VampiricTouch
Cold Selfish Bitch
- Joined
- Dec 18, 2008
- Posts
- 3,895
This story has started - Psyren
A meteor crashes into the earth in the near future, marking the end of civilization as we know it. The meteor's impact briefly disrupted the gravitational force of the earth, which caused massive upheavals cross the planet as buildings, and ground terrain drifted towards the sky. When the disturbance reverted back to normal, such things came raining back down. This disruption of the earth's magnetic field also produced a severe planet wide EMP, knocking out and disabling all electronic units. Finally, the impact released a series of atmospheric changes, completely blocking out the sunlight as well as changing the make up of the air. Certain people, after exposure to the air obtain the ability to use psi (after practice and understanding).
In this 'future', an unknown entity(s) established a way to connect back to our present. Randomly, people are chosen from the present and teleported ten years into the future, after the apocalypse has occurred and left to fend for themselves, to find out the truth behind the destruction of their world and a way to prevent it.
Choosing of players - The first call:
There are special phone cards, labeled Psyren that are distributed. These cards appear in random obscure places where people might coincidentally find them. The first time the phone card is used, there will be a questionnaire to establish that the person is of age and has a high chance of mastering psi once it is activated. After the questionnaire is completed, the person will be registered as a player, or Psyren drifter, in the game and the phone card will be activated. The completion of the questionnaire also embeds a psi program into the player's body, allowing the player to be teleported into the future when the time comes, and receive punishment should the player break 'game rules', such as, players are not allowed to tell non-players about what they learn in Psyren.
The Call to Psyren:
On an average of every 2 weeks, all players that have activated their card will receive a call from Psyren. It will start as a soft ringing in the mind, that only players can hear and in about 30 minutes, it will have escalated into a roaring ring and a pounding headache. You can lose your hearing and can probably lose far worse if you attempt to neglect the call. Once the ringing begins in a player's mind, the moment their ear touches a phone, they will be teleported to Psyren, the future.
Arriving in Psyren:
All players will arrive within the same vicinity of each other, with their Psyren card somewhere on their person. When all players have arrived, a payphone within the area will ring. When someone picks up the phone, the game will commence. All players will receive a telepathic image of the exit, which would be another pay phone. If a person uses their Psyren card upon the phone, they will be able to extract a rough map of their present location as well as where the exit roughly is at. The map will also have a shaded region of gray. The gray area is considered the 'danger zone'. Needless to say, the survivability when entering such areas becomes extremely low.
When the exiting payphone is found, and it must be the specified phone in the telepathic image, players can use their Psyren cards to exit. In other words, either insert the card or dial the number and pick up the phone and the player will be teleported back to the same location as the phone in their present time. All players will arrive at the same place when they exit, and the location will be the present day equivalent of the future phone they used.
Time functions the same way in Psyren. If you spent 5 days in Psyren, then 5 days would have passed in the present time.
Their purpose in Psyren is to find out that the world they are traveling in is the future of their earth, Why the world ended up that way, when it occurs and how to prevent it. Of course it would be nice to know who is pulling the strings behind the so called game - Psyren.
How to Beat the Game:
The program is defined under the pretense of a game, therefore there are ways to finish the game. After the card is activated and a player is registered, the player can use the phone card to check the 'amount' left on the card. It is a number that starts at 50 and will deduct points for every trip the person makes to Psyren. More points will be deducted for difficult trips and less points for easier ones. When your number drops to zero, you have 'beaten' the game and will no longer receive the call to go to Psyren. Players can talk to exe players about the events in Psyren.
Activation of Psi:
After exposure to the atmosphere in Psyren, given some time, the body will react to the atmospheric change. It usually occurs after returning to the present time. However if prolonged stay in Psyren occurs, it will happen while there. The symptoms of such 'reaction' include but are not limited to, high fever, blood shot eyes, nausea... in other words, choose your poison(s), but it's not fun. When the adjustments pass, which they should by the next morning, a person should be able to take baby steps towards using psi.
