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 Genesis Crisis: Resurgence

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Prisma*Illya
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PostSubject: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:41 pm

GENESIS CRISIS: RESURGENCE


The Tale

A cataclysmic war once ravaged the planet Earth. In a global battle for supremacy, no region of the globe was left unscarred. At the very height of the bloodshed, a revolutionary satellite cannon, Leviathan, took aim and fired at the earth. The power of the blast caused tidal waves the likes the world had never seen before. The Western Hemisphere was utterly wiped out, and Africa, Australia, and most of Asia plummeted into the ocean. Only the area once known as Europe remained intact. From the ashes of the devastation, one power arose from central Europe. The empire of Kaddath took control of the region, quickly regaining order and peace for the survivors of the war, but at the cost of much freedom. The militaristic government instilled its rule with an iron will, but the still-present fear of the recent catastrophe kept the people only too willing to accept its authority.

Much time passed since then, and many advances in science. One was the field of genetics. After the Great War, unusual strains of DNA became evident in some people, genes that allowed the possessor to cause physical manifestations on the world around them, or magic as the primitive legends once called it. These were theorized to have come from one gene, the Unified Gene, which allowed unrestricted use of magic. But that gift was now lost, fractured among the many magic-carrying strains studied. This field of study became a popular science, studied among the educated as Strain Genetics.

Fearing this new power might allow insurrections, the Kaddathian Empire instituted a new law, making it forbidden to practice magic outside the Kaddathian Army. Any found casting magic would be immediately drafted, or face martial law. For a time, their stability remained ensured.

However, there were many who murmured in secret about the Kaddathian tyranny. From the shadows a revolutionary group, known as Legion, began to surface. In response, the Kaddathian Empire has brought down its mighty boot to stamp it out, but whispers of the Legion's power and the mysterious creatures known as Majin continue to circulate.

In this time, an unlikely group called Aegis was born to fight the tyranny of the High General and the chaos of Legion. Able to bring the revolution to an end, Aegis brought peace to the nation once more and attempted to rebuild unity once more.

But restoration is a long and difficult process, and the former members of Aegis are only just beginning to realize it.


--------------------------------------------------

Then

Spoiler:
 

Now

Spoiler:
 

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:42 pm

World Description

Kaddath

Kaddath is a region of both primitive and advanced technology. In the wake of the Great War, much of the technology of the previous war was lost and had to be redone. Most of the focus was on was on scientific and medical advancements, and as a result these areas are more advanced than the were before the Great War changed the face of the globe. The Grand Army of Kaddath in particular possesses the majority of these advancements, using computers, scanners, and phones. The majority of people, however, live a humble means with fairly medieval technology. Weapons have not been advanced for fear of another catastrophic war, and thus are limited to items such as swords, spears, and daggers. While average citizens have to make due with cheaper equipment like wood and steel for their weapons, Army weapons and armor are all made from adamantine. Ensigns are typically given a standard issue one-handed sword, but those who show greater aptitude for other types of weapons can take exams to prove their skill and be granted alternative weapons. Secret Police are all trained to use katanas and stunners, a blunt dart-like device that emits an electric impulse when it hits the target to stun them.

Academic institutions are held in high regard under Kaddathian rule. In order to get the most out of the coming generations, students were required to take aptitude tests to determine their major and future degrees. However, Commander Grey and the Electorate have attempted to institute reforms to allow some degree of career flexibility.

Strain magic is not common, but not rare either. Bio bands were used to monitor the emergence of strains in young adults. Formerly, those who awakened magic were forcibly recruited into the Grand Army. Reforms have been instituted to allow individuals to chose whether to join the Army or have their strain silenced. Groups have emerged debating against this bifurcation and allowing people to keep their strains without recruit, while others think all strains should be silenced.

Arusia

Arusia was thought to have been destroyed in the wake of the Great War. However, they survived and remained underground, while European factions emerged and forged together Kaddath. Having few natural resources available and dwindling stocks of supplies, the Arusians threw all their capabilities into science and technology to allow them to survive. As a result, the developed far differently from Kaddath. While some military force exists in the form of Agents, the power largely rests in the hands of the researchers, for whom the people are so largely dependent.

Arusia is not a large group, and has had to make due with the space available to them. Research facilities, barracks, and housing projects are all constructed of metal, with other resources like wood being extremely rare and valuable. If one wishes to escape the confines of dreary grey metal, there are only caves and some underground lakes to visit. With resources needing to be carefully maintained, the society is largely communistic, with meals, clothing, and other materials being distributed equally. Although their are markets for acquiring other less essential materials, they are rare and expensive.

Spoiler:
 

Due to remaining underground, Arusians were never exposed to the air pollution caused by the Leviathan and never developed strain magic.

