Apocalypse II: Termination

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Apocalypse II: Termination

Post by Darkel on Sat Apr 26, 2014 10:58 am

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Vaurik Archives

Nearest translation available.

Star Date: 0.294184719374739
Time: 23:19:49
Entry: Mutagen unstable. Virus leaked from vault. 34,000 dead. 4,900 unaccounted for. City evacuation begins--75:23:12. City-wide decontamination begins--85:20:29. Facility-wide decontamination--90:00:00.

End.

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The ship had just landed, the landing claw extending. The Jorro'kil soldiers all poured out. The flashes of cameras all around them. Each of them being escorted by various officials. The world around them turning slowly. The trauma of their endeavor had finally hit. Their minds were running slowly, unable to function, unable to process reality for the time being. Each was taken to their homes and left inside for a while. However officials stood outside in case the need arose.

One of the soldiers had just come inside. He had a terrible cough and was filling slightly under the weather. He supposed it was nothing major. Besides, he'd been checked for any signs of the virus before he came to the colony. Still though, his cough increases. His skin growing a bit pale. Surely, surely, it is not what he previously fought. No. Not that. But he still coughs anyways. He may have sneezed on one or two people as he walked his way home.

That was yesterday. A creature clawing at the walls of the interior of some home now remains. The thing looked like a Jorro'kil, but its skin was blackish in color. The irises gone completely crimson. The eyes as a whole had shrunk into beady little slits. The beak was wearing down. Spikes had shot from the creature's back. New claws had formed, longer than the average Jorro'kil claws. The feathers were molting and falling out an being replaced by greasy, black flesh. A few thin premature tendrils were sticking out of the creature's hip. It crawled hunchback on its hands and feet and tried to smash its way out. Eventually that old door broke open and the creature flew out, attacking the neighbor it saw before it. It only had to tear into him to infect him. It did so, trying to eat at the same time. The neighbor was screaming and trying to resist. The creature heard screams coming from behind it. It spun around and lashed out at a female Jorro'kil, ripping her apart on the ground.

Suddenly the authorities spun around the corner. Two Jorro'kil soldiers, but lowly in rank and used as police, began firing their guns. The creature was hit multiple times. However these weak bullets had no effect. The creature, annoyed, shot at them and just as easily opened them up. It then shot down the street, hearing the commotion of other Jorro'kil and smelling their scents.

Not long after the wounded Jorro'kil had been taken to the hospital, they two had turned and began spreading the disease themselves. The horrid smell of blood coated the city. Now was the Apocalypse... Now, was Termination.


Jorro'kil Death Con 1
City Lonis under evacuation
City-wide decontamination begins in 00:00:12:00.

End.


________________________________________________

Termination

Welcome to Apocalypse II: Termination. This is a sequel to the original Apocalypse which was run by Whoster and I. In this episode, we follow the struggle to survive. The story will focus on two things: a CDC-like facility called the ICDS, and the struggle for civilians and soldiers to stay alive. Could reinforcements be on their way? Or is all hope lost? A Karthla grow thicker and thicker, that struggle grows increasingly harder. In this episode you will play strictly as a Confederate being living within the colony, trying to survive.

I will say that a lot about the Karthla has changed since the last Apocalypse. For one, they don't live in houses and homes like they did before, they can't speak (only Overlord class Karthla have the ability of speech) and they are far scarier.

There have also been a few changes to the virus itself. Curius and I have been working on structuring it. I will reveal how the Karthlosis mutagen works within the story. However, there are things you should know off the bat.

If a being is bit, scratched, or cut in any way by a Karthla, they'll likely be infected. If they come too close to a Karthla they can breathe in the airborne virus that hangs around their skin. If they get any sort of Karthian fluid on their skin, they'll likely become infected. If they approach a large group of Karthla, the radius of the airborne portion will increase.

Some basic things you need to know about the Karthla:

Firstly, they evolved from a virus that expanded over much of the galaxy before sentient beings existed. But eventually the virus died out and shrunk, eventually leaving only a small portion infected. But during this time, as it sat and intensified in this small sector, it evolved. The Karthla were born. Karthla are usually random generations of monstrous flesh, tendrils, and teeth. However there are certain divisions that make certain Karthla similar to each other. These are called the variants. The Karthla Progenitors are dangerous and constantly have the need to feed. By feeding they spread the virus along more and more death in its wake.

