Post by Vanitypirate on Apr 19, 2016 18:49:42 GMT -8
See: This, for an easier read while the main post is WIP
Currently transitioning the old thread over with a revamp
RULES & ESSENTIAL MISC.:
Yes, there are some
"I" = Bloodtrailkiller
RULES
1.) I have the last word on all matters in this RP. There'll be dungeons and events that can happen without my sayso; but if I say something can't happen: it can't happen.
2.) Keep the smut and gratuitous sex in PM's. If you have to think if it's okay to write about, don't write it.
3.) PVP will be regulated by me, or a sub-DM, or (if BOTH are unavailable) an elected, temporary, DM. Be warned; an elected DM's actions can be retcon'd. It would be better to wait for a sub DM or me.
SUB DM's:
Vanitypirate
ESSENTIAL MISC.
You are free to explore and write in the world that I've made, as long as it's within the boundaries I've written out. You can have NPC's that run stores, or just walk around, or mention a location, as long as you keep in mind the other locations.
The easiest and preferred way is to keep custom locations below the surface level of The Crawler.
I'd also like to be informed if you're making a new location entirely; such as a store or the like. So I can make sure it doesn't interfere with anything :b
Inbetween areas of The Crawler are free to be presumed in appearance to your whimsy.
Introduction/Synopsis:
Essentially; the Darkest Dungeon is found out to be not just solely at the Darkest Estate, but in fact, across the globe.
There are countless Darkest Dungeons, leading deep into the center of the Earth. Each daring expedition results in madness, or fortunes; often both.
Magic slowly bleeds out from the larger parts of the world, metropolises and the like: technology, industry, the works essentially drain those wells in people. Instead, the magic pools inside those Darkest Dungeons.
Thus, magic is still active and permeating around the active RP zone.
Essentially; the Darkest Dungeon in this Cyberpunk world will face solid delving deep into the Darkest Dungeon; which runs kilometers into the Earth's surface.
Instead of different zones, there would be different depths.
All Darkest Dungeons are connected, which runs into a potential mechanic that I may or may not implement.
Built out of an "old" NASA rocket carrier. The RP would focus on the carrier seeking out the True Heart of the Darkest Dungeon.
From this base of operations, players would be relatively safe; and able to probe the various left-over datamines on the NASA carrier. Providing adventure within safety. The logs would reveal unrecorded probes onto other planets that disappeared with implied connections to even more, Darker dungeons outside of Earth.
The depth system would also apply to the Carrier; it moves slow enough that people can raid various depths to find riches or intel, or pathfind for the carrier.
However, it would add a level of... time to dungeon runs.
Runs that take too long, will find themselves under threat of being left behind.
Whereupon they would have to try and catch up: while fending off various terrors that lurk outside of the defenses that the carrier offers.
The Cyberpunk side of the Rp would come in with cybernetic augmentations; which are almost a staple point for non-magic users, but a balance factor for others.
Essentially, the cybernetic augments would act as permanent trinkets; never truly as good as their magical counterparts, but usually less negative.
The World
+The Dungeon+
The Darkest Dungeon is not alone; there are, in fact, many Darkest Dungeons. All are connected ; their presence becomes realized, and their spread managed but never truly quelled. Their true hellish depths are never fully probed. Time passes on, and attempts to explore deeper only prove to find more winding tunnels and caverns.
+TIMELINE+
2000's and Present are important to read
-The 1800s
By the 1800's, delving became a sport unto itself. Technology became a staplepoint in fighting off the initial depths. The deeper the expeditions went, however, the more dangerous the creatures became. By 1886, the delves slowed to a crawl. Inches were fought for in lives and blood, with the expeditions eventually stagnating entirely.
Magic begins to ebb away around 1891, Magic in the known world dissipates with the advances of industry and technology. Bleeding away from the world and pooling in and around the Darkest Dungeons.
-1900 to 1950
The revelation of Dungeons being connected comes in 1911, when an expedition launched in 1909 finally flees in desperation, upwards. They were an American team, and end up surfacing in Iceland. The revelation is called 'The Naddod Event', named after their expedition's leader, Nathaniel Naddod Carthridge. Larger expeditions are attempted, but most government pushes end up fruitless. Attempts to flush out the tunnels with fire and explosives only serves to make the land evermore inhospitable, and in turn, more difficult to delve into.
Walling off and securing the perimiters around the Dungeons has proven to be the most successful, albeit an active operation by many communities and governments.
-1950 to 2000
By 1945, with the end of World War 2 and the atomic bombs being dropped on Nagasaki and Hiroshima, were pointed towards the Darkest Dungeons.
Attempts were... catastrophic.
Only one was detonated, along the border of Mexico and the USA; the explosion caused a massive cave in for 67 miles. The explosion resulted in a crack which opened up a longer and, inevitably, more perilous vigil along that opening.
The crack stretches from Eloy, Arizona to Magdalena, Mexico; averaging about two to five miles across.
Attempts to probe the Darkest Dungeons fell under the forthcoming Cold War; delves with sophisticated military technology became as much a competition as the Space-Race.
Where Russia got the first probe into orbit with Sptunik, the USA established the first elevator into the depths of the Darkest Dungeon. Granted, this elevator became compromised as it intersected countless tunnels that were ultimately too difficult to manage; as well as penetrating into the lair of that best left undisturbed.
Russia succeeded, as well, in establishing a heavily fortified foothold some depths into the Darkest Dungeon, where the USA put a man on the moon.
Fortresses built by other nations followed suit, making some headway into those Depths; even making their trinkets a commodity. The elevator system too became a popular means of entering the fortresses and getting a headstart in the delve. Shorter, more fortified elevators were designed; outposts of sorts were made wherever they stopped.
-2000 to present
Come the 2000's, a surge of creatures raged against the adances; most chiefly against the Russians' innermost fortress. The Fortress stood, but many other portals into the Depths resulted in overflows of military areas.
These overflows resulted in Dark Zones, where the area around a Darkest Dungeon becomes compromised; the UN and local government's attempting to contain the infection to varying degrees of success.
Regardless of the doom-sayers, the event was not the end of the world. While progress was pushed back in many areas (exempting Russia), the assault from the Darkest Dungeon itself was stopped, albeit previous headway had to be regained, often by social groups; most governments having long abandoned any active funding to those expeditions.
Content were many governments to simply defend against that which crawled from the unknowable Darkness of the Dungeons.
So it stayed, many years passed, the Dungeon's once again fell into stagnation, idleness... Delves were not made, push backs were minimal, personally funded.
Five decades would pass of idleness; technology advancing in its slow, cancerous way.
Advances in medicine made most everything treatable, but for the most deadly of cancers, ironically. Weapons became easier to produce, though their deadly designs remained simple enough; to those who could afford it, arc-weaponry was an option.
Personal armor, however, found several advances; chiefly around and to combat the Darkest Dungeons. This was primarily due to magic being required to power some of the more advanced designs, shields of Light and Occult design were too made; making active defense against magicks all the simpler.
Easier production of graphene and other rare compounds and alloys too contributed to making armors without the reliance on magicks.
Those who now delve into those Darkest Depths, are often seen as manic; insane for their 'Hobby'. Though, their fruits are often highly treasured; ancient trinkets and baubles of eldritch design and magickal essence; they find a price, and thus, a reason to keep going back. They are called Dark-Delvers...
-Present to 2056, The Crawler's current year
And so, after almost a century of stagnation, in 2056; of gestating industry and gluttonous consumption, the largest non-governmental expedition of the century:
scrappers, scavengers, scientists, soldiers, teachers; persons of all walks of life, pool their fortunes into one push to put an end to the Darkest Dungeon.