Psi breaks down into three main parts. Burst, which is the manifestation of thought. This includes things like pyrokinesis, telekinesis, teleportation, and the like. Trance, which is the control of the mind. This includes abilities like mind control, telepathy. A rare case and extreme specialization of this gives rise to Visions, or foresight. Finally, Rise, which is the strengthening of the self. This will drastically increase a person's speed, strength, stamina, senses and or healing. A very rare case and also extreme specialization gives rise to Cure, which allows the user to impart their own rise abilities upon someone else and heal another.
All psi users can use all three on a fundamental level even if they do not have the aspect specialized. When I say fundamental I mean, if a person is not specialized in Burst, they will still be able to do very limited and relatively weak telekinesis. If not specialized in Trance, a person will still be able to hear words spoken via telepathy and converse back if another person establishes the connection. (Non psi users will not be able to hear telepathy.) if not specialized in Rise, a person will still heal at a much faster speed than a normal human. Now faster healing does not imply werewolf, vampire healing of wounds where an open cut and severed limb regenerates itself. Faster healing means, that if a wound normally takes 3 weeks to heal, it will take a psi user about 1 week to recover. This is under the situation of maximum rest where a body can focus it's psi on restoring the body. This does not apply if the person is still placed under stress of battle.
Humans only use about 10% of their brain capacity. There is a natural limiter that prevents humans from utilizing more and overtaxing their brain. However, the atmosphere in Psyren removes this natural limiter which gives rise to psi. Initial learning of psi will cause massive headaches until a certain amount of 'stamina' is built up to use more. Even after a person is well versed in psi, such overtaxing can still occur and it will kill a person if s/he over uses their ability.
Psi is unique to each person. It's development is a reflection of the person's environment and personality. It is only after long amounts of consistent practice that a person achieves a higher level and mastery of psi. I do expect powerful abilities, but I do not expect them to come into the level of full fledged mass destruction until at least the fourth call into Psyren.
Here are some examples of abilities, names are versatile, choose your own if you like, they just help me identify which is which. (The personality quirks that I've added to some are not necessarily true for those abilities, it's just an example to show how certain personalities give rise to certain abilities):
Menace - This is a specialization in trance, specific to the ability, visions it also includes a small aspect of rise, amplifying a user's ability to 'sense'. It allows the person to see immediate threat of death. Not as visions but as white bursts of 'danger'. A person with this sort of ability tends to be irresponsible. Someone who'd rather run from a fight than face it. Someone who prefers to find the easiest way out as long as it saves his own hide.
Cure - This ability as mentioned before is a focusing upon Rise. It also includes burst, manifesting or imparting your own rise abilities to another person. Depending on the person, cure will be able to heal wounds at a rapid rate. This is still not instant, but it is much faster than what normal psi users can heal at. Unfortunately, Cure cannot be used upon the user himself.
All Creation - This is also grounded in trance with some amount of burst. It allows the person to see and sense all psi 'particles' around the person, or using burst to manifest all psi signals. Using this ability, it is possible to recognize psi signatures since psi is unique to each person and track people based on the unconscious dispersion of psi into the environment. Tracking is only viable when there is no teleportation. Once someone has teleported away, the psi signature is lost. Development of this ability can allow the person to deflect psi attacks. Understanding an opponent's psi and how it is formed also gives the person an understanding of its weakness, which can result in the anti-psi power - delete, or the nullification of an opponent's psi. This is under the condition that the person using this understands the make up of an opponent's psi and can unravel it, it is by no means an end all be all ability. This is a fully developed psi ability. A person with this ability tends to be extremely calm, and very capable of gauging a situation. Level headed and has a tendency to almost over analyze.
Bishamon - This a burst ability. It creates countless fragile swords in the sky that would spin arbitrarily around the user. They are extremely fragile and will shatter without too much force. (This includes a person's slightly less stable psi waves). When shattered they fall to slice the opponent(s) to pieces. For those who watch/read Bleach, this is similar to Kuchiki Byakuya's Zanpakuto, Senbonzakura Kageyoshi. This is also a fully developed psi ability. It would be something that comes into completion after a lot of refining and practice.