The story will be on planet Sivoma, a planet infested with metropolises. You must be a Jorro'kil. You must survive.


Last edited by Darkel on Sun Apr 27, 2014 5:11 pm; edited 4 times in total
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Re: Apocalypse II: Termination

Post by Darkel on Sat Apr 26, 2014 11:05 am

Rules

1. No godmodding, power play, Mary-suing. Etc, etc, etc.

2. Do not kill other characters without the owner's permission. Note: killing Karthla NPCs is fine, just make sure you do it right.

3. I want to have character development and story. The last episode had neither. We shall improve upon that.

4. People are going to die. Accept that.

5. Some of the story will take place in an IDC. The characters there will be played by me and Whoster. We might allow you to play as someone there, but it has to run by us first.

6. I reserve the right to kill any character, should problems involving god-modding, Mary-suing, or power play arise.

7. Put "Cancer" somewhere in your sheet.

8. You will play as a Confederacy race being living within the planet, trying to survive.


Last edited by Darkel on Sat Apr 26, 2014 11:15 am; edited 1 time in total
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Re: Apocalypse II: Termination

Post by Darkel on Sat Apr 26, 2014 11:08 am

Character Sheet

Name: (real full name)
Alias: (nickname basically)
Gender:
Species: (ONLY Confederate beings)

Appearance:
Personality:
Biography: (pm this section to me to keep it a secret!)
Stengths:
Weaknesses:
Other:


Last edited by Darkel on Sat Apr 26, 2014 11:16 am; edited 1 time in total
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Re: Apocalypse II: Termination

Post by Darkel on Sat Apr 26, 2014 11:10 am

Accepted Characters

Whoster
-Kilan Xekor
-Viem Xarev


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Re: Apocalypse II: Termination

Post by Darkel on Sat Apr 26, 2014 11:10 am

Reserved, go ahead and post

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Re: Apocalypse II: Termination

Post by Whos on Sat Apr 26, 2014 11:11 am

reserved


Darkel.

This is going to be awesome.

AWESOME.

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I actually was busy trying to get more gonger ale - Prussian

Also...just because you rescued a male chick and called him Kevin, doesn't mean I care. - ViperaUnion

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Re: Apocalypse II: Termination

Post by Darkel on Sat Apr 26, 2014 11:35 am

IT WILL!! IM SO EXCITED!!

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Re: Apocalypse II: Termination

Post by Zaroas on Sat Apr 26, 2014 1:16 pm

RESERVED

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Re: Apocalypse II: Termination

Post by Whos on Sun Apr 27, 2014 5:38 pm

Name: Kilan Xekor
Alias: Doc Neurotic
Gender: Male
Species: Jorro'kil

Appearance: Kilan is almost always dressed in a stained, white labcoat, with a simple grey uniform underneath. His feathers are almost grey in color, and his beak is a rusty tan. He has bronze-colored eyes.
Personality: As a result of his job as a neurologist, he often attempts to study other Jorrro'kil by observing gait, coordination, and other easily determined cognitive functions. Being fascinated with the study of the nervous system and related physiological aspects, he is eager to learn and study what new information he is given, and eager to share it with others.
Biography: (pm this section to me to keep it a secret!)
Stengths: Helps with the study of Karthlosis and the effects it has on the Jorro'kil nervous system, provides valuable information.
Weaknesses: He does not carry or use conventional weaponry, and out of his environment is quite inept in combat.
Other: Cancer

Name: Viem Xarev
Alias: Strike
Gender: Male
Species: Jorro'kil

Appearance: He is dressed in standard Strike Trooper atire, which is composed of a steel alloy armor, a synthetic, durable, mesh-like, dark grey undersuit, with blue highlights on the armor. He is young, only 43, with a healthy blue feather color, pale tan beak, and blue eyes. (See my Jorro'kil Empire page for a Spore Strike Trooper and a drawing of a Strike Trooper)
Personality: Viem is a no-nonsense soldier, who is keenly aware of his priority as a soldier. He knows to kill the enemy, follow orders, and protect the Free Absolute. These core attributes have earned him respect among his peers, inferiors, and superiors, and he is well known for getting the job done. He is disgusted by the Karthla, though quite tolerant of any allied races.
Biography: (pm this section to me to keep it a secret!)
Stengths: Very skilled in combat, high lethality level.
Weaknesses: He may overlook details or things that will help in the long run when they seem too complicated or of no use in the current situation.
Other: Cancer




