee who was present for the lecture in the first post of the main thread. Immediately afterwards, there will be some leisure time for your character to burn before their first field trip to the Wastelands. They won't know what to expect or what they'll have to do, all they know is where to be tomorrow. As for the deal with scores, that's how seniority is determined among trainees. The higher the score, the higher your rank and those with the highest are earmarked to be future leaders of their own teams. Provided they live that long.
All Seeker trainees can be as young as 18 or as old as 30. By the time of the first post, it would have been a year since your character joined the Seekers and they'll all have been trained in stealth, survival, medicine, marksmanship, martial arts, demolitions and, most importantly, nanomancy.
See, all citizens of Olisium are given neural implants at birth known as a 'Link' which allows them to interact with nanomachines, so all Olisians are nanomancers to a degree. At the most basic level, it can be used to remotely interact with Olisian technology through thought, but at more advanced levels one can command nanomachines to form protective barriers, move distant objects, bend light around you to make you invisible, swarm and rip apart enemies, or heal and augment allies. The more sophisticated the technique however, the more micromanagement nanomancy demands so while you're busy controlling the nanomachines for doing whatever, you are distracted and therefore vulnerable as it requires full focus. All depending on one's skill level of course.
So when I have the character sheet setup, there'll be a section for abilities and you can have as many as is practical for your character to have in order of proficiency (best at the top, worst at the bottom, zilch for anything they just aren't practiced in). There's never too few or too many, but consider how many things you're skilled at irl and apply that to the roleplay. Some people are talented, some aren't, some are skilled in many areas, some in just the one, it's all the same deal here. Just be prepared to be make your case if I see something and say 'wait a minute', because with the level of creative freedom I'm allowing, it's all too easy to slide into overpowered territory. Unfortunately, there's no real measure to go by when it comes to deciding what's op, so I'll just eyeball it and say that I'll know it when I see it.
For those who want to make a more veteran and seasoned sort of Seeker, you're just going to have to wait a bit until after the roleplay moves to the Wastelands. From there, you can make just about any kind of character. Seeker, rogue Seeker who's gone native, mutant, Wastelander, even one of the Stormsung, the enemy faction of the setting. If you do decide to rp a Stormsinger however then you'll have to accept that the only way your character will get to stick around is if they ally with the Seekers for whatever reason, because otherwise they'll eventually be killed off or put on a bus. This roleplay is about the Seekers, so naturally it'll be following their perspective. Maybe in a future roleplay it'll be about the Stormsingers, but for now, not the case.
Speaking of the Wastelands, if you want your trainee character to actually be a Wastelander in origin, then you'll have to consider why they might have been allowed onto Olisium at all and how long they've been around. Maybe they saved the life of a Seeker and the Seeker vouched for your character in return. Maybe your character was adopted and brought back under unusual circumstances. Maybe they were born to Seeker parents who had gone native in the Wastelands, but still had enough clout to pull some strings and get their kid back home to grow up in safety. Also consider when your Wastelander character might have gotten their own Link implant and how they'd deal with suddenly being able to move things with the power of their mind (plus nanomachines), and also how they might use it in ways that a native Olisian might not. Absolutely no mutants though. Not for trainees anyway.
Just one last thing before the end of this wall of text. The culture of Olisium is very... regulated. Children are pretty much born from test tubes and raised in communal wards before beginning a rigorous education in a bit of everything, starting from the age of 6 before being assigned a role at the age of 18 depending on wherever they performed the best and wherever they might be needed. Then it's work, work, work until the day they die and their biological parents probably wouldn't even be aware of their existence the entire time, so the idea of family is pretty much foreign to Olisians. The only voluntary vocations are either joining the Guard (the military) or the Seekers, and even then it's the same sort of deal. You get placed wherever you perform the best. If anyone's familiar with Dragon Age, it's a bit like the Qunari. Difference with the Seekers is asides from training, they're allowed the greatest degree of individual freedom since they're expected to operate on their own once they hit the Wastes, so as soon as they leave home, they're on their own. A Seeker will have to make decisions that no one else on Olisium will ever have to make and as pointless as everyone thinks their age-long struggle against the Sorceror is, they're kind of needed since space ran out on Olisium a long time ago. So the Wastelands is pretty much the frontier of the setting and one of these days, Olisium will have no choice but to expand. But first, the Sorceror must die.
And that's about it.
For updates regarding the roleplay, I'll lay it out here and edit as we go. Currently we are...
- Waiting for Enkerzed 's lazy ass to finish setting up the roleplay.
