Ice1
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- Seen Nov 23, 2023
The Augment Academy
OOC / IC
The Cirzarian Empire colonized many star systems. Planets and moons graced with sprawling cities, settlements amidst meteor belts, even colossal stations in orbit around gas giants. One hundred years ago, however, in attempt to expand even further, an alien threat was discovered. An infestation, or rather a corruption, taking ahold of the settlers, twisting their ships, blighting the planet. The Coagulate, as they're now known, grew to encompass more and more of the Cirzarian empire, even corrupting their homeworld. The Cirzarian's took to more desperate measures. Genetic experiments, cybernetic enhancements, occult augmentations. Those changed by these experiments are known as Augments, and they are the empire's last hope.
The Academy
The Augments Academy is the biggest combat academy in the galaxy, and placed in deep orbit around a dwarf star. Housing one million students and filling an entire city with staff makes the satellite not just a school, but a metropolis. It's many steel halls and spartan dorms are constantly bustling with life. At the heart of the academy, though, is the battle.The training process is threefold. Students will take classes to improve their general combat abilities, train their mental faculties, and hone their personalized skills. The combat classes train them in the use of a variety of weapons. Hardlight guns - blasters shooting energy blasts -, cyberswords, or more typical military weaponry. The personalized skills are divided up per classification. Those with movement abilities are trained to maximize their usage together, as are the tacticians and the frontliners. The rest of the curriculum is to educating students in all other fields. History, biology, mathematics. Augmentation sciences.
Students get accepted at age twelve, either already Augments, or willing to undergo the dangerous processes to become one. They train for six years, until they join the military at age eighteen. Most students will join the armed forces, but some are specifically trained to take up the higher positions. Depending on their results and abilities, these students typically get selected around the age of 15.
The Roleplay
Players will play as students at the Augments Academy. At first the roleplay will more heavily focus on the school elements, as students interact with each other and train within the school environment. As the RP goes on, the focus will shift from the school setting to a more overarching plot.The characters can be from any year, and of any classification. The roleplay requires connections, though. After a character is made, players need to create at least one notable connection to another player's character. This is to prevent isolation. Not just so the characters don't have their own adventure, but so that they can be drawn into the events. Every character has their own sphere and adventure, their own storylines, but in the end, the roleplay's goal is to create one fun story involving every character. Only one connection is needed, but more are encouraged. These connections are a post-SU thing, so make a sign up without worrying about it, and then make connections when other characters catch your eye.
The RP will not have a mission system. To find action and adventure, just discuss. There's a variety of things to do, and without the mission system these can be made to be a lot more relevant. Be it as a character moment, a plot moment, or creating something symbolic. This removes the presence of vapid actions. Ping me in the OOC, or discuss with other players what you're going to do and what you want to happen. Or just start writing and see what you can create! All these methods are encouraged.
Augments
Augments come in three types. Those with genetic and biological modifications, those with cybernetic and technological modifications and those with occult and thaumaturgical modifications. These three core divisions are the first part of every Augment's classification. The second part is the use of the augmentation made.These classifications come with some limits. A power has to be justifiable through their classification. A biogenetic augment will not be able to fly like Superman, but will need wings, or another reasonable justification. Doesn't have to be realistic, just reasonable within the narrative. None of these powersets allow for a character than can do everything.
Biogenetic
Augments with biogenetic mutations often sacrifice the immaculacy of their human forms. In return they get enhanced abilities, often showing themselves in physical manners. Natural camouflage, limb regeneration, giantism. These powers are rarely metaphysical, instead taking root in the biological world. Copying abilities from animals and exceeding the originators, or other bio-organisms.
Biogenetic augmentations destroy one's connection with the thaumaturgical plane, and is incredibly difficult for cybernetic augmentations to interface with.
Cybernetic
Augments with cybernetic enhancements often sacrifice entire parts of their human forms, but the biggest toll tends to be mental. Rarely does a Cybernetic Augment truly become robotic, but it is clear that the parts and the robotics do affect the mind. Cybernetic enhancements are physical, but affect both external and internal processes. The quality of the build can also hide or obfuscate the cybernetics. Abilities granted by cybernetic augmentation can range from propulsion, flight, technomancy, mental enhancements, visual enhancement. These powers function on both a corporeal level as one more mental.
Cybernetic augmentations can only function on human DNA with a certain purity, to correctly interface. Any thaumaturgical energies can also make the systems erroneous, permanently harming the host.
Thaumaturgical
Augments with thaumaturgical altercations often sacrifice metaphysical parts of themselves, as the energies affect one's soul, mind and aura. These ailments rarely are complete bastardizations or corruptions, but they are present. Thaumaturgical augmentations are often ethereal, and not visible. Magical energies get adhered to the soul, although sometimes more physical means are taken. The abilities gained from thaumaturgy are often less concrete. Shaping of energy, creation of matter, physical puppetry. These powers often come from the mental faculties and are less physically concrete.
Thaumaturgical augmentations often agitate cybernetic enhancements. The thaumaturgical connection is also an inherently purely human one.
Augments with biogenetic mutations often sacrifice the immaculacy of their human forms. In return they get enhanced abilities, often showing themselves in physical manners. Natural camouflage, limb regeneration, giantism. These powers are rarely metaphysical, instead taking root in the biological world. Copying abilities from animals and exceeding the originators, or other bio-organisms.