Trick Room - This is a burst ability, focusing on teleportation. It creates two barely perceptible 'boxes' linked together and allows the user to 'download' from one box to another.
The Creator - This is a burst ability. It causes all things a person draws to become real, briefly. I'd assume someone with this ability is extremely creative, and of course enjoys drawing. Also, things drawn tend to be much more crude than what they would be in real life, it's quite obvious that something is not 'right'. This ability also does not allow you to impart psi abilities to the drawn items. (But they do tend to get enormously big) This is a full fledged ability.
Candyman - This is a mix between burst and rise. It allows the person's psi to mimic chemicals within the body. The way this works is the user can inject or ingest a small dose of certain chemicals or poison (small enough to not kill the person), depend on their own rise ability to heal themselves and then use burst to mimic the compound they injected and mass produce it around them. Because this is the user's psi, the poison in the environment will not affect the user (unless it explodes). It will act like any other chemical or poison gas would in the environment. A slight offshoot from this is the imparting of a virus. For the sake of preventing godmoding, transmission of a virus takes a certain amount of time with skin on skin contact with the victim. Also the amount a person can inject dictates how much gas the person can create. Therefore the more toxic something is, the less he can put into himself and the less he can reproduce of it into his surroundings. This is an ability that I'd see in someone who's slightly off his rocker. Partially because few people would consider injecting or taking poison into themselves just to 'see' what it'd do. Someone who is slightly self destructive, experimental, that already has a good background in chemistry whether it's because of a hobby or a profession. This is a full fledged ability.
Melchsee's Door- This is an extreme burst ability. It is a high density packaging of burst, that is extremely unstable and will have a tendency to seek out all psi sources within the area and destroy it. It destroys all things in it's path until it self destructs, regardless of the user's wishes. It is extremely hard to control and maintain, as well as taxing upon the mind. This ability is very dependent upon the person's mood, reaching explosive peaks when angry or unwell. Someone with this ability tends to be rash, and spontaneous. However being able to control such an ability takes someone who's willing to stick to his guns in a desperately bad situation.
These are not the only available abilities, the limit is your imagination. These are examples of what a person can obtain. Also, so far most of the abilities are listed as Trance and Burst, that does not mean someone who specializes in Rise is any less capable. Someone who specializes in Rise can be exceedingly resilient, like a tank in how much physical destruction they can endure and give out. Specializing also means the other areas of your psi will be weaker. So someone using burst or trance will be slower than someone who focuses on rise. It is possible to practice all three, and encouraged to do so, however if you are practicing areas that are not your specialty, results will be harder to obtain. (i.e. more taxing upon the mind, how easy your mind can maintain certain abilities etc.)
What are we up against (tentatively) -
Certainly if we were just up against the elements, having abilities would make this quest a cinch. A meteor and even the described damage it had inflicted would be recoverable for the human race. Unfortunately, we are not. Strange creatures inhabit this earth that no longer sees the rays of the sun. These creatures are termed, Tavoo.
Tavoo is the result after a living being is embedded with a 'core'. This process is extremely painful and many do not survive the process. Of those that live through the process, many times the body will reject the implantation, causing their own death or strange mutations upon the body (Think monster and the like). Very few retain the memory of their previous life, let alone their will or their ability to think. Those that do survive with everything intact tend to be psi users or people that have a penchant for wielding psi.
Why embed the core? Without the core, psi users replenish the psi within their body at a certain rate. The core naturally absorbs psi from the futuristic atmosphere and replenishes the body at a faster rate than normal. It also sustains the body without need for physical nourishment by this process as well. All in all, it further aids the survival in the harsh environment that is the future. After successful implantation of the core, should the core be destroyed or disabled, the host will also die soon after.