- Thinking up character ideas I imagine. It'll be covered in the lore later on, but I'll lay out a few details to take into consideration before we begin.
The roleplay will start off on the island of Olisium and if you want to join the roleplay as soon as it begins, your character must be a trainee who was present for the lecture in the first post of the main thread. Immediately afterwards, there will be some leisure time for your character to burn before their first field trip to the Wastelands. They won't know what to expect or what they'll have to do, all they know is where to be tomorrow. As for the deal with scores, that's how seniority is determined among trainees. The higher the score, the higher your rank and those with the highest are earmarked to be future leaders of their own teams. Provided they live that long.
All Seeker trainees can be as young as 18 or as old as 30. By the time of the first post, it would have been a year since your character joined the Seekers and they'll all have been trained in stealth, survival, medicine, marksmanship, martial arts, demolitions and, most importantly, nanomancy.
See, all citizens of Olisium are given neural implants at birth known as a 'Link' which allows them to interact with nanomachines, so all Olisians are nanomancers to a degree. At the most basic level, it can be used to remotely interact with Olisian technology through thought, but at more advanced levels one can command nanomachines to form protective barriers, move distant objects, bend light around you to make you invisible, swarm and rip apart enemies, or heal and augment allies. The more sophisticated the technique however, the more micromanagement nanomancy demands so while you're busy controlling the nanomachines for doing whatever, you are distracted and therefore vulnerable as it requires full focus. All depending on one's skill level of course.
So when I have the character sheet setup, there'll be a section for abilities and you can have as many as is practical for your character to have in order of proficiency (best at the top, worst at the bottom, zilch for anything they just aren't practiced in). There's never too few or too many, but consider how many things you're skilled at irl and apply that to the roleplay. Some people are talented, some aren't, some are skilled in many areas, some in just the one, it's all the same deal here. Just be prepared to be make your case if I see something and say 'wait a minute', because with the level of creative freedom I'm allowing, it's all too easy to slide into overpowered territory. Unfortunately, there's no real measure to go by when it comes to deciding what's op, so I'll just eyeball it and say that I'll know it when I see it.
For those who want to make a more veteran and seasoned sort of Seeker, you're just going to have to wait a bit until after the roleplay moves to the Wastelands. From there, you can make just about any kind of character. Seeker, rogue Seeker who's gone native, mutant, Wastelander, even one of the Stormsung, the enemy faction of the setting. If you do decide to rp a Stormsinger however then you'll have to accept that the only way your character will get to stick around is if they ally with the Seekers for whatever reason, because otherwise they'll eventually be killed off or put on a bus. This roleplay is about the Seekers, so naturally it'll be following their perspective. Maybe in a future roleplay it'll be about the Stormsingers, but for now, not the case.
Speaking of the Wastelands, if you want your trainee character to actually be a Wastelander in origin, then you'll have to consider why they might have been allowed onto Olisium at all and how long they've been around. Maybe they saved the life of a Seeker and the Seeker vouched for your character in return. Maybe your character was adopted and brought back under unusual circumstances. Maybe they were born to Seeker parents who had gone native in the Wastelands, but still had enough clout to pull some strings and get their kid back home to grow up in safety. Also consider when your Wastelander character might have gotten their own Link implant and how they'd deal with suddenly being able to move things with the power of their mind (plus nanomachines), and also how they might use it in ways that a native Olisian might not. Absolutely no mutants though. Not for trainees anyway.
Just one last thing before the end of this wall of text. The culture of Olisium is very... regulated. Children are pretty much born from test tubes and raised in communal wards before beginning a rigorous education in a bit of everything, starting from the age of 6 before being assigned a role at the age of 18 depending on wherever they performed the best and wherever they might be needed. Then it's work, work, work until the day they die and their biological parents probably wouldn't even be aware of their existence the entire time, so the idea of family is pretty much foreign to Olisians. The only voluntary vocations are either joining the Guard (the military) or the Seekers, and even then it's the same sort of deal. You get placed wherever you perform the best. If anyone's familiar with Dragon Age, it's a bit like the Qunari. Difference with the Seekers is asides from training, they're allowed the greatest degree of individual freedom since they're expected to operate on their own once they hit the Wastes, so as soon as they leave home, they're on their own. A Seeker will have to make decisions that no one else on Olisium will ever have to make and as pointless as everyone thinks their age-long struggle against the Sorceror is, they're kind of needed since space ran out on Olisium a long time ago. So the Wastelands is pretty much the frontier of the setting and one of these days, Olisium will have no choice but to expand. But first, the Sorceror must die.
And that's about it.
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