Horna is a novella I'm writing for Literotica and the world I created was so fun that I hadda turn it into an online RPG here. There are a few spoilers here, but nothing that reading through the first episode (once it's up) won't reveal anyway.
Horna is set in a post-apocalyptic world. The melting of the polar ice caps has flooded all costal cities and what's left of the dry land is polluted and inhabited only by degenerate strains of human mutations.
Horna itself is a floating city. Formerly a prison colony built into an arctic glacier, changing climates caused it to break away and drift along the prevailing currents. Powered by a cold fusion reactor and equipped with a state-of-the art hydroponics, it was intended never to require supplies from the outside world. It was the perfect prison, now it's the last bastion of humanity.
Collecting shanty cities in it's circumnavigation of the globe, Horna is now roughly the size of New York, Los Angeles, and London put together (and has about the same dimensions). However, despite it's status as the only civilized city on earth, it still remains very close to it's origins as a prison colony. Black market body modifications, illegal drugs, and gun running are rampant in the city.
In the midst of the struggle to transform a floating gulag into a metropolis your characters will arise.
Characters are created here, in the "Chop Shop". The Chop Shop is a mod parlor in the Sprawl run by Relmin, a ressurectionist who likes to "tinker". Unlike hackers who get their thrills by infiltrating secure data streams, resurrectionists enjoy mastering the complex human machine. Relmin pulls corpses from the "Seive", a massive filtration system that prevents garbage from washing out of the city and redirects it into the city's recyclers, and tries to bring them back to life.
For no other reason than "because he can", he's revived your character.
Naturally, you have no memory and, strangely enough, no implants or modifications. This gives Relmin the opportunity to create a new identity for you so that you can roam the city. Part of the process involves creating a bank account for you from scratch. The account is volatile and won't last longer than character creation, but it'll give you the money you need to purchase the clothing, weapons, and "enhancements" you'll need to survive in this harsh invironment.
Your blank retinal scan and fingerprints will provide you with 5 points to spend on character creation. You may allocate these points as you see fit along with choosing your name and other identifying characteristics.
Unfortunately, Relmin is a man of relatively modest means. The advanced nanotechnology that allowed him to repair your body on the cellular level costs quite a bit and as a result, he can only offer Mark I cyber-mods and civilian-grade weaponry. Advanced nano-tech and genetically engineered body parts are things you'll have to get elsewhere.
If you like, you can purchase a handicap that will allow you to gain an additional 3 points. However, these points come at a high price. A 1 point handicap would be something inconvenient but easily overcome like a chronic stutter or clumsiness which would impair combat or social interactions but not prevent them. A three point handicap would be something like technophobia which would prevent the character from interacting with just about anything in the gameworld without penalty. A two point handicap would be something that falls between the two.
Characters have three stats (this being a play-by-post RPG) which are Body, Speed, and Smarts. You begin with below-average stats in all three (hey...you've been dead all day) but can increase each by one point for the cost of...one point.
Stat Increase Prices (by Points)
+3...Terrible
+2...Very Poor
+1...Poor
0...Below Average
- 1...Average
- 2...Above Average
- 3...Exceptional
(Any further stat increases cannot be achieved without body modifications)
While choosing your character consider Relmin's reasonable prices:
MK 1 Endoskeleton - 2 Points
Increases Physical Strength by one point and allows the owner to use a feat of superhuman strength once per day. However, the MK I produces toxic wastes in this mode and the user is subject to mild seizures for an hour afterward.
The MK I Endoskeleton has five sockets to support further cybernetic implants. The endoskeleton is neccessary to support some implants but can only support universal or other MK I hardware.
MK I Neural Jack - 2 Points
Allows user to connect directly to the 'net' without the hassle of a keyboard. The enhanced interface increases Computer Skill by Two Points. However, the MK I cannot allow simultaneous consious and subconsious thought so users must enter a trance-like state to surf.
The MK I Neural jack has five slots to input skill chips. This hardware is neccessary to use skill chips.