Early on, we'll run into monsters that are what the opposition calls 'failed creations', mindless beings that are given the simple command to search and destroy. Probably after the second or third call, we can ramp up the level of danger we are facing.
___________________________________________
What do I need?
For now, this is an invite only group thread. Immediately, I need writers who want to play the part of those being teleported to Psyren. I would assume 4 to 6 people for this. These people, I would assume are new players, where this is their first visit to Psyren. Of which, I would like one of these people to eventually develop Cure. I will be writing a veteran player, where the character has been to Psyren once or twice before. We will be playing in the present (2010) and traveling 10 years into the future(2020). With the assumption that the meteor has crashed 1.5 years from the present.
Finally, I would need someone (or several someones) to play the opposing side, and be patient enough to wait for the plot to develop far enough to clash. At least wait until the characters develop some understanding of how the 'game' works. very Very late game, we can probably bring in survivors in the future that have been resisting the Tavoo, but that is hopefully something later in the story.
The opposing side would have fully developed abilities. Whereas the remaining players should focus on developing their abilities at a moderate pace.
If you are interested in joining, please PM/post your bio. Include in it what you hope their ability will eventually develop into as well as how you think the ability will link to their personality. You are free to take abilities I have listed before, or develop your own. Your imagination is your limit. Just please please please do not godmode. I would like this to be a story based thread and less of the mass orgy sort. This does not mean that I don't want sex to occur, but please do not make that the sole purpose of your ability. I want to see what people will do in these situations, how they will change the future because of what they discover, not how they will develop their abilities to have sex with as many people as possible.
This is the first time I've made a group thread, so please be patient with me. Please also be understanding that I am very nervous about this whole thing and nervous-ness tends to make me that much more of a control freak. If I'm not giving you enough space to operate, please please talk to me and I will try to relax. Let me know just what it is you want to develop so that I can also help move subplots and plots to the full capacity that they can be. I am always open to suggestions, lots of suggestions. There are a lot of things that are up in the air that are open for suggestion and discovery.
Thank you for reading this far. If you have any questions, please feel free to ask!
A meteor crashes into the earth in the near future, marking the end of civilization as we know it. The meteor's impact briefly disrupted the gravitational force of the earth, which caused massive upheavals cross the planet as buildings, and ground terrain drifted towards the sky. When the disturbance reverted back to normal, such things came raining back down. This disruption of the earth's magnetic field also produced a severe planet wide EMP, knocking out and disabling all electronic units. Finally, the impact released a series of atmospheric changes, completely blocking out the sunlight as well as changing the make up of the air. Certain people, after exposure to the air obtain the ability to use psi (after practice and understanding).
In this 'future', an unknown entity(s) established a way to connect back to our present. Randomly, people are chosen from the present and teleported ten years into the future, after the apocalypse has occurred and left to fend for themselves, to find out the truth behind the destruction of their world and a way to prevent it.
Choosing of players - The first call:
There are special phone cards, labeled Psyren that are distributed. These cards appear in random obscure places where people might coincidentally find them. The first time the phone card is used, there will be a questionnaire to establish that the person is of age and has a high chance of mastering psi once it is activated. After the questionnaire is completed, the person will be registered as a player, or Psyren drifter, in the game and the phone card will be activated. The completion of the questionnaire also embeds a psi program into the player's body, allowing the player to be teleported into the future when the time comes, and receive punishment should the player break 'game rules', such as, players are not allowed to tell non-players about what they learn in Psyren.
The Call to Psyren:
On an average of every 2 weeks, all players that have activated their card will receive a call from Psyren. It will start as a soft ringing in the mind, that only players can hear and in about 30 minutes, it will have escalated into a roaring ring and a pounding headache. You can lose your hearing and can probably lose far worse if you attempt to neglect the call. Once the ringing begins in a player's mind, the moment their ear touches a phone, they will be teleported to Psyren, the future.