_______________________________________________
I am smarter than the average smartest person - Darkel

I can multitasking - Prussian

I actually was busy trying to get more gonger ale - Prussian

Also...just because you rescued a male chick and called him Kevin, doesn't mean I care. - ViperaUnion

But in retaliation, I'm going to add all your typoes to my sig. - Prussian

It's not a horror game, it's more of a pussle - Prussian

Follow the Bloody Brick Road - Prussian

Shut your skittley little mouth - Darkel

I'm actually quite humble, I just love to mess with scurbs. - Canis_dirus

Whos : Ah, I like my bleach straight..

curius : In the eyes
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Re: Apocalypse II: Termination

Post by Darkel on Mon Apr 28, 2014 11:36 am

Nice job Whoster!

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Re: Apocalypse II: Termination

Post by Vara Lord on Mon Apr 28, 2014 1:46 pm

Would Markovans be allowed here, say, maybe visiting scientists who want to study Karthlosis?
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Re: Apocalypse II: Termination

Post by Darkel on Mon Apr 28, 2014 2:55 pm

I'm not sure about the scientist part, but if the Markovans are on good terms with the Kils, I'd say visitors would be plausible.

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Re: Apocalypse II: Termination

Post by ViperaUnion on Mon Apr 28, 2014 3:21 pm

I want to join, but I need to have some things confirmed first. I want to make a younger female Jorro'kil character, so first is that she isn't going to be considered an adult yet or any sort of soldier old enough to be a part of the military. However, I intended to make her somewhat similar to the way Rune is portrayed in Disruption, as something of a prodigy or genius, but being highly eccentric and socially deviant. However, the point being that my character would have to be different than other Jorro'kil, probably being tutored privately, and perhaps also learning privately how to fight, as well, because she wouldn't be socially awkward unless she was isolated somewhat from most peers. I was thinking to add more support in regards to why she was privately tutored in everything, that she would be a good foot shorter than what is considered normal Jorro'kil height, and that she was born with an additional digit on each hand and foot, meaning she would have four fingers, and three toes pointing forward versus two on her feet. To justify why surgery wasn't used to remove these extra appendages would be that they worked perfectly fine, and the way that her hands and feet were mapped out, chances were that surgery was too risky, and failure would result in her being unable to use the appendage entirely. I was thinking her claws would have very little growth, also, meaning they would lack the sharper qualities of most others. In essence, there's not really much wrong with her mentally, but physically, she wouldn't fit in with other people to begin with.

I want to know if Whoster will allow me to do this, I have it all planned out, but I don't want to make a sheet if I can't have the character.

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Re: Apocalypse II: Termination

Post by Whos on Mon Apr 28, 2014 3:24 pm

Yeeaah.. go ahead.. but don't make her TOO much like your other characters, I know you won't, though. Wink

_______________________________________________
I am smarter than the average smartest person - Darkel

I can multitasking - Prussian

I actually was busy trying to get more gonger ale - Prussian

Also...just because you rescued a male chick and called him Kevin, doesn't mean I care. - ViperaUnion

But in retaliation, I'm going to add all your typoes to my sig. - Prussian

It's not a horror game, it's more of a pussle - Prussian

Follow the Bloody Brick Road - Prussian

Shut your skittley little mouth - Darkel

I'm actually quite humble, I just love to mess with scurbs. - Canis_dirus

Whos : Ah, I like my bleach straight..

curius : In the eyes
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Re: Apocalypse II: Termination

Post by ViperaUnion on Tue Apr 29, 2014 5:53 pm

Here's my character, which I've given a Jorro'kil name, but she will most often call herself Circuit, which hints at her talents.

