TF-RP: Tedd(/Tess) Forces

From Egs Mayhem

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====CR-999====
====CR-999====
This is the designation given the home world of the main Lord Tedd, though the coordinates of the world are not known.
This is the designation given the home world of the main Lord Tedd, though the coordinates of the world are not known.
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====CR-837====
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This is a dark reality, where the war is publicly known, though none dare oppose.  The Lord Tedd here killed the twins Susan and Dianne's family, and now has them working for him as assassins.
==Characters==
==Characters==

Revision as of 19:37, 6 December 2007

This game is run by The Kool.

Contents

Introduction

Rules

Aliens

Magic

Technology

Realities

There are an infinite number of realities. Yours is in a branch that is constantly at war. The branch is divided into realms, each one designated by two letters - yours is Charlie-Romeo, or CR. Each reality in a realm has a three number designation to go after the realm designation, such as CR-285. Each realm is divided into three zones: the white zone, the black zone, and the gray zone. The white and black zones each include around 400 realities at any given time, and the gray zone 100. The remaining 100 or so are considered 'empty'.

White Zone

The white zone includes the realities controlled by the TF. These realities mostly know nothing of the war, and live in innocent peace, though a few do know.

CR-000-HQ

This is realm headquarters, where the orders come from. These are the people who tell everyone what to do.

CR-139

All known about this reality is that this is the home of the team that called for help, thus pulling team CR-257 into action.

CR-257

This reality is where our current team comes from. It is a peaceful world, magic and aliens are slightly more known, at least in the Moperville area. Other than that, it is almost identical to the main reality in most aspects.

Gray Zone

The gray zone is the battlefield. These realities mostly don't have a Tedd, and therefore were pulled in as neutral ground to fight over. These realities are mostly your typical devastated world, a big ruin, with the people living in hiding, though some live mostly in ignorance of the war raging on in the underground of their world.

CR-428

This is the reality to which the current team has been called. It s a world of great ruin, your typical post-apocalyptic world.

Black Zone

The black zone includes the realities controlled by the Lords Tedd. These realities suffer from tyranny and oppression, though they mostly don't know why, and don't know about the war, though some do know, and usually respond in some way or other.

CR-999

This is the designation given the home world of the main Lord Tedd, though the coordinates of the world are not known.

CR-837

This is a dark reality, where the war is publicly known, though none dare oppose. The Lord Tedd here killed the twins Susan and Dianne's family, and now has them working for him as assassins.

Characters

Team CR-257

This team is the current focus of the story. They are just now setting off on their first mission.

Tedd

Grace

Ellen

Araliss

Jess

about Jess' powers:

Psychic powers are caused by genetics. There are four kinds of psychic genes, telepathic, telekinetic, master, and non-active genes.

Non-active genes are dominant, which is why psychics are so rare. To be psychic you have to have two matching psychic genes, or a master gene and a telepathic or telekinetic. Pure telepaths (psychics with two telepathic genes) only have access to telepathic powers. Telepaths with a master gene also have access to destructive (mental) powers. Pure telekinetics have access to telekinetic powers; those with a master gene also have access to destructive (physical) powers. Those with two master genes have access to all powers.

These genes alone do not guarantee that a person will manifest psychic powers, there is another requirement. Psychic powers require energy and that energy comes from the brain. Psychic energy is produced from the part of the brain that is used the most by the person; this part of the brain must be stimulated for long periods of time for psychic energy potential to be created. Psychic energy potential is the maximum amount of psychic energy. Psychic energy can not be created by stimulating the brain. If the part of the brain that creates the psychic energy is over stimulated it can cause a psychics powers to activate sub consciously or become uncontrollable, this is a major problem for psychics that produce energy in the limbic system; specifically the Amygdala. Even then a there is usually a triggering event that causes the powers to emerge. Different types of powers may unlock during different triggering events.

Psychic powers will increase in power or ability over time with practice. A triggering event may also cause them to increase. No matter what, almost all psychic powers increase in a three stage hierarchy. Stage one powers are the first powers to be unlocked in any given hierarchy, they are relatively simple. All stage one power of a group usually activate at the same time, so someone who develops empathy should also develop emotional imprinting. This is not true in all people though. Stage two powers require some work to gain and are more complex then stage one powers. Unlike stage one; stage two powers are reached at different rates depending on use/training. Stage three powers are phenomenally powerful, and take massive amounts of training and psychic energy reach. Very few psychics ever reach this level; almost none reach this level in more then one hierarchy.

