VampiricTouch
Cold Selfish Bitch
- Joined
- Dec 18, 2008
- Posts
- 3,895
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 across 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 by way of Psi. 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:
Players are chosen at random out based upon their age and ability to master Psi. The first call will register the person as a player in the game, and embed a Psi program into the player's body. This allows the player to be teleported into the future, and force the player to abide by "game rules", etc.
It starts with a survey. A small post card tucked into random magazines with a prepaid mail label. Typical questions with nothing out of the ordinary and a chance to win a cash card should people mail it in. Whether the survey is mailed in or not, doesn’t matter. It’s the process of filling out the survey that triggers the selection process. Selected players receive a card in the mail. When the card is used, the person is ‘saved’ as a player and finalizes the PSI program that will eventually teleport the player to Psyren.
The Call to Psyren:
On an average of every 2 weeks, all active players 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 a loading room. Here, the players will be briefed on the objectives of the game. They will be told the following:
Game Rules:
The exit is typically another ATM, as briefed in the loading room and indicated on the map. Once the exit ATM is found, the Psyren card can be used at the ATM to teleport out of Psyren. Even if the machine is not working, sliding the card into the machine will suffice. When a player finds the exit, that player will be teleported back to the same location as in their present time. In other words, all players will arrive at the same place when they exit, and the location will be the present day equivalent of the future spot they used.
Their unstated 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. Each registered player has a set number of points they start out with. Every trip to Psyren will deduct points until the number has dropped to zero. 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.
Choose a super power. The following is if you care about psi technicalities.
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. 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 combination of extreme specialization in Burst and Rise gives Cure, which allows the user to impart their own healing abilities upon someone else and heal another. Another rare ability, Visions, or foresight occurs by combining Rise (heightened senses) and Trance.
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 use can still occur and it will kill a person if s/he over uses their ability.
Psi is unique to each person. Its 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 a few weeks of practice have occurred.
More information to come as I sort things out. For now, I need to sleep.
In this 'future', an unknown entity(s) established a way to connect back to our present by way of Psi. 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:
Players are chosen at random out based upon their age and ability to master Psi. The first call will register the person as a player in the game, and embed a Psi program into the player's body. This allows the player to be teleported into the future, and force the player to abide by "game rules", etc.
It starts with a survey. A small post card tucked into random magazines with a prepaid mail label. Typical questions with nothing out of the ordinary and a chance to win a cash card should people mail it in. Whether the survey is mailed in or not, doesn’t matter. It’s the process of filling out the survey that triggers the selection process. Selected players receive a card in the mail. When the card is used, the person is ‘saved’ as a player and finalizes the PSI program that will eventually teleport the player to Psyren.
The Call to Psyren:
On an average of every 2 weeks, all active players 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 a loading room. Here, the players will be briefed on the objectives of the game. They will be told the following:
- One must find the "exit" for that round in order to conclude a round of the game and return to their world.
- A map with the start and end locations marked.
- An image of the exit ATM will be provided.
- A Psyren Card to leave Psyren when the exit is found
- Their point standing within the game. A player's points represent how far along the game they've gotten, and will be crucial in "Beating the game"
- Game Rules.
Game Rules:
- Losing the card in Psyren means, a player will be stuck in the Psyren until their card can be found.
- One may not tell non-players about Psyren.
- When one's game points have reached zero, one will have beaten the game and cannot return to Psyren.
The exit is typically another ATM, as briefed in the loading room and indicated on the map. Once the exit ATM is found, the Psyren card can be used at the ATM to teleport out of Psyren. Even if the machine is not working, sliding the card into the machine will suffice. When a player finds the exit, that player will be teleported back to the same location as in their present time. In other words, all players will arrive at the same place when they exit, and the location will be the present day equivalent of the future spot they used.
Their unstated 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.
- Death in the game is a literal death. Game Over, the body turns to ash. There is no reset, no resurrection, no "Try again".
- Time functions the same way in Psyren. If you spent 5 days in Psyren, then 5 days would have passed in the present time.
- You can bring things in and out of Psyren. Limited to inanimate objects you can pick up.
- Losing the Psyren card while in Psyren means the player will be unable to leave until the card is found.
How to Beat the Game:
The program is defined under the pretense of a game, therefore there are ways to finish the game. Each registered player has a set number of points they start out with. Every trip to Psyren will deduct points until the number has dropped to zero. 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.
Choose a super power. The following is if you care about psi technicalities.
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. 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 combination of extreme specialization in Burst and Rise gives Cure, which allows the user to impart their own healing abilities upon someone else and heal another. Another rare ability, Visions, or foresight occurs by combining Rise (heightened senses) and Trance.
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 use can still occur and it will kill a person if s/he over uses their ability.
Psi is unique to each person. Its 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 a few weeks of practice have occurred.
More information to come as I sort things out. For now, I need to sleep.
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