Name: Xelkma Xek’ja
Alias: Circuit
Gender: Female
Species: Jorro’kil

Appearance: Circuit is largely the strangest Jorro’kil one could ever meet, not just in mannerisms, but appearance, as well. Having been born with an odd appearance, and also having somewhat stunted growth, she is largely unattractive by most standards, and even those aside from the Jorro’kil are aware of this. Being far shorter than the norm, Circuit is a diminutive 5’4” feet tall, six inches shorter than the bottom of the spectrum for average female height, although she doesn’t have abnormal proportions in regards to her limbs, so she does not suffer dwarfism, nor does she have any problems that appear to be directly responsible. The most notable features Circuit has, as it turns out, are her hands and feet. Born with an extra digit on each hand and foot, Circuit has four fingers instead of three on each hand, not including her thumbs, and she has three toes facing forward on her feet, versus the typical two. Though most would think these digits would hinder her in some way, they function just as easily, if not better, than any other Jorro’kil limb, and in some ways, are more useful than problematic. Despite most Jorro’kil having long, sharp claws on their fingers, Circuit’s claws are more like pointed nails, than anything else, being shorter, though no less hard, than what is traditional. Although Circuit cannot climb as easily as a Jorro’kil, these shorter claws, combined with her extra fingers, make her very skilled at delicate tasks.

Circuit, like any Jorro’kil, is bird-like, with blue feathers, although there is more detail that can describe her appearance. Her feathers, more specifically, are a ‘dark charcoal blue’, being incredibly dark, fainter in pigment, and more grey than blue; nowhere near as vivid as they could be, although by no standards ugly, as they have a healthy sparkle in bright light. Much of the uniqueness of Circuit’s coloring, however, is overridden by the fact that she doesn’t appear to put much thought or care into her appearance, overall. Her actual hair in general, is long and wavy, is the same color as her feathers, and comes down to the middle of her back, much longer than what is preferred by most, or what most Jorro’kil females can grow. It also appears to fade to a periwinkle color at the very tips. It is also wild and somewhat unkempt, often, parts of it that come from where it begins at her beak falling right so that they cast a shadow over her eyes. The feathers that extend from her upper arms are incredibly small, and hardly noticeable at all, and also, notably, seem to have the same tendency as her hair to fade to a periwinkle color around the edges. Circuit’s feathers are incredibly oily in appearance, due to a careless neglect of regular bathing. Her beak is incredibly pale in coloration, having a grey-white tinge over the general underlying pink that can only result from a lack of exposure to sunlight. Circuit’s eyes are naturally very large and wide, as well as incredibly watchful, with a searching quality, which tends to unnerve people. Circuit’s eyes are a very dark, almost black shade of brown, further sharpening her gaze.

Circuit often walks with incredibly poor posture, due to leaning over various things so often, and therefore has a pronounced hunch to her shoulders. Overall, she looks somewhat frail, and weaker than normal Jorro’kil, due to her apparent lack of physical activity. She wears a short-sleeve black shirt of sorts, which appears to be several sizes too big, with casual black sweatpants of sorts that stop just above her ankles. She refrains from wearing any sort of shoe or footwear whatsoever that might be offered to Jorro’kil, largely because she prefers going barefoot, and most things don’t accommodate extra toes.

Personality: Circuit is a somewhat cold, analytical person, who is regarded by all, even those who are considered to be very close or trusted, as highly eccentric and strange, being ‘the very definition of weird itself.’ Having been recognized as child prodigy, she is far more intelligent than other females at the age of sixteen, and therefore her focuses tend to fixate on things that others most often do not understand, either because it is too advanced, or an abnormal thing to focus on, overall. Although she isn’t the smartest person around, due to the fact that there are things she doesn’t get that an average scientist might, she still has a generally higher IQ, and possesses a tendency to remember things that others don’t. She is mostly characterized by her outside-the-box thinking, taking creative approaches that others wouldn’t even see as an option, or consider. She has an incredible capability to think on a strategic level, and generally, is far more capable and clever than her somewhat slovenly appearance might lead others to believe. Her tendency to be a visionary and fixate on things that fascinate her may cause her to neglect personal needs such as bathing, changing clothing versus wearing the same thing, and sometimes eating and sleeping, as well.

