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Crisis

Crisis

0 INK

In a dangerous world where trust is everything and death is one wrong move away, what happens when your efforts to escape to safety put you into more danger than ever before?

398 readers have visited Crisis since 10tanksonawall created it.

Introduction

Chaos. Plague. Death. Destruction. These things are our lives now. Once, this planet was a living one, with great big cities, lush green forests, deep blue oceans. The clouds were white and the grass was green, people were friendly and death was the last thing on most people's minds.

Then the Valos Mutagen was created. Suddenly, nations were taking ordinary soldiers, and turning them into heroes. Plants popped up all over the world to produce the stuff. Different people reacted in different ways. They could all lift over a thousand times their own weight, survive extreme injuries. They were all faster. Some displayed psionic abilities. Others could harness energy as a weapon. Some could even turn into beasts the likes of which no one had ever seen.

By the time the delayed effects of Valos were painfully clear, it was too late. Over half of the world's armed forces were on the stuff. Atrocities started happening. People died in droves as their former heroes went insane, began destroying everything with their new-found power. They didn't discriminate, they simply killed and destroyed.

After a month, the first nuclear reactor melted down. The rest followed. That first year saw more than two-thirds of the world's 'clean' population dead. Cities crumbled from neglect as survivors struggled to simply survive. That spring, people realized that this wasn't going to end any time soon. That they needed to stay together to survive.

Illnesses came back that second year. Medicine was scarce, doctors scarcer. Pox. Degeneria. Illnesses long thought vanquished came back with a vengeance. More people died. Chaos reigned as people abandoned each other for selfish reasons. The Valos-afflicted soldiers were no longer the only threat.

Then, people began noticing things. Vals, as they'd been christened, fought with each other over territory. Over food. Over water. They formed packs, like animals, roaming swaths that they claimed for themselves. Vals, like humans, became divided.

Then Halflings were discovered. Some areas were unlucky enough to have high concentrations of Valos Mutagen and radiation. Most people in these areas died off. Some didn't. Halflings. They weren't as fast as Vals. They weren't as strong as Vals. They couldn't recover as quickly as Vals. Their abilities weren't as potent. But they had one key difference: They were completely and totally sane. They could form plans, think tactically.

In some places, Halflings were welcomed as saviors. In others, they were shunned as more monsters to worry about.

Trust. Hope. Faith. These things are more important than ever now.




For at least twenty-five years, Vals have been around. Life goes on, however. Settlements have popped up where people live together, trying to survive. There is no money here. Everything works on trust and favors. Paper slips and metal discs can be stolen, after all. Settlements range from dozens to thousands in size, and everything in-between. Electrical power is scarce, so most settlements don't have electricity. Things like gas and coal and oil are rare commodities as well. Travel is on foot or by animal.

However, outside the relative safety of settlements lie many dangers. The first and foremost is the outside world itself. Violent weather, wild animals, rough terrain torn apart by the first years of conflict. Storms are a year-round threat, and low-lying settlements have been drowned in monsoons before.

Then there are the obvious threats: Vals. Packs of these former-humans roam the world, rarely larger than a dozen strong. However, that dozen is more than enough to lay waste to most settlements. Their powers vary, but all are extremely dangerous.

Another obvious threat is that of brigands. While many people try to survive by helping one another, there are always those who would seek to benefit from the chaos of the world. They raid settlements, steal what they want. Some have even managed to drive a pack of Vals into a settlement, picking through the rubble afterwards.

Halflings are a mixed blessing. As with humans, many seek to exist peacefully. Others, though, would benefit from the chaos of the world, or simply succumbed to the Valos Mutagen's effects. They are not as powerful as Vals, but they are smart. They can think complex thoughts, and many can stay above the animalistic urges that the Valos Mutagen eventually imprinted into Vals.

However, Halflings pay a price for their power. A Halfling's metabolism is higher than a humans. They must eat more to survive than a human, and many are in constant conflict with the bloody urges that the Valos Mutagen carries.

Despite all of this, Halflings often prove to be the saving grace when settlements are threatened by raiders or Vals. Even so, some settlements distrust Halflings, seeing them as just another incarnation of Vals.



The settlement of Hope. About three-hundred strong, and situated along a river. Resting in the ruins of a town, makeshift walls surround this port settlement. The people here know each other well, having survived here since the onset of the Valos Crisis, when their homes were destroyed by a pair of Vals. There are some fish in the river, and the land is fertile enough to farm.

Just across the river, a small boat is loading with a few new people who have managed to come to Hope, wishing to start over. However, their perceived paradise is not to remain peaceful for much longer...

Toggle Rules

  • Mature content (drugs, alcohol, etc.) are meant to be included here. However, there are lines that should not be crossed. Please use your common sense when you post.
  • Please try to make your posts literate and of decent length. I'm not saying that they have to be perfect, or several paragraphs in length, but poorly-written or single-line posts will not be tolerated.
  • Fighting will happen. When it does, don't auto-hit or god-mod. And when the fighting's over, please keep it out of the OoC.

These are liable to change as time goes on. Please make sure that you keep yourself informed.

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Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.

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Events

Soon™.

Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 1 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

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Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

Current Mobs

No mobs have been created yet.

Spawns

Locations where Mobs and Items might appear.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in Crisis. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

No items have been created yet!

The Market

Buy, sell, and even craft your own items in this universe.

Market Data

Market conditions are unknown. Use caution when trading.

Quick Buy (Items Most Recently Listed for Sale)

Open Stores

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Fullscreen Chat » Create Topic » Crisis: Out of Character

Discussions

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Crisis

Character Sheet

Name
Gender
Age
Appearance (pictures are nice, but not required.)
Human or Halfling
Description of ability, if Halfling (Could be anything, but nothing generic like 'super strength'. You've already got some of that anyways.)
Personality
Bio
Extras

More may be added as time goes on. If anything on this page changes, it is your responsibility as the RPer to keep your character up-to-date. If you agree to this and have read and agree to the rules, include your favorite book's title in the Extras section of your initial draft. You may remove it after I have approved your character.