Arriving in Psyren:
All players will arrive within the same vicinity of each other, with their Psyren card somewhere on their person. When all players have arrived, a payphone within the area will ring. When someone picks up the phone, the game will commence. All players will receive a telepathic image of the exit, which would be another pay phone. If a person uses their Psyren card upon the phone, they will be able to extract a rough map of their present location as well as where the exit roughly is at. The map will also have a shaded region of gray. The gray area is considered the 'danger zone'. Needless to say, the survivability when entering such areas becomes extremely low.
When the exiting payphone is found, and it must be the specified phone in the telepathic image, players can use their Psyren cards to exit. In other words, either insert the card or dial the number and pick up the phone and the player will be teleported back to the same location as the phone in their present time. All players will arrive at the same place when they exit, and the location will be the present day equivalent of the future phone they used.
Time functions the same way in Psyren. If you spent 5 days in Psyren, then 5 days would have passed in the present time.
Their purpose in Psyren is to find out that the world they are traveling in is the future of their earth, Why the world ended up that way, when it occurs and how to prevent it. Of course it would be nice to know who is pulling the strings behind the so called game - Psyren.
How to Beat the Game:
The program is defined under the pretense of a game, therefore there are ways to finish the game. After the card is activated and a player is registered, the player can use the phone card to check the 'amount' left on the card. It is a number that starts at 50 and will deduct points for every trip the person makes to Psyren. More points will be deducted for difficult trips and less points for easier ones. When your number drops to zero, you have 'beaten' the game and will no longer receive the call to go to Psyren. Players can talk to exe players about the events in Psyren.
Activation of Psi:
After exposure to the atmosphere in Psyren, given some time, the body will react to the atmospheric change. It usually occurs after returning to the present time. However if prolonged stay in Psyren occurs, it will happen while there. The symptoms of such 'reaction' include but are not limited to, high fever, blood shot eyes, nausea... in other words, choose your poison(s), but it's not fun. When the adjustments pass, which they should by the next morning, a person should be able to take baby steps towards using psi.
Psi breaks down into three main parts. Burst, which is the manifestation of thought. This includes things like pyrokinesis, telekinesis, teleportation, and the like. Trance, which is the control of the mind. This includes abilities like mind control, telepathy. A rare case and extreme specialization of this gives rise to Visions, or foresight. Finally, Rise, which is the strengthening of the self. This will drastically increase a person's speed, strength, stamina, senses and or healing. A very rare case and also extreme specialization gives rise to Cure, which allows the user to impart their own rise abilities upon someone else and heal another.
All psi users can use all three on a fundamental level even if they do not have the aspect specialized. When I say fundamental I mean, if a person is not specialized in Burst, they will still be able to do very limited and relatively weak telekinesis. If not specialized in Trance, a person will still be able to hear words spoken via telepathy and converse back if another person establishes the connection. (Non psi users will not be able to hear telepathy.) if not specialized in Rise, a person will still heal at a much faster speed than a normal human. Now faster healing does not imply werewolf, vampire healing of wounds where an open cut and severed limb regenerates itself. Faster healing means, that if a wound normally takes 3 weeks to heal, it will take a psi user about 1 week to recover. This is under the situation of maximum rest where a body can focus it's psi on restoring the body. This does not apply if the person is still placed under stress of battle.
Humans only use about 10% of their brain capacity. There is a natural limiter that prevents humans from utilizing more and overtaxing their brain. However, the atmosphere in Psyren removes this natural limiter which gives rise to psi. Initial learning of psi will cause massive headaches until a certain amount of 'stamina' is built up to use more. Even after a person is well versed in psi, such overtaxing can still occur and it will kill a person if s/he over uses their ability.
Psi is unique to each person. It's development is a reflection of the person's environment and personality. It is only after long amounts of consistent practice that a person achieves a higher level and mastery of psi. I do expect powerful abilities, but I do not expect them to come into the level of full fledged mass destruction until at least the fourth call into Psyren.