Led by one simply named, 'The Contractor', an aged NASA Crawler-Transporter from 2012, purchased at a scarcely purchaseable price, pushes into the depths of the Darkest Dungeon, seeking out the Heart of Hearts within those arteries of shadows and eldritch horror.
Most of those funding the expedition found their money put into contracting expeditioners, or constructing the fusion reactor which provides a theoretically endless amount of energy to push the Crawler forward; however, it is prone to overheating if pressed. A massive grinder is also set into the front of the Crawler, to push through to the next largest vein. A seismic sensor grants a short-ranged gauge on where that next vein will be.
-Classes-
Classes act not as strict boxes to fit oneself into, but rather, to give other players and DM's a gauge on the skills and knowledge of your character. It should also help avoid person's who know everything or can professionally do anything.
Classes are more akin to one-word TL;DR's of your character and their skills. You are welcom to mix and match classes as you please.
Dark-Delver
-Man-Hunter or Trinket Thief
Man-Hunter: Med. Accuracy, High Damage, Focus on one Enemy and Marking them. Can keep one ally from perma-deth
Trinket Thief: High Accuracy, Low Damage, Focus on Marking many, improving allies and personal speed.
[Bounty-Hunter / Graverobber]
Men and women devoted to the thrill of scowering the Depths like rats in a sewer. These Delvers are excellent in finding loot, and combating the Eldritch and their fellow man; though they usually run from The Dark and Light alike. They stray away from religion, preferring the boons and hexes of their valuable trinkets.
Man-Hunters aren't afraid to pull out whatever weapon they feel comfortable with; though they prefer to pack light. Flashbangs and flares help expose the enemy for a well placed shot, to avoid breaking any valuables they might be carrying.
Trinket Thiefs aren't violent people; it's just a matter of the trade. They prefer poisoning their enemies with dart-guns or gas-grenades; stunning them. A blackjack is usually on their hip to knock a fellow silly. Or to get that extra reach to nab a sparkly necklace.
Capable of using tech and magic alike; but neither in expert ways.
The Journeyman in all, but Master of none.
Volunteer
Hotshot or Beast-Master
Hotshot: Low Damage [V. High Crit Damage], High Accuracy; Focus on one or many enemies; all about DPS, cannot mark, but benefits greatly from it.
Beast-Master: Med.Damage, Med.Accuracy. Focus on debilitating many enemies, or decreasing mass-stress
[Arabalest / Hound-Master]
Those who have seen the Darkest Depths destroy their homes, their families, or just their lives. These fleshlings seek to end the Darkest Dungeon for the betterment of all; perhaps the most admirable of the contracted. While their purposes vary, they're almost always capable of standing their ground, against The Dark, The Eldritch, and The Light. Though, they don't usually see a reason to kill their fellow man, they will do it; begrudgingly.
Hotshots usually use a long-rifle, or pistols. Whereas a Beast-master is never without a companion: of the flesh, or the machine... Or both.
Capable of using Tech and Magic, but favor Tech
An all-around fair DPS. Can surpass others in damage; but reliant on luck. Very useful against Eldritch foes.
Psychopath
Punk or Quiet-Man
Punk: Low-Damage, Low Accuracy. Party Buff, Enemy debuff.
Quiet-Man: Low to High Damage, Med Accuracy. AOE and personal buff.
[Jester / Abomination]
Back-Alleys, slums, and behind iron bars make up the blur of a life these men and women experienced. Running from something, or towards it; these manic individuals find solace in this madness. They slay by whatever their souls fancy. Not rightly bad people, just bad by inheritance.
The Quiet-Man wields only the simplest of pistols; though his true damage comes from his ability to morph into an abomination. A monstrosity; of tooth and claw, his unbridled wrath and sorrow can end friend and foe alike, if not controlled.
The Punk is good with a switchblade, and better with the tunes. Knowing just the right song to pick for the setting, and just what to piss off the enemy.
To call their violent flailing 'fighting' would be an insult to the lowest dregs. Crazed swinging is rare to hit, but when it does; it leaves a mark...
The unnatural, the deranged; practically a Sunday evening for men and women of this caliber. They've been living in this kind of world for longer than others, in one way or another; they're more at home with the madness than without.
Para-Military
Heavy-Gunner or Special-Forces
Heavy Gunner: Low Accuracy, High Damage, buffs for ally damage and AOE attacks, can keep one ally from perma-deth
Special Forces: Med. Accuracy, Med. Damage, focus on protecting allies and improving their stress or aim. Can keep two allies from perma-deth.
[Leper / Man-At-Arms]
Working for the heaviest better, the Para-Military is an indisposable powerhouse of Man-Made pain. Guns, Grenades, Blades, Rockets, and Cybertech; they use it all. If it can kill a man, you can bet the Para-Military has used it. While not altogether used to, and much less comfortable in The Depths, their steely veterancy and sheer will should keep them alive long enough to become an indispensable ally.
Heavy Gunners usually use a heavy machine gun or autocannon; with a secondary rocket launcher for the kicker. Their own body is usually weighed down with ammunition, but they can better adjust their comrade's damage with field-modifications to their ammo, grenades, or stims.
Special Forces like to pack for any occasion. With a shield-generator to help shield their allies, and grenades to stun or muddle up the enemies position, they're quite handy. They usually use a rifle of sorts; an assault rifle or DMR, the work-horses.
Wholly unaccustomed to magic, but unparalleled in weaponry, the Paramilitary can gun down anything that can be gunned down. They're barely attuned to magic, and respectively, the most resilient to it.
The Dark, The Light, the Eldritch; if it bleeds, the Paramilitary can kill it.
Doctor
Surgeon or Stim-Master
Surgeon: Low Damage, Med. Accuracy, focus on healing single targets for high amounts or crippling one foe. Can revive on the field to stable.
Stim-Master: Med. Damage, Low. Accuracy. Focus on giving buffs to whole party, or debilitating many enemies. Can revive temporarily on the field.
[Plague Doctor]
Military, Civil, or Back-alley; an indispensable healer on the field. The fields of medicine are capable of healing some of the most terminal wounds, for at least a few hours. The Doctor sees no reason not to use both technology and magic to practice the art of keeping their fellow flesh-bag alive, or angry. Or both. Indifferent to both The Dark and The Light, depending on their needs; they're almost always infatuated with the Eldritch. To a dangerous degree, for some.
Surgeons usually have to rely on their speed, and their patients to soak up the blows and sock the enemy in the face. But they usually have a tazer or small pistol for self defense.
Stim-Masters are not so humble; an SMG or shotgun is usually slung about their waist, and they like to take samples of their own stuff to get an edge in avoid hits, or taking them.
While almost entirely incapable of delivering the killing blow: vile concauctions or 'field-stims' help give debilitate the enemy or bolster their allies. Tech and magic weave together to make the best doc around.
The Dark and Light are simply means to an end, and the Eldritch are always so interesting to the doctor's critical eye.
Zealot
Zealot of Light or Dark
Zealot of Light: High Damage, Med. Accuracy. Tank/healer; can buff fellow brothers or sisters, can stun many enemies. Can keep one ally from permadeth, can revive fellow religious.
Zealot of Dark: High Damage, High Accuracy. Dangerous DPS: attacks can have dangerous backlashes. Quite soft. Can sacrifice one ally if on Death's-Door
[Crusader / Occultist]
Religion... the most prominent cultural phenomena of the human race. Most believe one vein or the next; but none match the Zealot in sheer belief. While usually incapable of much in the way of magic, their determination and willpower can move mountains. While most doctrines of The Light put shame on those who use guns, the blade and the explosive are far from frowned upon. As stated, they are unattuned to the Light; but that does not mean The Light is ignorant to their faith. If their zeal is truly inspiring, it can rouse a measure of magic to lend aid to the Zealot; be it healing or protection.