One other sub set of powers should be mentioned these are the ‘other’ types of powers. These powers don’t seem to be linked to the other power sub-sets and seem to be independent of each other. These powers are also hard to activate and are never truly ‘unlocked’ and may activate on their own. Not all types of ‘other’ powers are known. These ‘other’ powers can activate due to a stimulus, such as stress, others activate unconsciously, such as the Telekinetic shield.

Telepathy is the manipulation of mental information, it is a power set that is closely linked with the Amygdala (a part of the limbic system that is involved in emotional responses), and it is more likely that psychic energy will be gathered here. There are two power sets in telepathy, Receptive, and Expressive. The receptive abilities are based around taking in information from another. The first stage power in this hierarchy is empathy. Empathy is the sensing of another’s emotions. Some psychics see this as an aura; others just sense it. The second stage is ‘hearing thoughts’. This power allows the psychic to hear someone else’s surface thoughts. This power also allows others to contact the psychic over long distances by focusing their thoughts on the psychic. The third stage is mind reading. This power allows the psychic to delve into another’s mind and look through their deeper thoughts and memories. The Expressive abilities allow a psychic to project their thoughts to others. The first stage of this is called emotional imprinting. This is a passive ability that sends the psychics emotions out to other; for example if a psychic with this ability is sad, people around them will notice this or may become sad themselves. The second stage power is what is typically seen as telepathy where a psychic is able to send their thoughts to others. This stage when combined with second stage receptive abilities will allow a psychic to have a two way conversation with another person. The third stage is mental commands where a psychic forces their thoughts on others and can control them.

A commonly seen ‘other’ power for telepathy is astral projection where the users consciousness leaves their body. Their only form of communication is telepathy, and they have no way of physically interacting with the world unless they also have telekinesis. If in this state they touch or move through another person, they will have access to that persons mind far greater then level three powers.

Telekinesis is the ability to make things move with your mind. The two sub classes of telekinesis are classic and transportation. The classic hierarchy is based around the commonly accepted idea of telekinesis which is moving things, the first stage is called movement telekinesis. The first stage consists of moving, lifting, pushing or crushing single objects. Because of its crushing abilities this stage could be considered combat capable, but for fighting it is clumsy. The second stage is manipulation telekinesis allowing a psychic to lift multiple things, as well as doing fine manipulations of objects. This level also includes an increase in precision of normal telekinesis. Some psychics say at this stage it feels like having a pair of psychic hands. Stage three is known as sum of its parts telekinesis, this level of telekinesis allows the psychic to effect each part of an object individually. This allows the psychic to take things apart with their mind. The transportation hierarchy is similar in ability to the classic hierarchy in that it is based around object movement. Stage one, hovering, allows a psychic to vertically move slowly off the ground, this stage also allows the psychic to move at an increased speed horizontally. The second stage, flight, gives a psychic full three-dimensional movement while limited at first this ability can allow a psychic to travel a very high speeds for long periods of time. The final stage is actually a combination of receptive telepathy and flying that allows others to use the psychic’s flight ability if they are in range.

A common form of other power for telekinesis is the telekinetic shield that can form around a psychic in dire peril, protecting them from physical danger. The down side to this shield is that it will quickly drain away a psychics power reserves

Old Info

Here's the old info, leaving it there while I redo the page.

Introduction

There are an infinite number of realities. Yours is in a branch that is constantly at war. The branch is divided into realms, each one designated by two letters - yours is Charlie-Romeo, or CR. Each reality in a realm has a three number designation to go after the realm designation, such as CR-285. The common connecting factor between these realities is that they are at war, a constant war between the Lords Tedd and the Tedd(/Tess) Forces, aka the TF. Each realm is divided into three zones: the white zone, the black zone, and the gray zone. The white zone(with around 400 realities at any given time) includes the realities controlled by the TF. These realities mostly know nothing of the war, and live in innocent peace, though a few do know. The black zone(with around 400 realities) includes the realities controlled by the Lords Tedd. These realities suffer from tyranny and oppression, though the mostly don't know why, and don't know about the war, though some do know. The gray zone(with around 100 realities) is the battlefield. These realities mostly don't have a Tedd, and therefore were pulled in as neutral ground to fight over. These realities are mostly your typical devastated world, a big ruin, with the people living in hiding, though some live mostly in ignorance of the war raging on in the underground of their world. There are around 100 'empty' realities in each realm, designations that don't have a reality. These are often completely devastated worlds, or worlds where the Tedd has died.