In regards to how she behaves around others, Circuit makes no attempt to look any more presentable than she already does, nor does she try to conceal her various habits and ticks when they’re around. Not having had the same kind of education as everyone else, all that she has learned being received via a private tutor, she has never had true extended social contact, and therefore her social skills are remarkably poor. The first tic Circuit has, is that she tends to twirl her hair around a finger and mess with it overall, something she especially does when she’s either in deep thought, or very nervous or uneasy. She also tends to rest the side of her left hand in the ridge created between her upper and lower beak, a somewhat childish action. She may also lean heavily on her left arm when sitting at any sort of table, and she prefers to sit on her knees, never properly. If she has an itch on the back of her head, she will scratch it, regardless of who is watching. When around others, she tends to observe them carefully, to the point that she often unnerves them because she appears to be staring at them. She does not immediately trust other people with any secrets that she might have, and generally, it takes a lot of time to dispel all suspicions she might have of people. She also has views that largely contradict most Jorro’kil traditions, making her completely deviant on a social level.

Circuit, in regards to what she can do, has a wide variety of highly useful talents. She is very accomplished with technology, having a faster typing ability than any other Jorro’kil due to her extra fingers, and generally, she is capable of ‘sneaking’ into other people’s systems, which is her polite term for hacking into a security system to look at a database. She can do this very quickly, and she is capable of handling even some of the most advanced ones, due to her frequent use of technology. She has a stronger understanding of biology and scientific subjects than others may believe, and also, despite not being able to apply it conventionally for her own use, she has an understanding of psychology and sociology as well, sometime capable of profiling people based on this knowledge. She may or may not ramble off random facts related to a subject that is being discussed, and she also may or may not use long, confusing words other people don’t know. Her precise and clever nature makes her perfect for handling specialized tasks, although she is unlikely to ever have a true military career, due to her general lack of discipline. She is also somewhat less empathetic towards other people, unless she personally knows them.

Biography: Since the day she was born, Circuit has always been seen and treated as different from most Jorro’kil children. Born with an extra digit on each hand and foot, her parents originally sought the assistance of surgeons to see if the excess fingers and toes could be removed, a task that they thought would be easy for such skilled doctors. As it turned out, however, the intricate nature of Circuit’s hands and feet made such a seemingly easy task impossible, and also made the procedure as a whole seem needless. Circuit’s feet and hands worked just as well as any Jorro’kil’s, and in addition, if one mistake were to be made on any surgery, Circuit could lose the use of the limb the operation was performed on. Therefore, her parents opted to let Circuit keep her extra fingers and toes. The first time Circuit was introduced into public school, it was quickly made apparent that something else would have to be done, as Circuit was openly mocked by several students for her odd hands and feet. By the end of the first day, as young as she was, Circuit pleaded with her parents to let her be privately tutored, instead of having to go to public school with the ‘rabble’. They complied to this wish, and for the rest of her education, Circuit was educated by private tutors. It is also to be noted that when Circuit was about six years old, her parents, both being a part of the military, found themselves being sent away to their jobs, and therefore, a trusted family member was often left with the responsibility of looking after her.

This guardian who looked after Circuit for much of her life quickly seemed to replace her actual parents in regards to importance, likely due to the fact that Xekrat, as he was called, was an elderly veteran great-uncle who decided to reinforce Circuit’s already-strong interests, versus suppressing them in favor of traditional Jorro’kil curriculum, fascinated by her potential. As a result, Circuit’s schooling, even the fighting and combat techniques she was supposed to learn at the age of ten, were generally either at an advanced level, or unconventional, respectively. Now, at the age of sixteen, Circuit, still generally home by herself, but under the safe custody of Xekrat, is often ignored and goes unnoticed. However, despite making many important decisions herself, she still highly values her great uncle’s advice and opinion. She has not seen her parents for about three years, as their visits are brief, and far apart.

Stengths: Circuit is regarded as an eccentric genius, with extensive knowledge regarding computers and science. She is highly creative, and often uses unconventional methods to achieve certain goals, she is also not above resorting to somewhat dubious techniques, if the need arises. Due to her analytical nature, she is good at determining if she is being lied to, and generally will err on the side of caution, being far from reckless. She can deduce a large amount of important information based on small bits of evidence, and will also come up with a large number of strategies to combat certain situations. Despite her weak and somewhat feeble appearance, Circuit is far stronger than her appearance might imply, and often uses an unusual style of melee combat to take down enemies, capable of holding her own against others her age. She is capable of accurately hitting a mark with a ranged weapon, but she’s no sniper. She’s a rather swift runner, making up for her overall lack of size.