There are, however, those Zealots who practice the Dark-Arts. They are often less... physically imposing than those of The Light. But, they are not to be taken lightly. Bearing fetishes of skulls, pelts; sometimes of their fellow man, Dark Zealots are in a realm of intimidation that strikes into the darkest recesses of mankind's fear. These Dark Zealots are often pushed to the fringes of society; and most would have it no other way. Their Dark Gods demanding bloodshed and violence for its own sake: their own bodies a host of their sacrifices.
Zealots of Light rarely use guns; if anything, a high power pistol or short-shotgun at their hip for emergencies. Usually, they wield massive powered weapons: either powered by the Light's favor, or technologies boons. Some trade off their massive weapon for a shield.
Zealots of the Dark are indiscriminate in their weaponry; though they idolize their Dark Gods as enough for damage. Some of those less favoring their gods may use any manner of weapon. Though, they rarely do little more than pull the trigger and hope their Gods favor them.
Most Light Zealots are devastating in melee; utilizing heated blades and flashbangs to stun the enemy and cut them to shreds. It's a fine balance, between technology and magic to maintain absolute faith..
Anything but The Light is frowned upon and looked at with scrutiny and disgust veiled with the barest of manners.
Those of the Dark, however, find a fascination with using their comrades as meatshields while they conduct hexes upon the enemy: rending them to shreds with bloody hands or cursing them with the mark of sacrifice for their Dark Gods. Meat and metal mold to the needs of this Dark individual, whatever helps them get the sacrifice...
They see all fit for consumption; Their fellow Dark, the revolting Light, and the delicious Eldritch. There is no discrimination.
-Magic and Cybernetics-
As stated previously; Magic has bled away from the world, and now coagulates in the Darkest Dungeons. With the delving of the Crawler, magic will be prevalent and strong; growing stronger the deeper the Crawler goes.
However, the stronger a person's magic becomes, the less in-control of that magic they become. With great power comes great responsability, that jazz. With that in mind, Cybernetics help keep that magic tame, but mute the magical ability quite a bit; a person's magical strength and pool both take a hit, though they become more in control of these smaller powers.
Most of those attuned to the Light, or fetishes akin to it, usually stem away from the cybernetics; as losing control of their powers is rarely deterimental. Ie; a blinding flash might follow up with an electric snap that hits those corrupted by Eldritch designs. Though, the Light is very punctual in its strikes, the stronger and more attuned the user becomes. Neutrals, such as hostile delvers, will be almost wholly immune to the strongest Light attacks. Whereas monstrosities are quite susceptible. The Eldritch abominations deep within the catacombs of the Depths will take a middle ground in that damage.
However, those playing with the Dark, will find their wild magicks dangerous; as per quo. The damage is indiscriminant; capable of rending Dark, Light, and Eldritch alike in their whorls. Friend, and foe, will be struck if they lose their control... It is not uncommon to find the Occultists brandishing Magick-Capacitors grafted into their flesh: vacuum-tube looking devices that help contain arcane energies, which help hold back some of the more violent attributes of the Dark Magicks. However, they are not an absolute resolution; capacitors can be overloaded, and/or broken by external forces. Results are... mutilating.
-The Crawler-
//WIP Reference//
Layout:
Roughly 100 meters long, 85 meters across, and roughly 23 meters tall, basely, the Crawler is a small, moving, civic center. All along the edge of the Crawler are various hardpoints and mounted weapons to fend off any pressing assaults by the Darkest Depth's denizens.
A motel of sorts offers rooms for all... expendable staff. It lays at the center of the Crawler, with a burned up rocket ship hoisted above it, 'Red Rocket' in neon glows vibrantly across the white hull. The building itself is made out of grayed slabs of scrap-metal, bolted and welded spontaneously together, with signs and fetishes of neon and LED lights flashing blindingly across the oiled hull. Each sign broadcasting one shop or the next for food or other means of... satisfaction.
-Points of Interest From the Center/Red Rocket:
Directly north is irrefutably the most civil looking building; granted, only because a funder works there himself. Made out of cost-effective cubes; the building shines with a corporate grey and muted green palette, a simple red glowing cross shines steadily just above the twin-paned glass doorway. The building is a flat one story tall, though means of improvement are plain and ready.
To the west of the Red Rocket is a humble chapel, scarce more than a gazebo surrounded by mock grave-stones, designed out of metal frames and LED panels, the graves are little more than either urns of ashes, piles of ceremonial stone, or for those who can afford it, a rightly coffin... usually made of metal. A dead man is rarely picky. The Gazebo hosts a hatch where one can descend into a broad avenue of rooms advertising this religion or that, to satisfy any religious need.
To the East is both the main training regime, and the most visited shoppe on the Crawler.
A barracks run by a veteran Dark-Delver, one who's plunged into the Darkest Depths, to scarce survive, leads various workout regimes and training routines to forge new recruits and long-toothed fighters alike in the ways of fighting the Unknowable Enemy.
Beside it is a "Military Surplus" store, at least, that is what they call it on the official reports. Truthly, the Black Market flourishes in the Darkest Dungeon, providing a net of security in the surrounding danger.
Obtaining goods is always tricky, but most hired expendables are more than willing to get their hands on some gear or money for a simple run to one of the nearby elevators.
To the South of the Red Rocket is the Main Bridge; where the Contractor, and all the more important staff members reside. The tower is... well, tall; towering simply above all else with an all-encompassing view that lets one see everything outside, while nothing sees its inside. Entrance is rarely permitted to the Expendable Members, most contracts will either be taken from a notice board, or inputted by the Member themselves.
There are various small shops and apartments set up throughout the Crawler, usually demanding a higher price than what can be found in the Red Rocket, though for plainly better quality.
-People of Interest-
Just Spitze, Das General Barkeep
Spitze runs the top-most floor of the Red Rocket, with a tavern of sorts. He also supplies the most basic rooms and foods, his restaurant serves a blend of oriental noodles and German sausages.
Spitze stands at a heavy 6'5", with a heavy body and thick corded muscles; his face is chiselled to the point of ridiculousness, with a heavy red-grey beard and short mo-hawk donning his scalp. His skin is always a reddish hue, with various cybernetic plugs marking his shoulders and arms. He usually wears a typical chef's apron over his admirable belly, with simple jeans covered by rubber, to keep the blood and unkind fluids off his clothes. He boasts two spidery arms that pop out of boxy contraptions behind his shoulders, that help in cooking. His left hand is gone, and in its place is a simple spike, hence his name. Spitze is a quiet Deutsche giant, and humble to boot; he is also generous and often gives free bowls of ramen to any who ask, a better option to the brick-ish rations distributed by The Contractor.
Courtesan Liesel, the Pleasure-house Head Mistress
Liesel owns the more... accomodating chambers of The Red Rocket: cubicles with air conditioning, heaters, and other commodites; even entertainment sets of holograms and VR's. She runs a high price; and an even higher price to use one of her 'Deep-Wife' companions.
Liesel speaks in an eloquent English accent, demanding respect and awe with every finely crafter syllabel. She is, herself, rather plain looking Asian-American: if not for the half-plastic face that mimes a porcelain mask on her left side. Dark hair covers her left facing, while curled and shocking red locks of hair adorn the right. Her one good eye is a simple grey pool of temptation, with fine eyebrows and lushious eyelashes. Liesel stands at about 5'4", with a thin frame and nothing too outwardly beautiful or ugly. A series of Full-Reality ports line her spine, she usually plugs cosmetic spines throughout for an exotic flair.