Here are some examples of abilities, names are versatile, choose your own if you like, they just help me identify which is which. (The personality quirks that I've added to some are not necessarily true for those abilities, it's just an example to show how certain personalities give rise to certain abilities):
Menace - This is a specialization in trance, specific to the ability, visions it also includes a small aspect of rise, amplifying a user's ability to 'sense'. It allows the person to see immediate threat of death. Not as visions but as white bursts of 'danger'. A person with this sort of ability tends to be irresponsible. Someone who'd rather run from a fight than face it. Someone who prefers to find the easiest way out as long as it saves his own hide.
Cure - This ability as mentioned before is a focusing upon Rise. It also includes burst, manifesting or imparting your own rise abilities to another person. Depending on the person, cure will be able to heal wounds at a rapid rate. This is still not instant, but it is much faster than what normal psi users can heal at. Unfortunately, Cure cannot be used upon the user himself.
All Creation - This is also grounded in trance with some amount of burst. It allows the person to see and sense all psi 'particles' around the person, or using burst to manifest all psi signals. Using this ability, it is possible to recognize psi signatures since psi is unique to each person and track people based on the unconscious dispersion of psi into the environment. Tracking is only viable when there is no teleportation. Once someone has teleported away, the psi signature is lost. Development of this ability can allow the person to deflect psi attacks. Understanding an opponent's psi and how it is formed also gives the person an understanding of its weakness, which can result in the anti-psi power - delete, or the nullification of an opponent's psi. This is under the condition that the person using this understands the make up of an opponent's psi and can unravel it, it is by no means an end all be all ability. This is a fully developed psi ability. A person with this ability tends to be extremely calm, and very capable of gauging a situation. Level headed and has a tendency to almost over analyze.
Bishamon - This a burst ability. It creates countless fragile swords in the sky that would spin arbitrarily around the user. They are extremely fragile and will shatter without too much force. (This includes a person's slightly less stable psi waves). When shattered they fall to slice the opponent(s) to pieces. For those who watch/read Bleach, this is similar to Kuchiki Byakuya's Zanpakuto, Senbonzakura Kageyoshi. This is also a fully developed psi ability. It would be something that comes into completion after a lot of refining and practice.
Trick Room - This is a burst ability, focusing on teleportation. It creates two barely perceptible 'boxes' linked together and allows the user to 'download' from one box to another.
The Creator - This is a burst ability. It causes all things a person draws to become real, briefly. I'd assume someone with this ability is extremely creative, and of course enjoys drawing. Also, things drawn tend to be much more crude than what they would be in real life, it's quite obvious that something is not 'right'. This ability also does not allow you to impart psi abilities to the drawn items. (But they do tend to get enormously big) This is a full fledged ability.
Candyman - This is a mix between burst and rise. It allows the person's psi to mimic chemicals within the body. The way this works is the user can inject or ingest a small dose of certain chemicals or poison (small enough to not kill the person), depend on their own rise ability to heal themselves and then use burst to mimic the compound they injected and mass produce it around them. Because this is the user's psi, the poison in the environment will not affect the user (unless it explodes). It will act like any other chemical or poison gas would in the environment. A slight offshoot from this is the imparting of a virus. For the sake of preventing godmoding, transmission of a virus takes a certain amount of time with skin on skin contact with the victim. Also the amount a person can inject dictates how much gas the person can create. Therefore the more toxic something is, the less he can put into himself and the less he can reproduce of it into his surroundings. This is an ability that I'd see in someone who's slightly off his rocker. Partially because few people would consider injecting or taking poison into themselves just to 'see' what it'd do. Someone who is slightly self destructive, experimental, that already has a good background in chemistry whether it's because of a hobby or a profession. This is a full fledged ability.
Melchsee's Door- This is an extreme burst ability. It is a high density packaging of burst, that is extremely unstable and will have a tendency to seek out all psi sources within the area and destroy it. It destroys all things in it's path until it self destructs, regardless of the user's wishes. It is extremely hard to control and maintain, as well as taxing upon the mind. This ability is very dependent upon the person's mood, reaching explosive peaks when angry or unwell. Someone with this ability tends to be rash, and spontaneous. However being able to control such an ability takes someone who's willing to stick to his guns in a desperately bad situation.