Weaknesses: Due to her poor social skills, lack of trust regarding others, and overall solitary, isolated personality, Circuit can sometimes be secretive to the point of a fault. She may keep things a secret and reject assistance, even if she may desperately need it. While for the most part, emotionally strong, she will also not go to others for help if she needs assistance on an emotional level, keeping all evidence that she might be frightened to herself. Overall, this means that if Circuit needs help, she won’t get it, unless the people around her are aware of her problems without her making them known. She works rather poorly with others.

Due to her small size, Circuit has no hope of truly fighting large opponents or getting past larger obstacles, and while her hands are good for delicate or intricate tasks, her smaller nails do not make up for the abilities provided by traditional Jorro’kil claws, and therefore she is a much poorer climber than anyone else. She often needs assistance if climbing is involved. Though she is far from a coward, never let it be said that she is fearless. She is mostly just brave, standing up to fear. Often, if optional, she will choose to flee from a battle versus fighting, and avoid conflict whenever possible.

Other: Cancer

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Re: Apocalypse II: Termination

Post by Darkel on Tue Apr 29, 2014 6:35 pm

Looks good to me, but I'll wait for Whoster to check it out, I'll let him accept/decline Kils, since he knows them best.

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Re: Apocalypse II: Termination

Post by Vara Lord on Tue Apr 29, 2014 6:48 pm

I'm thinking I won't take part in this one after all. I'm already juggling three.
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Re: Apocalypse II: Termination

Post by ViperaUnion on Thu May 01, 2014 8:16 pm

Whoster, what's your opinion? I'm eager to know if I'm accepted or not.

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Re: Apocalypse II: Termination

Post by Whos on Thu May 01, 2014 8:20 pm

Holy SCHMIDT Vipera, that's a long sheet. Let me read that...

Niiice.

Accepted.

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I am smarter than the average smartest person - Darkel

I can multitasking - Prussian

I actually was busy trying to get more gonger ale - Prussian

Also...just because you rescued a male chick and called him Kevin, doesn't mean I care. - ViperaUnion

But in retaliation, I'm going to add all your typoes to my sig. - Prussian

It's not a horror game, it's more of a pussle - Prussian

Follow the Bloody Brick Road - Prussian

Shut your skittley little mouth - Darkel

I'm actually quite humble, I just love to mess with scurbs. - Canis_dirus

Whos : Ah, I like my bleach straight..

curius : In the eyes
"
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Re: Apocalypse II: Termination

Post by ViperaUnion on Thu May 01, 2014 8:51 pm

Mehah, I got really into the character, the fact is I imagine the personality of Circuit as an extreme version of me, which is how I got all the tics down.

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Re: Apocalypse II: Termination

Post by Darkel on Wed May 07, 2014 5:28 pm

I'm not done with my sheets, but I'm going to go ahead and start the IC, so I don't lose anyone's interest.

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Re: Apocalypse II: Termination

Post by Whos on Thu May 08, 2014 9:00 am

So here's some details for everyone.

The primary news network is known as "Absolute Network." The slogan is "Absolute News, Absolute Coverage." It does trace back to one of the High Councils on Irooscin, which has some filtering power, but most of what's happening here in the way of filtration or prevention of the spread of certain news via media will not be the work of one of the four original High Councils, it will be either the local military forces, or the Council on the planet. (Each colony is given its own Council to rule over it, with positions and roles in it largely inspired by the High Councils)

Yes, "Absolute Network" is inspired by the Jorro'kil Free Absolute, no, Absolute of the UFIAI was not my inspiration.. I actually just realized the double meaning. :p

Non-Jorro'kil races may prefer the Confederacy Network, but this would be seen on personal computers or wrist COMMs, not on regular holoscreens. (Unless the service has been purchased by whatever character, then it'll be able to be viewed on their holo.)

Now, despite the infamous reputation assigned to the outer worlds because of their tendency to suffer.. massive destruction, most of the Jorro'kil in the city are going to be pretty confident, partially because of military propaganda, and also because Sivoma is actually about two "layers" or so back from the fringe or outer worlds, because the fringe worlds actually create the perimeter of Jorro'kil territory. Thus the people wouldn't be quite as aware or exposed as to what goes on. Not saying damaged civilian vessels or military ships wouldn't have had to drift into the local space dock, though.