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Map of Kaddath


Spoiler:
 

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Lexicon


The Great War - the cataclysmic war among the nations of the earth for global supremacy
Leviathan - the satellite cannon whose devastation both wiped out most of the earth and ended the Great War
Kaddath - the military government that arose from the ashes of the Great War, creating a powerful empire that brought order and stability to the world - at the price of many freedoms
Northern Kaddath - the region of Kaddath formerly referred to as Scandinavia; contains Kaddath's strain research and weapons development facilities
Southern Kaddath - the region of Kaddath formerly referred to as the Mediterranean states; contains the majority of Kaddath's residential and agricultural areas.
Eastern Kaddath - the region of Kaddath formerly referred to as eastern Europe; contains Kaddath's industrial facilities, particularly adamantine mining and refining
Western Kaddath - the region of Kaddath formerly referred to as the Atlantic states; contains Kaddath's educational institutions
University of Academia - the largest and most influential university in Western Kaddath

Spoiler:
 

Central Kaddath - the region of Kaddath formerly referred to as central Europe; contains Kaddath's financial centers and banking, as well as the imperial city of Caltha
Caltha - the capital of Kaddath, containing the Army's central headquarters and the Imperial Palace where the High General resides

Spoiler:
 

Grand Army of Kaddath - the military force that once had an iron grip on the Kaddathian Empire
The High General - the military leader of the Kaddathian Empire
The Praetorate - the council composed of the four commanders that lead Kaddath's four military branches
The Electorate - the council of civilian leaders from each region of Kaddath
Legion - the underground revolutionary group whose propaganda and influence nearly broke the empire apart
Majin - creatures of darkness spawned by the Leviathan
Red Capes - strange human/monster hybrids appearing in Kaddath
Arusia - underground nation that survived the Great War in the frozen reaches of northern Russia
The Old Guard - a remnant of supporters of the Grand Army's old regime
Adamantine - a precious metal unearthed in the wake of the Great War. Its traits of high density, never rusting or dulling, and resisting magic, make it preferable to all other known metals, particularly for the Army's purposes
Unified Gene - theorized by researchers to be the original strain from which all magic strains derive
Magic strain - a genetic anomaly that has developed in humans which allows them to cast various spells depending on the nature of the gene
Conjuring - the act of gathering mana for a spell, which produces a magic circle in the air in front of the caster. The time required for this varies based on the tier of the spell.
Casting - the act of producing the phenomenon known as magic. In this step, the magic circle formed during the conjuring step produces the desired spell.
First tier spell - basic level elemental spells
Second tier spell - intermediate elemental spells, designated by -la, -nga, or -lao suffixes
Third tier spell - advanced elemental spells, designated by a -dyne suffix
Fourth tier spell - the most powerful spell found in a strain, with a unique name for each
Plurality spell - a spell that targets multiple individuals, designated by the Army's researchers by a Ma- prefix
Overlimit – a unique spell created by pushing the limits of an individual's magic strain
Bio band – silver bracelets worn by all members of Kaddath from the ages of 12 to 25 that carry a sensor to monitor magic usage. If a magic gene is activated by the wearer, it sends out a signal to the Army and acts as a homing beacon for them to locate and apprehend the individual. Removal of the bracelet is considered an act of treason against the Army.

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:42 pm



Rise

Spoiler:
 



James

Spoiler:
 



Lenka

Spoiler:
 



Lisa

Spoiler:
 



Marcus

Spoiler:
 



Luke

Spoiler:
 

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:43 pm



The High General

Spoiler:
 


--------------------------------------------------


The Praetorate


Commander ?


Commander ?


Commander ?


Commander ?


The Electorate


Minister Winters

Spoiler:
 



Keynes

Spoiler:
 

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Terra Firma Divison


*Taurus - Army Force Battalions*


Nadenka

Spoiler:
 


*Virgo – Mobile Doll Unit*


Prototype Lambda


Spoiler:
 


*Capricorn - Weapons Development Corp*


Arya Tarsos

Spoiler:
 


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Mare Amplitudo Division



*Cancer - Port Regulation Corp*



*Scorpio - Inner Naval Battalion*



*Pisces - Outer Naval Battalion*



--------------------------------------------------


Ignis Imperius Division



*Aries - Imperial Palace Guard*



*Leo - Capital City Guard*



*Sagittarius - Airship Battalion*


--------------------------------------------------



Caelum Regius Division



*Gemini – Intelligence Department*



*Libra - Military Police Force*



Chief Mathis

Spoiler:
 



Standard Military Policemen

Spoiler:
 


*Aquarius - Strain Genetics Research Department*


Kokonoe Velda

Spoiler:
 


--------------------------------------------------


Office of Internal Affairs

Samael Raidon

Spoiler:
 

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:43 pm

THE OLD GUARD




High Lady Adalia

Spoiler:
 