MK I Civilian Body Armor - 1 Point
Not as cumbersome as the military model but it can stop small caliber rounds with decreased impact damage. The armor is made from a kevlar composite and resists cutting damage with equal efficiency. The civilian model is not heat-resistant and offers little protection against explosives.
MK I Military Body Armor - 2 Points
Somewhat bulky and heavier than the civilian model, the military model can withstand heavier caliber rounds, shrapnel from grenades, and a single point-blank shotgun blast. It's variable density design causes it to harden at the point of impact, absorbing more concussive damage
Weapons:
MK I 9mm Civilian Grade Pistol - 1 Point
This weapon is pretty much standard issue for college students and city maintenance workers. It holds twelve rounds plus one in the chamber for a lucky thirteen shots.
MK I 9mm Military Grade Pistol - 2 Points
This weapon has an increased rate of fire, better balance for more accurate shots and a larger clip. It holds seventeen rounds plus one in the chamber.
MK I Ion Disruptor - 2 Points
This weapon delivers 50,000 volts to the target, stunning a fully organic opponent and causing heavy interference in cybernetic hardware. Most bio-engineered organs can easily withstand such a shock though.
MK I Combat Knife - 1 Point
Better than bare hands.
MK I Combat Teeth - 1 Point
These hardened polymer teeth are capable of shredding steel. Included in the package is a sleeve that protects the tongue and gums, allowing the user to bite just about anything.
Implants:
Synaptic Accelerator - 1 Point
Generally increases the speed of user and allows for one feat of superhuman speed per day. This is a universal implant and side effects are dependant upon the quality of the endoskeleton.
Combat Reflexes - 2 Points
Releases synthetic adrenaline into the bloodstream to improve the user's combat ability. Side effects may include soreness and nausea. This effect is automatic, occuring every time adrenaline is released into the bloodstream.
Pain Dampaners - 2 Points
Interrupts pain receptors in the brain, allowing the player to fight without interference from such discomforts as gunshots and knife wounds.
Skill Chips:
Skills may be imprinted upon request - 1 Point per skill
Please, ask about our Black Market Specials.
- Relmin
Horna is set in a post-apocalyptic world. The melting of the polar ice caps has flooded all costal cities and what's left of the dry land is polluted and inhabited only by degenerate strains of human mutations.
Horna itself is a floating city. Formerly a prison colony built into an arctic glacier, changing climates caused it to break away and drift along the prevailing currents. Powered by a cold fusion reactor and equipped with a state-of-the art hydroponics, it was intended never to require supplies from the outside world. It was the perfect prison, now it's the last bastion of humanity.
Collecting shanty cities in it's circumnavigation of the globe, Horna is now roughly the size of New York, Los Angeles, and London put together (and has about the same dimensions). However, despite it's status as the only civilized city on earth, it still remains very close to it's origins as a prison colony. Black market body modifications, illegal drugs, and gun running are rampant in the city.
In the midst of the struggle to transform a floating gulag into a metropolis your characters will arise.
Characters are created here, in the "Chop Shop". The Chop Shop is a mod parlor in the Sprawl run by Relmin, a ressurectionist who likes to "tinker". Unlike hackers who get their thrills by infiltrating secure data streams, resurrectionists enjoy mastering the complex human machine. Relmin pulls corpses from the "Seive", a massive filtration system that prevents garbage from washing out of the city and redirects it into the city's recyclers, and tries to bring them back to life.
For no other reason than "because he can", he's revived your character.
Naturally, you have no memory and, strangely enough, no implants or modifications. This gives Relmin the opportunity to create a new identity for you so that you can roam the city. Part of the process involves creating a bank account for you from scratch. The account is volatile and won't last longer than character creation, but it'll give you the money you need to purchase the clothing, weapons, and "enhancements" you'll need to survive in this harsh invironment.
Your blank retinal scan and fingerprints will provide you with 5 points to spend on character creation. You may allocate these points as you see fit along with choosing your name and other identifying characteristics.