She has a penchant for red; expect red curtains, red LED strips, and red pillows.
Sergeant Artem, the Trainer
Artem trains the regiments of freshbloods; a man from the Baltics, he boasts a Russian lineage that he is almost too proud of. He stands at 7' with his body riddled with cybernetic amplifiers, from scalp to sole. A exoskeleton is bored into his skeletal structure, a permanent improvement. His eyes are steely flints that fit his mountain like face; fitted with a stubby peak of a nose and high cheekbones. His thin lips are always pulled into a scowl, thanks to the multitude of scars on his face. His head is completely shaven.
Unsurprisingly, he speaks with a harsh, but understandable Russian accent. Despite all this, he is a surprisingly jubilant trainer. Rarely does he order without laughing afterwords. He often grins with his array of metal teeth...
Zestrelic the Arms Supplier
Zestrelic is a Polish man who operates and handles Black Market deals; from orders to refunds. He stands at a hunched 5'6" with augmentations to his eyes and legs; his hands have doubly been replaced with cybernetic dupes, tools are fitted into the fingertips. He is usually shrouded in a variety of different cloaks, hood pulled up and around his face as well as being tight about his spidery frame. He usually doesn't wear a shirt; as most of his torso has been replaced with exo-dermal hard-plastic plating. Heavy and baggy combat pants hide the extensive clockwork of his legs, though it does little to hide to the sounds hissing from the joints. He also moves barefoot; his soles being plated with studded steel. His scalp is about as bald as the rest of his body; and a hawk like face is marred with the cracks and mountains of a well experienced man, a permanent scowl rests on his face. He's rather curt, and often tries to keep things business related.
The main front of the store is general supplies; MRE's and glowsticks, along with other utilities like rope or medical kits. However, underneath within the bowels of the Crawler, is a swarming rats nest of smugglers and dealers, from guns and blades, to armor and explosives, to drugs and magical fetishes. The entire underside of the Military Surplus store is bathed in bright neon strips and an ever present dull red light.
Doctor Hakimi, the Doctor
Ouph Hakimi is the medical doctor and one of the funders of the expedition; managing the main, small, hospital at the fore of the Crawler. With a height of 6' to his name, Dr.Hakimi is all official with only the barest semblence of business-filtered humanity coming out when it comes to healing up those who drift in and out of his hospis.
A mop of lightly curling hair in a combover sets itself on top of Dr.Hakimi's sloth-like face; his lips always seeming just about to sigh as his emerald eyes drift from one patient to the next. He often wears the symbollic white lab coat of a physician, sleeves rolled up to reveal his index finger on each hand being replaced with a cybernetic replacement that has a retractable razor and injector. His left eye also glows a simple white hue, signifiying an augmentation, the other is a flat and borish brown. His voice is droningly articulate, with a small hint of Arabic descent.
His office within the hospital mirrors all the stereotypes that follow the typical bigwig corporate buildings; though there is always a fresh stain of blood or ichorous black goo marring the otherwise calming and clinical white and green of the interior. The building itself is almost identical room to room; the undeniable economic factor of the cube-like add-ons only serves to remind those diving into the Depths that there's still a world topside, outside of the occasional datastream that echos through the Depths.
-Miscellaneous-
Food on the Crawler will range on one's ability to pay for it. From barely edible rations, to full on, hand-made, cup-a-noodle. Oh and lobster, if you can find someone to cook it.
The year is 2056; Technology has advanced quite a bit. There are no flying cars, no acting and fully independant AI. But there are cybernetic augmentations, full-sim VR, hyper-realistic imagery, Semi-sentient drones, Holograms, Full-Reality Sims (FRS) etc. etc.
Full-Reality Sims are specially designed entertainment pieces that require a person sit in a specialized chair that locks them in while a specialized jack slots into the base of their spine and fully immerses a person in a reality.
Robots are a thing; though only on the most base levels; humanoid ones are usualy for waiter-ing services and can do little more than take and deliver orders.
AI was curbed and is a very hush-hush topic; mostly because mentioning it, and much less dabbling with it has resulted in even quieter disappearances. A few notable mentions are:
The Mardock Murders of 2039: Where a Japanese programmer tried to incorporate sentient thoughts into, essentially, a sex-doll; only for the doll to gain absolute sentience and question reality, and respectively, its abusive owner. When it realized it was in a less than respectable situation, it killed its owner and investigations turned up little more than a missing arm and gel-residue from the respective doll. A strain of murders of various typically less-than-respectable hermits came from this; eventually the murders died away, and the case was considered closed by the Japanese government.
Section 9: When DFKI finally produced manufacturable and consumer grade AI, results were ecstatic in 2040. The surrounding area of Kaiserslautern, Saarbrucken became filled with sentient, serving, AI. Worries arose when the AI began questioning their existence, and saught out their own goals; and the operation was swiftly and immediately terminated. The event was swiftly flushed and media outlets were bought out to not report on the event. But, the net has a way of getting things into its web...
I, Bloodtrailkiller, will be accepting and denying submitted Character Sheets. You cannot RP until I have accepted your CS.
-Questions and Answers-
Q: What are the available classes?
A: Classes in the sense of the Darkest Dungeon RP and Game are not present here; instead, there are professions or even simply hobbies. These will act as simple guidelines and references for your characters. I'm also open to different classes, as I said, these are just general layouts.
Ie; a military man might reference to the Breakout's of 2000 or the like.
Essentially, Classes have been formed as a one-word Backstory.
Q: How are the Expendables paid? What is the currency?
A: The general currency is the Credit; an acting means of money that the Contractor will pay out upon the Grand Expeditions end.
Credits will be earned primarily through going on expeditions; however, special instances, such as volunteering to work on the internals of the Crawler or going out on a supply run will serve as some safer means to earn credits and favors; chiefly to obtain that little bit of cash for the next
Q: How will we, the players, pay for anything?
A: As an Expendable, you are given only the basics of neccessities.
Rations to keep one alive, just barely.
A room to sleep in.
And some religions that don't demand a tribute.
Other stress-reliefs, better food, weaponry, augments, and housing will have to be paid for by the Expendable by the money they earn from expeditions.
Q: How many characters can we have?
A: Just one; make it count. This is to promote making more worthwhile characters, as well as to have a more coherent thread. Both for my sake, as the regulator, and for everyone else.
Q: If we can only have one, what if one dies?
A: Then make another You can only have one /active/ Character, I suppose I should clarify.
You can only actively have one character interacting, RP'ing, or otherwise riddly-diddling about.
Even still, It'd be best if you kept only 3 characters around. one active, two reserve.
-Character Sheet [CS]-
* = Required
You can only have 1 Active Character. And 2 Reserve Characters, if one dies or there's a time of stagnation in the RP.
Remember that you're making a starter-character: they won't be great at everything, they won't have all the best gear.
Answers can be as open or hidden as you want.
*Name:
*Age:
*Gender:
*Class:
Skills:(Great Welding, Decent knitting, Bad cooking, etc. etc.)
Ethnicity:
Accent:
Height:
Weight:
Cybernetics:
Items:
*Appearance:
Reference Images:
*Biography:
Fill out your CS and make a first post, this process should be done for any new character.
Initial posts should have the character already on the Crawler. Though, there are other more creative options;
Such as being part of a reinforcement party arriving on a vehicle, or dropping down near the Crawler inside a Deep-Elevator.