Lord Commander Farrington

Spoiler:
 

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:44 pm

ARUSIA


Maxim

Spoiler:
 




Kurik

Spoiler:
 



Alexei

Spoiler:
 




Ehlana

Spoiler:
 



Belo

Spoiler:
 

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:44 pm

Unaffiliated

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:45 pm

Magic Strains


Agi Strain

Agi – shoots a fireball at the target

Maragi – shoots a spread of three fireballs at the target/s

Agilao – sends a wave of fire out of the magic circle toward the target

Maragion – sends a wide wave of fire out of the magic circle toward the target/s

Fire Amp – increases power of fire spells; overcomes another spell of equal tier

Agidyne – sends a flaming meteor crashing down on a target

Maragidyne – sends a storm of three flaming meteors crashing down on a target/s

Red Wall – negates a first or second tier fire spell and greatly reduces damage from third tier fire spells

Magma Axis – encases the target in a sphere of powerful explosions

Bufu Strain

Bufu – shoots an icicle at the target

Mabufu – shoots a spread of five icicles at the target/s; cause frost damage on impact

Bufula – causes ice crystals to errupt out of the ground in front of the target, slamming into them and shattering on impact into shrapnel

Mabufula – causes ice crystals to errupt out of the ground in a large area in front of the targets, slamming into the targets and shattering on impact into shrapnel

Ice Amp - increases power of ice spells; overcomes another spell of equal tier

Bufudyne – sends a huge icicle down on the target, freezing the area they touch

Mabufudyne – sends a shower of five huge icicles down on the target/s, freezing the area they touch

White Wall - negates a first or second tier ice spell and greatly reduces damage from third tier ice spells

Glacial Axis – encases the target in a large block of ice

Garu Strain

Garu – shoots a concentrated gust of wind that knocks away a target

Margaru – shoots a widespread gust of wind that knocks away multiple targets

Garula – creates a shockwave of wind around the caster, knocking away nearby targets

Magarula – creates a circle of wind around the caster, slashing nearby targets and knocking them away; this spell remains in effect for a short period of time, allowing this caster to deliberately move into targets with it

Wind Amp - increases power of wind spells; overcomes another spell of equal tier

Garudyne – shoots a concentrated ball of wind that gusts into a tornado on impact, slicing and blasting away a target

Magarudyne – shoots three concentrated balls of wind that gust into tornados on impact, slicing and blasting away nearby targets

Green Wall - negates a first or second tier wind spell and greatly reduces damage from third tier wind spells

Gust Axis – encases the target in a vacuum of slashing winds

Zio Strain

Zio – shoots a horizontal bolt of lightning at the target

Mazio – shoots a stream of five horizontal lightning bolts at the target/s

Zionga – sends a surge of static electricity along the ground toward the target, shocking them

Mazionga – casts a circle of static electricity around the caster, shocking any nearby targets

Thunder Amp - increases power of lightning spells; overcomes another spell of equal tier

Ziodyne – casts a large ball of lightning in the air that sends down a powerful bolt on the target

Maziodyne - casts a large ball of lightning in the air that sends down a storm of five powerful bolts on the target/s

Blue Wall - negates a first or second tier lightning spell and greatly reduces damage from third tier lightning spells

Voltic Axis – encases the target in a cage of coursing lightning bolts

Mudo Strain

Mudo – casts a magic circle below the target, which casts an impenetrable field of darkness that obscures the senses of all the one inside the circle

Mamudo – casts a large magic circle below the target/s, which casts an impenetrable field of darkness that obscures the senses of all those inside the circle

Mudoon - casts a powerful magic circle below the target, which shoots out tendrils of darkness that pierce and bind the target

Mamudoon - casts a large, powerful magic circle below the target, which shoots out tendrils of darkness that pierce and bind the targets

Nihil Axis - casts a magic circle below the target, which becomes covered in a layer of darkness, out of which hands shoot that drag the target below the miasma, killing them

Hama Strain

Hama - casts a magic circle below the target, which erupts in a column of blinding light

Mahama - casts a large magic circle below the target/s, which erupts in a column of blinding light

Hamaon – casts a powerful magic circle below a target, which calls down a destructive rain of light

Mahamaon – casts a large, powerful magic circle below the target/s, which calls down a destructive rain of light

Absolution Axis - casts a powerful magic circle in the air, which focuses the light of the sun like a magnifying glass down on the area below it, blasting the target with an intense beam of light

Megido Strain (NPC only)

Megido - casts a blast of concentrated non-elemental magic

Megidola – casts a large ball of concentrated non-elemental magic in the air, which subsequently plummets straight down to the ground, sending a large shockwave in all directions

Megidolaon – casts three large balls of concentrated non-elemental magic around the target, which spin around to block off escape while slowly closing in on the target, ultimately giving off a large explosion when they make contact