EDIT: Yes, you can play as Purist. Infact, this would be an ample opportunity for them to spread their beliefs and try to convince kils that their ways are the right ways.

Another edit: Vipera, depending on Xekrat's age, the two major wars that he will most likely have served in would be the Dominion War, and, probably as an infantryman, in the Torselas War. The Torselas War happened before the Free Absolute was comfortable with making friendly contact with any empire, and because of this they did a lot of species-killing, to cleanse their territory and make it safe for their people. The Torselas were one such empire to meet this merciless driving force. The Torselas are 8-foot-tall, brutal, ape-like creatures with large (five feet) tails, with spikes at the end. They were very tenacious in that they lived both above and underground, and were not troubled by committing the worst of atrocities. (which the Jorro'kil gladly gave back) Almost like when Nazi Germany attacked Russia, and the Red Army retaliated with as much, if not more severity.

Forty or so years ago, the Torselas were completely destroyed, but some of the memories and incidents that occurred have poisoned and frustrated many veterans. (Or, in the case of the Purists, poisoning would be considered inspiration.)

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I am smarter than the average smartest person - Darkel

I can multitasking - Prussian

I actually was busy trying to get more gonger ale - Prussian

Also...just because you rescued a male chick and called him Kevin, doesn't mean I care. - ViperaUnion

But in retaliation, I'm going to add all your typoes to my sig. - Prussian

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Whos : Ah, I like my bleach straight..

curius : In the eyes
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Re: Apocalypse II: Termination

Post by ViperaUnion on Thu May 08, 2014 5:11 pm

Well, Xekrat probably served in both, then. I intend for him to be eccentric in a way different from Circuit is, and largely the veteran that is paranoid, and high doubtful of most safety measures.

At any rate, it's going to be normal for my characters to have views that contradict the general public's beliefs, they're a suspicious bunch.

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Re: Apocalypse II: Termination

Post by Zaroas on Fri May 09, 2014 9:10 pm

Name: Oraav Arelus
Alias: Seeker
Gender: Male
Species: Krathunian

Appearance: Oraav is a medium sized Krathunian, with dull gray plating and yellow irises in his eyes. Oraav has a relatively slim build for a Krathunian, though the muscles in his legs are very prominent due to his relative speed. He has minor cybernetic augmentations in his arms, shoulders, and legs due to an accident when he was younger, and as a result can deliver strong melee blows and lift heavy weight. Oraav is in the Krathunian special forces, and he thus uses one of the standard armoring offered to infiltrators. This is composed firstly of a black, heat resistant nanocomposite body suit based upon a durable alloy, acting as primary protection. After this is a layer of flexible black armoring that houses that power generation, AI, shielding, and several other features of the armor. Beyond this there are several silver (with red stripes), segmented pieces of the armor, with only a couple sections of the black armoring underneath exposed. It houses secondary shield generators and tactical cloaking devices, though these rely on disrupting technology (thus it can't work on Karthla). He also has a silver helmet with no visible visor - Instead, when this is activated, Oraav relies on scanning from his armor to see and his HUD.
Personality: Oraav is known to be cold and detached emotionally from others. Though he is able to maintain friendship he is often highly critical of others, and is sometimes unaware of this tendency. He also can be very pessimistic, derived from his bleak history (which I will reveal gradually throughout the RP). The only real outside source of Oraav's emotions are minor episodes of PTSD, which take the form of extreme regret. However, the upside of his detachment is that Oraav is extremely efficient and merciless in combat. In addition to this, Oraav tends to adopt unorthodox methods to success that either work very well or don't work at all. He is tolerant of most races but feels unusual hatred towards the Dominion and Terminus Pact races, though he understands the logic of the Purists (though he does not agree with it).
Biography: (pm this section to me to keep it a secret!)
Strengths: Combat skills, speed, general technical knowledge.
Weaknesses: emotional detachment, tendency to use very radical and odd strategies that either work well or don't at all.
Other: Cancer


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Re: Apocalypse II: Termination

Post by Darkel on Fri May 09, 2014 9:54 pm

Accepted

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[20:34:09] ShadowBroker : What? Your computer radiation made you black?
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Re: Apocalypse II: Termination

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