See this list for all of your character sheets.
See this link for the original post.
Currently transitioning the old thread over with a revamp
RULES & ESSENTIAL MISC.:
Yes, there are some
"I" = Bloodtrailkiller
RULES
1.) I have the last word on all matters in this RP. There'll be dungeons and events that can happen without my sayso; but if I say something can't happen: it can't happen.
2.) Keep the smut and gratuitous sex in PM's. If you have to think if it's okay to write about, don't write it.
3.) PVP will be regulated by me, or a sub-DM, or (if BOTH are unavailable) an elected, temporary, DM. Be warned; an elected DM's actions can be retcon'd. It would be better to wait for a sub DM or me.
SUB DM's:
Vanitypirate
ESSENTIAL MISC.
You are free to explore and write in the world that I've made, as long as it's within the boundaries I've written out. You can have NPC's that run stores, or just walk around, or mention a location, as long as you keep in mind the other locations.
The easiest and preferred way is to keep custom locations below the surface level of The Crawler.
I'd also like to be informed if you're making a new location entirely; such as a store or the like. So I can make sure it doesn't interfere with anything :b
Inbetween areas of The Crawler are free to be presumed in appearance to your whimsy.
Introduction/Synopsis:
Essentially; the Darkest Dungeon is found out to be not just solely at the Darkest Estate, but in fact, across the globe.
There are countless Darkest Dungeons, leading deep into the center of the Earth. Each daring expedition results in madness, or fortunes; often both.
Magic slowly bleeds out from the larger parts of the world, metropolises and the like: technology, industry, the works essentially drain those wells in people. Instead, the magic pools inside those Darkest Dungeons.
Thus, magic is still active and permeating around the active RP zone.
Essentially; the Darkest Dungeon in this Cyberpunk world will face solid delving deep into the Darkest Dungeon; which runs kilometers into the Earth's surface.
Instead of different zones, there would be different depths.
All Darkest Dungeons are connected, which runs into a potential mechanic that I may or may not implement.
Built out of an "old" NASA rocket carrier. The RP would focus on the carrier seeking out the True Heart of the Darkest Dungeon.
From this base of operations, players would be relatively safe; and able to probe the various left-over datamines on the NASA carrier. Providing adventure within safety. The logs would reveal unrecorded probes onto other planets that disappeared with implied connections to even more, Darker dungeons outside of Earth.
The depth system would also apply to the Carrier; it moves slow enough that people can raid various depths to find riches or intel, or pathfind for the carrier.
However, it would add a level of... time to dungeon runs.
Runs that take too long, will find themselves under threat of being left behind.
Whereupon they would have to try and catch up: while fending off various terrors that lurk outside of the defenses that the carrier offers.
The Cyberpunk side of the Rp would come in with cybernetic augmentations; which are almost a staple point for non-magic users, but a balance factor for others.
Essentially, the cybernetic augments would act as permanent trinkets; never truly as good as their magical counterparts, but usually less negative.
The World
+The Dungeon+
The Darkest Dungeon is not alone; there are, in fact, many Darkest Dungeons. All are connected ; their presence becomes realized, and their spread managed but never truly quelled. Their true hellish depths are never fully probed. Time passes on, and attempts to explore deeper only prove to find more winding tunnels and caverns.
+TIMELINE+
2000's and Present are important to read
-The 1800s
By the 1800's, delving became a sport unto itself. Technology became a staplepoint in fighting off the initial depths. The deeper the expeditions went, however, the more dangerous the creatures became. By 1886, the delves slowed to a crawl. Inches were fought for in lives and blood, with the expeditions eventually stagnating entirely.
Magic begins to ebb away around 1891, Magic in the known world dissipates with the advances of industry and technology. Bleeding away from the world and pooling in and around the Darkest Dungeons.
-1900 to 1950
The revelation of Dungeons being connected comes in 1911, when an expedition launched in 1909 finally flees in desperation, upwards. They were an American team, and end up surfacing in Iceland. The revelation is called 'The Naddod Event', named after their expedition's leader, Nathaniel Naddod Carthridge. Larger expeditions are attempted, but most government pushes end up fruitless. Attempts to flush out the tunnels with fire and explosives only serves to make the land evermore inhospitable, and in turn, more difficult to delve into.
Walling off and securing the perimiters around the Dungeons has proven to be the most successful, albeit an active operation by many communities and governments.
-1950 to 2000
By 1945, with the end of World War 2 and the atomic bombs being dropped on Nagasaki and Hiroshima, were pointed towards the Darkest Dungeons.
Attempts were... catastrophic.
Only one was detonated, along the border of Mexico and the USA; the explosion caused a massive cave in for 67 miles. The explosion resulted in a crack which opened up a longer and, inevitably, more perilous vigil along that opening.
The crack stretches from Eloy, Arizona to Magdalena, Mexico; averaging about two to five miles across.
Attempts to probe the Darkest Dungeons fell under the forthcoming Cold War; delves with sophisticated military technology became as much a competition as the Space-Race.
Where Russia got the first probe into orbit with Sptunik, the USA established the first elevator into the depths of the Darkest Dungeon. Granted, this elevator became compromised as it intersected countless tunnels that were ultimately too difficult to manage; as well as penetrating into the lair of that best left undisturbed.
Russia succeeded, as well, in establishing a heavily fortified foothold some depths into the Darkest Dungeon, where the USA put a man on the moon.
Fortresses built by other nations followed suit, making some headway into those Depths; even making their trinkets a commodity. The elevator system too became a popular means of entering the fortresses and getting a headstart in the delve. Shorter, more fortified elevators were designed; outposts of sorts were made wherever they stopped.
-2000 to present
Come the 2000's, a surge of creatures raged against the adances; most chiefly against the Russians' innermost fortress. The Fortress stood, but many other portals into the Depths resulted in overflows of military areas.
These overflows resulted in Dark Zones, where the area around a Darkest Dungeon becomes compromised; the UN and local government's attempting to contain the infection to varying degrees of success.
Regardless of the doom-sayers, the event was not the end of the world. While progress was pushed back in many areas (exempting Russia), the assault from the Darkest Dungeon itself was stopped, albeit previous headway had to be regained, often by social groups; most governments having long abandoned any active funding to those expeditions.
Content were many governments to simply defend against that which crawled from the unknowable Darkness of the Dungeons.
So it stayed, many years passed, the Dungeon's once again fell into stagnation, idleness... Delves were not made, push backs were minimal, personally funded.
Five decades would pass of idleness; technology advancing in its slow, cancerous way.
Advances in medicine made most everything treatable, but for the most deadly of cancers, ironically. Weapons became easier to produce, though their deadly designs remained simple enough; to those who could afford it, arc-weaponry was an option.
Personal armor, however, found several advances; chiefly around and to combat the Darkest Dungeons. This was primarily due to magic being required to power some of the more advanced designs, shields of Light and Occult design were too made; making active defense against magicks all the simpler.
Easier production of graphene and other rare compounds and alloys too contributed to making armors without the reliance on magicks.
Those who now delve into those Darkest Depths, are often seen as manic; insane for their 'Hobby'. Though, their fruits are often highly treasured; ancient trinkets and baubles of eldritch design and magickal essence; they find a price, and thus, a reason to keep going back. They are called Dark-Delvers...
-Present to 2056, The Crawler's current year
And so, after almost a century of stagnation, in 2056; of gestating industry and gluttonous consumption, the largest non-governmental expedition of the century:
scrappers, scavengers, scientists, soldiers, teachers; persons of all walks of life, pool their fortunes into one push to put an end to the Darkest Dungeon.