These are not the only available abilities, the limit is your imagination. These are examples of what a person can obtain. Also, so far most of the abilities are listed as Trance and Burst, that does not mean someone who specializes in Rise is any less capable. Someone who specializes in Rise can be exceedingly resilient, like a tank in how much physical destruction they can endure and give out. Specializing also means the other areas of your psi will be weaker. So someone using burst or trance will be slower than someone who focuses on rise. It is possible to practice all three, and encouraged to do so, however if you are practicing areas that are not your specialty, results will be harder to obtain. (i.e. more taxing upon the mind, how easy your mind can maintain certain abilities etc.)
_________________________________________
What are we up against (tentatively) -
Certainly if we were just up against the elements, having abilities would make this quest a cinch. A meteor and even the described damage it had inflicted would be recoverable for the human race. Unfortunately, we are not. Strange creatures inhabit this earth that no longer sees the rays of the sun. These creatures are termed, Tavoo.
Tavoo is the result after a living being is embedded with a 'core'. This process is extremely painful and many do not survive the process. Of those that live through the process, many times the body will reject the implantation, causing their own death or strange mutations upon the body (Think monster and the like). Very few retain the memory of their previous life, let alone their will or their ability to think. Those that do survive with everything intact tend to be psi users or people that have a penchant for wielding psi.
Why embed the core? Without the core, psi users replenish the psi within their body at a certain rate. The core naturally absorbs psi from the futuristic atmosphere and replenishes the body at a faster rate than normal. It also sustains the body without need for physical nourishment by this process as well. All in all, it further aids the survival in the harsh environment that is the future. After successful implantation of the core, should the core be destroyed or disabled, the host will also die soon after.
Early on, we'll run into monsters that are what the opposition calls 'failed creations', mindless beings that are given the simple command to search and destroy. Probably after the second or third call, we can ramp up the level of danger we are facing.
___________________________________________
For now, this is an invite only group thread. Immediately, I need writers who want to play the part of those being teleported to Psyren. I would assume 4 to 6 people for this. These people, I would assume are new players, where this is their first visit to Psyren. Of which, I would like one of these people to eventually develop Cure. I will be writing a veteran player, where the character has been to Psyren once or twice before. We will be playing in the present (2010) and traveling 10 years into the future(2020). With the assumption that the meteor has crashed 1.5 years from the present.
Finally, I would need someone (or several someones) to play the opposing side, and be patient enough to wait for the plot to develop far enough to clash. At least wait until the characters develop some understanding of how the 'game' works. very Very late game, we can probably bring in survivors in the future that have been resisting the Tavoo, but that is hopefully something later in the story.
The opposing side would have fully developed abilities. Whereas the remaining players should focus on developing their abilities at a moderate pace.
If you are interested in joining, please PM/post your bio. Include in it what you hope their ability will eventually develop into as well as how you think the ability will link to their personality. You are free to take abilities I have listed before, or develop your own. Your imagination is your limit. Just please please please do not godmode. I would like this to be a story based thread and less of the mass orgy sort. This does not mean that I don't want sex to occur, but please do not make that the sole purpose of your ability. I want to see what people will do in these situations, how they will change the future because of what they discover, not how they will develop their abilities to have sex with as many people as possible.
This is the first time I've made a group thread, so please be patient with me. Please also be understanding that I am very nervous about this whole thing and nervous-ness tends to make me that much more of a control freak. If I'm not giving you enough space to operate, please please talk to me and I will try to relax. Let me know just what it is you want to develop so that I can also help move subplots and plots to the full capacity that they can be. I am always open to suggestions, lots of suggestions. There are a lot of things that are up in the air that are open for suggestion and discovery.
Thank you for reading this far. If you have any questions, please feel free to ask!
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