Unfortunately, Relmin is a man of relatively modest means. The advanced nanotechnology that allowed him to repair your body on the cellular level costs quite a bit and as a result, he can only offer Mark I cyber-mods and civilian-grade weaponry. Advanced nano-tech and genetically engineered body parts are things you'll have to get elsewhere.
If you like, you can purchase a handicap that will allow you to gain an additional 3 points. However, these points come at a high price. A 1 point handicap would be something inconvenient but easily overcome like a chronic stutter or clumsiness which would impair combat or social interactions but not prevent them. A three point handicap would be something like technophobia which would prevent the character from interacting with just about anything in the gameworld without penalty. A two point handicap would be something that falls between the two.
Characters have three stats (this being a play-by-post RPG) which are Body, Speed, and Smarts. You begin with below-average stats in all three (hey...you've been dead all day) but can increase each by one point for the cost of...one point.
Stat Increase Prices (by Points)
+3...Terrible
+2...Very Poor
+1...Poor
0...Below Average
- 1...Average
- 2...Above Average
- 3...Exceptional
(Any further stat increases cannot be achieved without body modifications)
While choosing your character consider Relmin's reasonable prices:
MK 1 Endoskeleton - 2 Points
Increases Physical Strength by one point and allows the owner to use a feat of superhuman strength once per day. However, the MK I produces toxic wastes in this mode and the user is subject to mild seizures for an hour afterward.
The MK I Endoskeleton has five sockets to support further cybernetic implants. The endoskeleton is neccessary to support some implants but can only support universal or other MK I hardware.
MK I Neural Jack - 2 Points
Allows user to connect directly to the 'net' without the hassle of a keyboard. The enhanced interface increases Computer Skill by Two Points. However, the MK I cannot allow simultaneous consious and subconsious thought so users must enter a trance-like state to surf.
The MK I Neural jack has five slots to input skill chips. This hardware is neccessary to use skill chips.
MK I Civilian Body Armor - 1 Point
Not as cumbersome as the military model but it can stop small caliber rounds with decreased impact damage. The armor is made from a kevlar composite and resists cutting damage with equal efficiency. The civilian model is not heat-resistant and offers little protection against explosives.
MK I Military Body Armor - 2 Points
Somewhat bulky and heavier than the civilian model, the military model can withstand heavier caliber rounds, shrapnel from grenades, and a single point-blank shotgun blast. It's variable density design causes it to harden at the point of impact, absorbing more concussive damage
Weapons:
MK I 9mm Civilian Grade Pistol - 1 Point
This weapon is pretty much standard issue for college students and city maintenance workers. It holds twelve rounds plus one in the chamber for a lucky thirteen shots.
MK I 9mm Military Grade Pistol - 2 Points
This weapon has an increased rate of fire, better balance for more accurate shots and a larger clip. It holds seventeen rounds plus one in the chamber.
MK I Ion Disruptor - 2 Points
This weapon delivers 50,000 volts to the target, stunning a fully organic opponent and causing heavy interference in cybernetic hardware. Most bio-engineered organs can easily withstand such a shock though.
MK I Combat Knife - 1 Point
Better than bare hands.
MK I Combat Teeth - 1 Point
These hardened polymer teeth are capable of shredding steel. Included in the package is a sleeve that protects the tongue and gums, allowing the user to bite just about anything.
Implants:
Synaptic Accelerator - 1 Point
Generally increases the speed of user and allows for one feat of superhuman speed per day. This is a universal implant and side effects are dependant upon the quality of the endoskeleton.
Combat Reflexes - 2 Points
Releases synthetic adrenaline into the bloodstream to improve the user's combat ability. Side effects may include soreness and nausea. This effect is automatic, occuring every time adrenaline is released into the bloodstream.
Pain Dampaners - 2 Points
Interrupts pain receptors in the brain, allowing the player to fight without interference from such discomforts as gunshots and knife wounds.
Skill Chips:
Skills may be imprinted upon request - 1 Point per skill
Please, ask about our Black Market Specials.
- Relmin