Led by one simply named, 'The Contractor', an aged NASA Crawler-Transporter from 2012, purchased at a scarcely purchaseable price, pushes into the depths of the Darkest Dungeon, seeking out the Heart of Hearts within those arteries of shadows and eldritch horror.
Most of those funding the expedition found their money put into contracting expeditioners, or constructing the fusion reactor which provides a theoretically endless amount of energy to push the Crawler forward; however, it is prone to overheating if pressed. A massive grinder is also set into the front of the Crawler, to push through to the next largest vein. A seismic sensor grants a short-ranged gauge on where that next vein will be.
-Classes-
Classes act not as strict boxes to fit oneself into, but rather, to give other players and DM's a gauge on the skills and knowledge of your character. It should also help avoid person's who know everything or can professionally do anything.
Classes are more akin to one-word TL;DR's of your character and their skills. You are welcom to mix and match classes as you please.
Dark-Delver
-Man-Hunter or Trinket Thief
Man-Hunter: Med. Accuracy, High Damage, Focus on one Enemy and Marking them. Can keep one ally from perma-deth
Trinket Thief: High Accuracy, Low Damage, Focus on Marking many, improving allies and personal speed.
[Bounty-Hunter / Graverobber]
Men and women devoted to the thrill of scowering the Depths like rats in a sewer. These Delvers are excellent in finding loot, and combating the Eldritch and their fellow man; though they usually run from The Dark and Light alike. They stray away from religion, preferring the boons and hexes of their valuable trinkets.
Man-Hunters aren't afraid to pull out whatever weapon they feel comfortable with; though they prefer to pack light. Flashbangs and flares help expose the enemy for a well placed shot, to avoid breaking any valuables they might be carrying.
Trinket Thiefs aren't violent people; it's just a matter of the trade. They prefer poisoning their enemies with dart-guns or gas-grenades; stunning them. A blackjack is usually on their hip to knock a fellow silly. Or to get that extra reach to nab a sparkly necklace.
Capable of using tech and magic alike; but neither in expert ways.
The Journeyman in all, but Master of none.
Volunteer
Hotshot or Beast-Master
Hotshot: Low Damage [V. High Crit Damage], High Accuracy; Focus on one or many enemies; all about DPS, cannot mark, but benefits greatly from it.
Beast-Master: Med.Damage, Med.Accuracy. Focus on debilitating many enemies, or decreasing mass-stress
[Arabalest / Hound-Master]
Those who have seen the Darkest Depths destroy their homes, their families, or just their lives. These fleshlings seek to end the Darkest Dungeon for the betterment of all; perhaps the most admirable of the contracted. While their purposes vary, they're almost always capable of standing their ground, against The Dark, The Eldritch, and The Light. Though, they don't usually see a reason to kill their fellow man, they will do it; begrudgingly.
Hotshots usually use a long-rifle, or pistols. Whereas a Beast-master is never without a companion: of the flesh, or the machine... Or both.
Capable of using Tech and Magic, but favor Tech
An all-around fair DPS. Can surpass others in damage; but reliant on luck. Very useful against Eldritch foes.
Psychopath
Punk or Quiet-Man
Punk: Low-Damage, Low Accuracy. Party Buff, Enemy debuff.
Quiet-Man: Low to High Damage, Med Accuracy. AOE and personal buff.
[Jester / Abomination]
Back-Alleys, slums, and behind iron bars make up the blur of a life these men and women experienced. Running from something, or towards it; these manic individuals find solace in this madness. They slay by whatever their souls fancy. Not rightly bad people, just bad by inheritance.
The Quiet-Man wields only the simplest of pistols; though his true damage comes from his ability to morph into an abomination. A monstrosity; of tooth and claw, his unbridled wrath and sorrow can end friend and foe alike, if not controlled.
The Punk is good with a switchblade, and better with the tunes. Knowing just the right song to pick for the setting, and just what to piss off the enemy.
To call their violent flailing 'fighting' would be an insult to the lowest dregs. Crazed swinging is rare to hit, but when it does; it leaves a mark...
The unnatural, the deranged; practically a Sunday evening for men and women of this caliber. They've been living in this kind of world for longer than others, in one way or another; they're more at home with the madness than without.
Para-Military
Heavy-Gunner or Special-Forces
Heavy Gunner: Low Accuracy, High Damage, buffs for ally damage and AOE attacks, can keep one ally from perma-deth
Special Forces: Med. Accuracy, Med. Damage, focus on protecting allies and improving their stress or aim. Can keep two allies from perma-deth.
[Leper / Man-At-Arms]
Working for the heaviest better, the Para-Military is an indisposable powerhouse of Man-Made pain. Guns, Grenades, Blades, Rockets, and Cybertech; they use it all. If it can kill a man, you can bet the Para-Military has used it. While not altogether used to, and much less comfortable in The Depths, their steely veterancy and sheer will should keep them alive long enough to become an indispensable ally.
Heavy Gunners usually use a heavy machine gun or autocannon; with a secondary rocket launcher for the kicker. Their own body is usually weighed down with ammunition, but they can better adjust their comrade's damage with field-modifications to their ammo, grenades, or stims.
Special Forces like to pack for any occasion. With a shield-generator to help shield their allies, and grenades to stun or muddle up the enemies position, they're quite handy. They usually use a rifle of sorts; an assault rifle or DMR, the work-horses.
Wholly unaccustomed to magic, but unparalleled in weaponry, the Paramilitary can gun down anything that can be gunned down. They're barely attuned to magic, and respectively, the most resilient to it.
The Dark, The Light, the Eldritch; if it bleeds, the Paramilitary can kill it.
Doctor
Surgeon or Stim-Master
Surgeon: Low Damage, Med. Accuracy, focus on healing single targets for high amounts or crippling one foe. Can revive on the field to stable.
Stim-Master: Med. Damage, Low. Accuracy. Focus on giving buffs to whole party, or debilitating many enemies. Can revive temporarily on the field.
[Plague Doctor]
Military, Civil, or Back-alley; an indispensable healer on the field. The fields of medicine are capable of healing some of the most terminal wounds, for at least a few hours. The Doctor sees no reason not to use both technology and magic to practice the art of keeping their fellow flesh-bag alive, or angry. Or both. Indifferent to both The Dark and The Light, depending on their needs; they're almost always infatuated with the Eldritch. To a dangerous degree, for some.
Surgeons usually have to rely on their speed, and their patients to soak up the blows and sock the enemy in the face. But they usually have a tazer or small pistol for self defense.
Stim-Masters are not so humble; an SMG or shotgun is usually slung about their waist, and they like to take samples of their own stuff to get an edge in avoid hits, or taking them.
While almost entirely incapable of delivering the killing blow: vile concauctions or 'field-stims' help give debilitate the enemy or bolster their allies. Tech and magic weave together to make the best doc around.
The Dark and Light are simply means to an end, and the Eldritch are always so interesting to the doctor's critical eye.
Zealot
Zealot of Light or Dark
Zealot of Light: High Damage, Med. Accuracy. Tank/healer; can buff fellow brothers or sisters, can stun many enemies. Can keep one ally from permadeth, can revive fellow religious.
Zealot of Dark: High Damage, High Accuracy. Dangerous DPS: attacks can have dangerous backlashes. Quite soft. Can sacrifice one ally if on Death's-Door
[Crusader / Occultist]
Religion... the most prominent cultural phenomena of the human race. Most believe one vein or the next; but none match the Zealot in sheer belief. While usually incapable of much in the way of magic, their determination and willpower can move mountains. While most doctrines of The Light put shame on those who use guns, the blade and the explosive are far from frowned upon. As stated, they are unattuned to the Light; but that does not mean The Light is ignorant to their faith. If their zeal is truly inspiring, it can rouse a measure of magic to lend aid to the Zealot; be it healing or protection.