Finished Details

Here's what I'm putting everything that I've decided upon for sure.

Aliens

Alien is a loose term. Those we call aliens would call us aliens. To the point, what aliens are there? You have your basic Uryuoms, Lespukos, chimeras, and others not known of. All races, including human, have one supernatural ability unique to their race, though not everyone can use it as well as others. This is usually such as telepathy, telekinesis, or flight, though in the case of humans it is magic.

Magic

Humans only can use magic. Some believe that chimeras are able to as well, because they're part human, but this theory has yet to be proved correct. Everyone has a different strength of magic. Most people aren't strong enough to use magic on their own. For those that can, the spells you gain reflect who you are. Magic can be stored in items, usually wands, though it has to be a specific magic. The more you put into it, the more it can do. If you can't use magic, you can still use magic items. Telepathy, telekinesis, flight and such don't count as magic. They use the same power magic does though.

Technology

Due to the near limitless supply of resources and Tedds, the Tedds of both sides have developed quite an arsenal. If you can think of it, they already have, and probably invented it, too.

Thoughts

What I have so far there is the set-up. You have one TF group from each reality that basically includes Tedd(or Tess) as the leader, Grace, Nanase, and Elliot. This isn't always the case, as all realities are different, and each group is slightly different in some way, though they mostly follow that pattern. What I'm having trouble deciding is whether the game should be run as one group(and maybe more later), with each player a different person, or whether each player should control a whole group. What I'm trying to start here is something with a loose plot-type-thing, large player input as to what direction it goes. I'm more for winging' it than planning out stories in advance, if you know what I mean.

If done as individuals, each person would be who they want to be, doesn't matter if it doesn't fit well. There would have to be a bit of collaborating though. If done as groups, you would have multiple groups working together, and each player would design their own group as they wish, changing someone's gender, making someone twins, or even adding their own unique character, one not in the comic. I really don't mind either way. If we decide single group, though, I may want to play Tedd, for plot and game-running convenience. I don't have to, but it would be nice.

I think I'm leaning towards individuals, and it seems people mostly agree. I'm still gonna hold off on deciding until the poll ends, but if we do do individuals, then a few points.

I would probably play Tedd, unless someone else would prefer to. All other characters are optional. Pick a character, modify them as much as you like, or even make your own new character, then work on a story for them with the rest of the group. If this game gets enough interest, I'll be bringing in another group later on, and maybe even more. This thread will stay open the whole time for new players to cue up. This is a war. Try not to die. If you die, that's it, you're dead. I'll let you come back in with another character, probably in another group, but possibly a replacement character in the same group, if there's someone who could logically take the place of the deceased. Remember: Just as all things are possible for the good guys, all are possible for the baddies. Any characters you can think of for the good side could also be on the bad side, so watch out, because you never know what I'll throw at you.

However that works out, the basic gear includes, but is not limited to:

  • a blaster(the Tedd that invented it must have liked Star Wars)
  • a TF gun or shrink ray or stasis gun(slows the target down to 1/10 speed, be it a charging rhino, or a falling building. Lasts for 1 minute.)
  • a power pack recharger, with one spare power pack, which blasters, TF guns, shrink rays, and stasis guns all run on. Power packs take 15 minutes to charge.

I'll let you determine when you charge your packs, as it doesn't really matter, except for the stasis gun. NOTE: The stasis gun only gets 10 shots per power pack!

I expect posting to be in the third person, present tense, with speech surrounded by quotation marks AND in either bold or color, and with thoughts in italics without quotation marks.

Eg: Joe walks into the room and sits down. "How's it going?" he asks his buddy. Man, he looks nervous. I wonder if he's okay?

I fully expect posts to be longer than that. I know people have a tendency to post short posts during a conversation, but I expect posts to include at least one action or reaction, even such as fidgeting or smiling.

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