Biogenetic augmentations destroy one's connection with the thaumaturgical plane, and is incredibly difficult for cybernetic augmentations to interface with.
Cybernetic
Augments with cybernetic enhancements often sacrifice entire parts of their human forms, but the biggest toll tends to be mental. Rarely does a Cybernetic Augment truly become robotic, but it is clear that the parts and the robotics do affect the mind. Cybernetic enhancements are physical, but affect both external and internal processes. The quality of the build can also hide or obfuscate the cybernetics. Abilities granted by cybernetic augmentation can range from propulsion, flight, technomancy, mental enhancements, visual enhancement. These powers function on both a corporeal level as one more mental.
Cybernetic augmentations can only function on human DNA with a certain purity, to correctly interface. Any thaumaturgical energies can also make the systems erroneous, permanently harming the host.
Thaumaturgical
Augments with thaumaturgical altercations often sacrifice metaphysical parts of themselves, as the energies affect one's soul, mind and aura. These ailments rarely are complete bastardizations or corruptions, but they are present. Thaumaturgical augmentations are often ethereal, and not visible. Magical energies get adhered to the soul, although sometimes more physical means are taken. The abilities gained from thaumaturgy are often less concrete. Shaping of energy, creation of matter, physical puppetry. These powers often come from the mental faculties and are less physically concrete.
Thaumaturgical augmentations often agitate cybernetic enhancements. The thaumaturgical connection is also an inherently purely human one.
Combat classifications
These combat classifications denote one's greatest function. Some augments will possess more than one, but for sake of combat utility will still receive a single main combat classification.
Shield: A shield is one with abilities that don't just protect themselves, but their team. In a combat situation, their goal is to protect.
Mover: A mover is one with abilities that allow for either quick personal movement or quick group movement.
Ranger: A ranger is one with abilities oriented towards attacking from a distance.
Frontliner: A frontliner is one with abilities that allow them to attack from up-close.
Tactician: A tactician is often not one placed in the lines of combat. Their ability is either tactical or enhances the tactical abilities of a team.
Controller: A controller is about distracting and affecting the enemy as much as possible. Not with damaging attacks per se, but with other means of changing the course of the fight.
Mover: A mover is one with abilities that allow for either quick personal movement or quick group movement.
Ranger: A ranger is one with abilities oriented towards attacking from a distance.
Frontliner: A frontliner is one with abilities that allow them to attack from up-close.
Tactician: A tactician is often not one placed in the lines of combat. Their ability is either tactical or enhances the tactical abilities of a team.
Controller: A controller is about distracting and affecting the enemy as much as possible. Not with damaging attacks per se, but with other means of changing the course of the fight.
The Coagulate
Not the first alien lifeform the Cirzadians encountered, although the most atrocious. The Coagulate was a seemingly dormant lifeform with extraordinary abilities. A small, veiny, red ooze upon discovery, the Coagulate quickly bonded with a human host body. Like an infection, it spread throughout the colony, and slowly the empire. Those infected became feral, as the ooze slowly started covering and morphing their bodies. Wings, claws, another set of arms, the Coagulate can create all kinds of mutations. The only mutation constant in all infected is their ability to survive without food, water and oxygen. The Coagulate seems to thrive on a so far unknown food source and is seemingly without physical needs.At the core of the Coagulate lifeforms is the desire to procreate and make new spawn. Prolonged exposure to the ooze, or other creatures infected by it, will result in infection. A cure has been heavily researched for a century now but is yet to be found.
The Coagulate is no hivemind. Their name stems from another ability they possess, however. As more creatures, and sometimes even things, get infected, they assimilate abilities and share them within their species. The Coagulate originally managed to leave their home planet by infecting the colonization ship the Cirzadians had arrived with. It is unknown how the Coagulate incorporates these unliving elements into its biology.
As the Coagulate incorporated more ships and more living members, the creatures became less and less recognizable. The Coagulate became more mobile. Interplanetary, even interstellar distances, became easy to traverse. It was through that development that the Coagulate became humanity's biggest threat.
Rules
The RP is rated M
Expected posting schedule is one's a week, but things pop-up. Hit me up if it's not going to work.
Not posting for 2 weeks, without notification, will free up your spot.
No character can have mind-controlling, mind-reading or chronomanic abilities.
Communicate. Not sure if something fits within the lore, or if it will affect another character? Ask!
Expected posting schedule is one's a week, but things pop-up. Hit me up if it's not going to work.
Not posting for 2 weeks, without notification, will free up your spot.
No character can have mind-controlling, mind-reading or chronomanic abilities.
Communicate. Not sure if something fits within the lore, or if it will affect another character? Ask!
Sign-Up
Name:Age and year: (Typically, age 12 is year 1 and age 18 is year 6)
Appearance:
Place of Origin: (Space is super multi-cultural. Feel free to make up a planet, or even a star system.)
History: (Where they augmented before arriving at the academy? How did they end up getting accepted? And anything else you wanna say.)
Personality: (Cursory. Bullet points allowed)
Augmentation & other skills: (Classification first)
(Then explanation)
Player List
Ice as Arthur WordsworthAdventure as ???
Pikamander7 as ???
Foxrally as ???
Junier as ???
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