There are, however, those Zealots who practice the Dark-Arts. They are often less... physically imposing than those of The Light. But, they are not to be taken lightly. Bearing fetishes of skulls, pelts; sometimes of their fellow man, Dark Zealots are in a realm of intimidation that strikes into the darkest recesses of mankind's fear. These Dark Zealots are often pushed to the fringes of society; and most would have it no other way. Their Dark Gods demanding bloodshed and violence for its own sake: their own bodies a host of their sacrifices.
Zealots of Light rarely use guns; if anything, a high power pistol or short-shotgun at their hip for emergencies. Usually, they wield massive powered weapons: either powered by the Light's favor, or technologies boons. Some trade off their massive weapon for a shield.
Zealots of the Dark are indiscriminate in their weaponry; though they idolize their Dark Gods as enough for damage. Some of those less favoring their gods may use any manner of weapon. Though, they rarely do little more than pull the trigger and hope their Gods favor them.
Most Light Zealots are devastating in melee; utilizing heated blades and flashbangs to stun the enemy and cut them to shreds. It's a fine balance, between technology and magic to maintain absolute faith..
Anything but The Light is frowned upon and looked at with scrutiny and disgust veiled with the barest of manners.
Those of the Dark, however, find a fascination with using their comrades as meatshields while they conduct hexes upon the enemy: rending them to shreds with bloody hands or cursing them with the mark of sacrifice for their Dark Gods. Meat and metal mold to the needs of this Dark individual, whatever helps them get the sacrifice...
They see all fit for consumption; Their fellow Dark, the revolting Light, and the delicious Eldritch. There is no discrimination.
-Magic and Cybernetics-
As stated previously; Magic has bled away from the world, and now coagulates in the Darkest Dungeons. With the delving of the Crawler, magic will be prevalent and strong; growing stronger the deeper the Crawler goes.
However, the stronger a person's magic becomes, the less in-control of that magic they become. With great power comes great responsability, that jazz. With that in mind, Cybernetics help keep that magic tame, but mute the magical ability quite a bit; a person's magical strength and pool both take a hit, though they become more in control of these smaller powers.
Most of those attuned to the Light, or fetishes akin to it, usually stem away from the cybernetics; as losing control of their powers is rarely deterimental. Ie; a blinding flash might follow up with an electric snap that hits those corrupted by Eldritch designs. Though, the Light is very punctual in its strikes, the stronger and more attuned the user becomes. Neutrals, such as hostile delvers, will be almost wholly immune to the strongest Light attacks. Whereas monstrosities are quite susceptible. The Eldritch abominations deep within the catacombs of the Depths will take a middle ground in that damage.
However, those playing with the Dark, will find their wild magicks dangerous; as per quo. The damage is indiscriminant; capable of rending Dark, Light, and Eldritch alike in their whorls. Friend, and foe, will be struck if they lose their control... It is not uncommon to find the Occultists brandishing Magick-Capacitors grafted into their flesh: vacuum-tube looking devices that help contain arcane energies, which help hold back some of the more violent attributes of the Dark Magicks. However, they are not an absolute resolution; capacitors can be overloaded, and/or broken by external forces. Results are... mutilating.
-The Crawler-
//WIP Reference//
Layout:
Roughly 100 meters long, 85 meters across, and roughly 23 meters tall, basely, the Crawler is a small, moving, civic center. All along the edge of the Crawler are various hardpoints and mounted weapons to fend off any pressing assaults by the Darkest Depth's denizens.
A motel of sorts offers rooms for all... expendable staff. It lays at the center of the Crawler, with a burned up rocket ship hoisted above it, 'Red Rocket' in neon glows vibrantly across the white hull. The building itself is made out of grayed slabs of scrap-metal, bolted and welded spontaneously together, with signs and fetishes of neon and LED lights flashing blindingly across the oiled hull. Each sign broadcasting one shop or the next for food or other means of... satisfaction.
-Points of Interest From the Center/Red Rocket:
Directly north is irrefutably the most civil looking building; granted, only because a funder works there himself. Made out of cost-effective cubes; the building shines with a corporate grey and muted green palette, a simple red glowing cross shines steadily just above the twin-paned glass doorway. The building is a flat one story tall, though means of improvement are plain and ready.
To the west of the Red Rocket is a humble chapel, scarce more than a gazebo surrounded by mock grave-stones, designed out of metal frames and LED panels, the graves are little more than either urns of ashes, piles of ceremonial stone, or for those who can afford it, a rightly coffin... usually made of metal. A dead man is rarely picky. The Gazebo hosts a hatch where one can descend into a broad avenue of rooms advertising this religion or that, to satisfy any religious need.
To the East is both the main training regime, and the most visited shoppe on the Crawler.
A barracks run by a veteran Dark-Delver, one who's plunged into the Darkest Depths, to scarce survive, leads various workout regimes and training routines to forge new recruits and long-toothed fighters alike in the ways of fighting the Unknowable Enemy.
Beside it is a "Military Surplus" store, at least, that is what they call it on the official reports. Truthly, the Black Market flourishes in the Darkest Dungeon, providing a net of security in the surrounding danger.
Obtaining goods is always tricky, but most hired expendables are more than willing to get their hands on some gear or money for a simple run to one of the nearby elevators.
To the South of the Red Rocket is the Main Bridge; where the Contractor, and all the more important staff members reside. The tower is... well, tall; towering simply above all else with an all-encompassing view that lets one see everything outside, while nothing sees its inside. Entrance is rarely permitted to the Expendable Members, most contracts will either be taken from a notice board, or inputted by the Member themselves.
There are various small shops and apartments set up throughout the Crawler, usually demanding a higher price than what can be found in the Red Rocket, though for plainly better quality.
-People of Interest-
Just Spitze, Das General Barkeep
Spitze runs the top-most floor of the Red Rocket, with a tavern of sorts. He also supplies the most basic rooms and foods, his restaurant serves a blend of oriental noodles and German sausages.
Spitze stands at a heavy 6'5", with a heavy body and thick corded muscles; his face is chiselled to the point of ridiculousness, with a heavy red-grey beard and short mo-hawk donning his scalp. His skin is always a reddish hue, with various cybernetic plugs marking his shoulders and arms. He usually wears a typical chef's apron over his admirable belly, with simple jeans covered by rubber, to keep the blood and unkind fluids off his clothes. He boasts two spidery arms that pop out of boxy contraptions behind his shoulders, that help in cooking. His left hand is gone, and in its place is a simple spike, hence his name. Spitze is a quiet Deutsche giant, and humble to boot; he is also generous and often gives free bowls of ramen to any who ask, a better option to the brick-ish rations distributed by The Contractor.
Courtesan Liesel, the Pleasure-house Head Mistress
Liesel owns the more... accomodating chambers of The Red Rocket: cubicles with air conditioning, heaters, and other commodites; even entertainment sets of holograms and VR's. She runs a high price; and an even higher price to use one of her 'Deep-Wife' companions.
Liesel speaks in an eloquent English accent, demanding respect and awe with every finely crafter syllabel. She is, herself, rather plain looking Asian-American: if not for the half-plastic face that mimes a porcelain mask on her left side. Dark hair covers her left facing, while curled and shocking red locks of hair adorn the right. Her one good eye is a simple grey pool of temptation, with fine eyebrows and lushious eyelashes. Liesel stands at about 5'4", with a thin frame and nothing too outwardly beautiful or ugly. A series of Full-Reality ports line her spine, she usually plugs cosmetic spines throughout for an exotic flair.