Navas Nebula - ultimate blast of non-elemental magic

Dia Strain

Dia – casts a spell that bathes the target in a pale light that heals minor wounds

Media – casts a wave of pale light that heals minor wounds on the targets

Posumundi – casts a wave of green light that cures a target from physical interference spells

Diarama – casts a spell that bathes the target in a light that heals moderate wounds

Mediarama - casts a wave of light that heals moderate wounds on the targets

Patra – casts a wave of gold light that cures a target from mental interference spells

Diarahan - casts a spell that bathes the target in a powerful light that heals heavy wounds

Mediarahan - casts a wave of powerful light that heals heavy wounds on the targets

Recarm - casts a spell that bathes the target in an intense light that heals deadly wounds

Samarecarm - casts a wave of intense light that heals deadly wounds on the targets

Recarmdra - saves the target from death by transferring one's own life force into another

Amrita – casts a wave of cool air that removes any curse effects from the targets

Kaja Strain

Rakukaja – casts a magical shield that blocks any normal physical attacks or first tier spell and resists second tier spells

Marakukaja – casts a magical barrier around a group that blocks any normal physical attacks or first tier spell and resists second tier spells

Tarukaja – casts a burst of energy over the target, hyper-stimulating their muscles to take blows and deal damage beyond normal human capacity

Sukukaja – casts a burst of energy over the target, hyper-stimulating their cells to greatly enhance their speed and agility

Makakaja – casts a burst of energy over the target, hyper-stimulating their magic gene to greatly enhance their spell power

Tetrakarn – casts a magical shield that reflects any physical attack

Matetrakarn – casts a magical barrier around a group that reflects any physical attack

Makarakarn – casts a magical barrier around a group that reflects all third tier magic spells and below

Pulinpa Strain

Dormina – casts a mist that causes the target’s to become very sleepy

Tentarafoo – casts a stream of lights that collide with the target, confusing them in a daze of colors

Enervate – casts a blast that weakens that target on impact, reducing their speed and strength

Balzac – casts a flash of red light that enrages a target, blinding their judgment with rage and fury

Poisma – casts a cursed blast that poisons the target on impact

Shibaboo – casts chains of energy that bind the target’s limbs and immobilize them

Dekaja – negates any status enhancements on a target

Makajam – cast a burst of energy over the target that silences reception from the magic gene, preventing spell casting temporarily

Marin Karin – casts a flash of light that dazes the victim. Any words or commands spoken by the caster to the victim will seem irresistible

Leech – casts tendrils of darkness that pass through the victim, draining life from them and restoring it to the caster

Traesto Strain (NPC only)

Traesto - casts a magic circle that transports everyone within its bounds to another location

Trafuri – transports the caster to the astral plane for an instant, allowing the caster to achieve what appears to be a flash step

Oculus - allows the caster extra-sensory perception, usually for the purpose of scanning targets for magic genes or locating the presence of magic

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

Conjuring Times


Tier 1

Agi - 2 seconds
Maragi - 3 seconds

Tier 2

Agilao - 3 seconds
Maragi - 4 seconds
Fire Amp - 3 seconds

Tier 3

Agidyne - 4 seconds
Maragidyne - 5 seconds
Red Wall - 4 seconds

Tier 4

Magma Axis - 5 seconds[/b]

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PostSubject: Re: Genesis Crisis: Resurgence   Thu Jul 21, 2016 6:47 pm

Character Creation

Quote :
Name:

Core Value: (A quote that summarizes the characters beliefs)

Age:

Appearance:

Personality: (try to be as descriptive as possible)

Affiliations: (Aegis, Grand Army of Kaddath, Old Guard, or Arusia)

Status: (position in the affiliation)

View on magic: (Pro-strain or Anti-strain)

History: (try to be as descriptive as possible)

Weapons:

Strain(s): (limited to three at most)

Spells: (list of spells learned so far)

Overlimit: (a custom spell of your chosing; only accessible to those using a single strain, and the spell must be of a type related to your strain)

Conjuring Style: (the character's stance during the conjuring of mana for a spell)

Casting Style: (the character's stance during the casting of a spell)

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PostSubject: Re: Genesis Crisis: Resurgence   Fri Jul 22, 2016 1:17 pm

Characters under Nexius' control

Luke Jaron
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Belobog Volkov, "Belo"
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Nadenka Orlov
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PostSubject: Re: Genesis Crisis: Resurgence   Sat Jul 23, 2016 6:01 pm

James Carter
Spoiler:
 

Lenka Carter
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Ehlana Nikolaev
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Kurik Akatsuki
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PostSubject: Re: Genesis Crisis: Resurgence   Sun Jul 24, 2016 4:28 pm

Alina Grey
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Lisa
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Marcus Troy
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