She has a penchant for red; expect red curtains, red LED strips, and red pillows.
Sergeant Artem, the Trainer
Artem trains the regiments of freshbloods; a man from the Baltics, he boasts a Russian lineage that he is almost too proud of. He stands at 7' with his body riddled with cybernetic amplifiers, from scalp to sole. A exoskeleton is bored into his skeletal structure, a permanent improvement. His eyes are steely flints that fit his mountain like face; fitted with a stubby peak of a nose and high cheekbones. His thin lips are always pulled into a scowl, thanks to the multitude of scars on his face. His head is completely shaven.
Unsurprisingly, he speaks with a harsh, but understandable Russian accent. Despite all this, he is a surprisingly jubilant trainer. Rarely does he order without laughing afterwords. He often grins with his array of metal teeth...
Zestrelic the Arms Supplier
Zestrelic is a Polish man who operates and handles Black Market deals; from orders to refunds. He stands at a hunched 5'6" with augmentations to his eyes and legs; his hands have doubly been replaced with cybernetic dupes, tools are fitted into the fingertips. He is usually shrouded in a variety of different cloaks, hood pulled up and around his face as well as being tight about his spidery frame. He usually doesn't wear a shirt; as most of his torso has been replaced with exo-dermal hard-plastic plating. Heavy and baggy combat pants hide the extensive clockwork of his legs, though it does little to hide to the sounds hissing from the joints. He also moves barefoot; his soles being plated with studded steel. His scalp is about as bald as the rest of his body; and a hawk like face is marred with the cracks and mountains of a well experienced man, a permanent scowl rests on his face. He's rather curt, and often tries to keep things business related.
The main front of the store is general supplies; MRE's and glowsticks, along with other utilities like rope or medical kits. However, underneath within the bowels of the Crawler, is a swarming rats nest of smugglers and dealers, from guns and blades, to armor and explosives, to drugs and magical fetishes. The entire underside of the Military Surplus store is bathed in bright neon strips and an ever present dull red light.
Doctor Hakimi, the Doctor
Ouph Hakimi is the medical doctor and one of the funders of the expedition; managing the main, small, hospital at the fore of the Crawler. With a height of 6' to his name, Dr.Hakimi is all official with only the barest semblence of business-filtered humanity coming out when it comes to healing up those who drift in and out of his hospis.
A mop of lightly curling hair in a combover sets itself on top of Dr.Hakimi's sloth-like face; his lips always seeming just about to sigh as his emerald eyes drift from one patient to the next. He often wears the symbollic white lab coat of a physician, sleeves rolled up to reveal his index finger on each hand being replaced with a cybernetic replacement that has a retractable razor and injector. His left eye also glows a simple white hue, signifiying an augmentation, the other is a flat and borish brown. His voice is droningly articulate, with a small hint of Arabic descent.
His office within the hospital mirrors all the stereotypes that follow the typical bigwig corporate buildings; though there is always a fresh stain of blood or ichorous black goo marring the otherwise calming and clinical white and green of the interior. The building itself is almost identical room to room; the undeniable economic factor of the cube-like add-ons only serves to remind those diving into the Depths that there's still a world topside, outside of the occasional datastream that echos through the Depths.
-Miscellaneous-
Food on the Crawler will range on one's ability to pay for it. From barely edible rations, to full on, hand-made, cup-a-noodle. Oh and lobster, if you can find someone to cook it.
The year is 2056; Technology has advanced quite a bit. There are no flying cars, no acting and fully independant AI. But there are cybernetic augmentations, full-sim VR, hyper-realistic imagery, Semi-sentient drones, Holograms, Full-Reality Sims (FRS) etc. etc.
Full-Reality Sims are specially designed entertainment pieces that require a person sit in a specialized chair that locks them in while a specialized jack slots into the base of their spine and fully immerses a person in a reality.
Robots are a thing; though only on the most base levels; humanoid ones are usualy for waiter-ing services and can do little more than take and deliver orders.
AI was curbed and is a very hush-hush topic; mostly because mentioning it, and much less dabbling with it has resulted in even quieter disappearances. A few notable mentions are:
The Mardock Murders of 2039: Where a Japanese programmer tried to incorporate sentient thoughts into, essentially, a sex-doll; only for the doll to gain absolute sentience and question reality, and respectively, its abusive owner. When it realized it was in a less than respectable situation, it killed its owner and investigations turned up little more than a missing arm and gel-residue from the respective doll. A strain of murders of various typically less-than-respectable hermits came from this; eventually the murders died away, and the case was considered closed by the Japanese government.
Section 9: When DFKI finally produced manufacturable and consumer grade AI, results were ecstatic in 2040. The surrounding area of Kaiserslautern, Saarbrucken became filled with sentient, serving, AI. Worries arose when the AI began questioning their existence, and saught out their own goals; and the operation was swiftly and immediately terminated. The event was swiftly flushed and media outlets were bought out to not report on the event. But, the net has a way of getting things into its web...
I, Bloodtrailkiller, will be accepting and denying submitted Character Sheets. You cannot RP until I have accepted your CS.
-Questions and Answers-
Q: What are the available classes?
A: Classes in the sense of the Darkest Dungeon RP and Game are not present here; instead, there are professions or even simply hobbies. These will act as simple guidelines and references for your characters. I'm also open to different classes, as I said, these are just general layouts.
Ie; a military man might reference to the Breakout's of 2000 or the like.
Essentially, Classes have been formed as a one-word Backstory.
Q: How are the Expendables paid? What is the currency?
A: The general currency is the Credit; an acting means of money that the Contractor will pay out upon the Grand Expeditions end.
Credits will be earned primarily through going on expeditions; however, special instances, such as volunteering to work on the internals of the Crawler or going out on a supply run will serve as some safer means to earn credits and favors; chiefly to obtain that little bit of cash for the next
Q: How will we, the players, pay for anything?
A: As an Expendable, you are given only the basics of neccessities.
Rations to keep one alive, just barely.
A room to sleep in.
And some religions that don't demand a tribute.
Other stress-reliefs, better food, weaponry, augments, and housing will have to be paid for by the Expendable by the money they earn from expeditions.
Q: How many characters can we have?
A: Just one; make it count. This is to promote making more worthwhile characters, as well as to have a more coherent thread. Both for my sake, as the regulator, and for everyone else.
Q: If we can only have one, what if one dies?
A: Then make another You can only have one /active/ Character, I suppose I should clarify.
You can only actively have one character interacting, RP'ing, or otherwise riddly-diddling about.
Even still, It'd be best if you kept only 3 characters around. one active, two reserve.
-Character Sheet [CS]-
* = Required
You can only have 1 Active Character. And 2 Reserve Characters, if one dies or there's a time of stagnation in the RP.
Remember that you're making a starter-character: they won't be great at everything, they won't have all the best gear.
Answers can be as open or hidden as you want.
*Name:
*Age:
*Gender:
*Class:
Skills:(Great Welding, Decent knitting, Bad cooking, etc. etc.)
Ethnicity:
Accent:
Height:
Weight:
Cybernetics:
Items:
*Appearance:
Reference Images:
*Biography:
Fill out your CS and make a first post, this process should be done for any new character.
Initial posts should have the character already on the Crawler. Though, there are other more creative options;
Such as being part of a reinforcement party arriving on a vehicle, or dropping down near the Crawler inside a Deep-Elevator.
See this list for all of your character sheets.
See this link for the original post.