Introduction
From the inception of the Proximal colonies on Earth's moon in the 23rd century, changes had already been underway for those members of the species who chose to flee commercial hegemony on their home planet. Due to unknown mechanisms, the most popular theory being solar radiation, those inhabitants of the three Lunar Proximal colonies have diverged from the Human race proper. Biologists on both the colonies and Earth determined the species to be labelled as Homo sapiens animus, though many of the divergent species refer to themselves as Espers. Over the past four centuries, as space travel has become more affordable, the Lunar Proximal colonies have become taboo space for 'normal' humans, with only controlled traffic between the two locales.
At this point, the two species have diverged to such the point that they are now properly divergent; a human cannot mate with an Esper and produce a genetically viable offspring. Both species look upon each other with mutual suspicion, prejudices filling both sides for different reasons. The Espers mock the humans' seeming lack of mental development, and over-reliance on technology. Their human cousins are disgusted by the myriad of physical 'imperfections' which Espers are host to. Though they have kept their differences only on the social level, parties within both the Human and Esper governments are calling loudly for war, and are gaining political support from all walks of life. Conflict is brewing...
The player is thrust in the middle of the political turmoil surrounding the conflicting desires of an uneasy peace and a full-blown war. The author must choose between being a Human or an Esper. Humans are involved in a semi-corporate governmental system, and rely heavily on technology (along the level of laser guns, hovercrafts.) Espers are involved in either a democracy (LProx-2 and -3) or a tyranny (LProx-1). They rely on mostly psychic powers, though there are limitations placed on these powers (cannot see the future, for example).
Also, during character creation, beyond specifying the species (and, if an Esper, what physical deformity one has), players are expected to follow a statistics system, and are given fifteen points to distribute through five statistics. The gradient for statistics is a 1-5 gradient. An average statistic is three, (hence fifteen points for five statistics.)
E.g.: Davis is a human with five intelligence. He is a genius, and incredibly gifted with critical thinking and problem solving. However, he has a charisma of one, so he is either a terrible speaker or a hideous man. He has an agility of three, so he is about the same as most humans in how well he can move and dodge attacks. His perception is two, so he's a bit lackluster when it comes to noticing odd things in his environment. Admirably, Davis has a strength of four, so, while he isn't a bodybuilder, he is rather strong compared to most other humans.
The statistics are:
Strength
Perception
Agility
Intelligence
Charisma
(Bear in mind that most Espers either rely on intelligence and perception for their psychic powers. These points are added together, so an Esper with 10 in all is incredibly psychically gifted, whereas an Esper with a three in all was probably teased in school.)
There are some roles that should be filled, but they are few.
Espers
Lunar Proximal 1
High Elder:
Elder:
Lunar Proximal 2 and 3
Presidents:
Vice Presidents:
Humans
The Hub
Head Bureaucrat:
Chief of Executives:
Spaceport Six-Luna
Captain:
Lieutenant:
Any other roles are up to the discretion of players (but please fill these first), though it is best to remember that LProx 1 and The Hub have a caste system, so regular citizens can't affect much change there. Accordingly, Six-Luna is a military installation.
Other than that, character creation should also include whether the character is an Abstainer (does not wish war), War Hawk (does wish for war), or Neutral (apathetic, or willing to take either side.)
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Welcome home, Promethean. Here, you can manage your universe.
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Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
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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.
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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!
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Use your INK to craft new artifacts in Proximal Yet Divergent. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
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Aquios Vermanos
The War Hawk of Lunar Proximal 1
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The War Hawk of Lunar Proximal 1
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Spaceport 6-Luna ↪ 6-Luna R&R Owner: RolePlayGateway
Spaceport 6-Luna's Rest and Recreation Centers, a broad expanse of every possible entertainment known to humanity. After all, a joe in space needs distraction from the Espies.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Spaceport 6-Luna ↪ 6-Luna Mess Hall Owner: RolePlayGateway
The Primary Mess for 6-Luna staff, it is constantly crowded.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Spaceport 6-Luna ↪ 6-Luna Proximal Hub Owner: RolePlayGateway
Branching out from the 6-Luna Docks, the Proximal Hub is the primary inter-colony transportation system, from where a person can reach any spot within the three Lunar Proximal Colonies.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Luna ↪ Lunar Proximal-1 Owner: RolePlayGateway
The first Lunar Proximal colony is led directly by its High Elder and Elder, and is the industrial workhorse for the three colonies.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Luna ↪ Lunar Proximal-3 Owner: RolePlayGateway
The commercial center for the three Lunar colonies, it is managed in much the same way as the second Proximal.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Luna ↪ Lunar Proximal-2 Owner: RolePlayGateway
The agricultural center of the three Lunar colonies, Lunar Proximal-2 is led by officials elected by the people, regardless of walks of life.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Spaceport 6-Luna ↪ 6-Luna Docking Owner: RolePlayGateway
A series of drydocks that can handle the limited stress of Earth-Lunar travel.
0 posts · 1 characters present · last post 1970-01-01 00:00:00 »
Spaceport 6-Luna ↪ 6-Luna Administration Owner: RolePlayGateway
The administrative facilities are the lifeblood for Spaceport 6-Luna.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
The Hub ↪ The Hub Spaceport Owner: RolePlayGateway
Spaceports killed the airport security guard.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
The Hub ↪ The Hub Capitol - Grand Assembly Room Owner: RolePlayGateway
The current capital city of Earth, it is controlled by the SimTech Corporation, though the megalopolis on the British Isles is officially led by the European Union. Its capitol building is a grand structure, many stories high, culminating in the Assembly
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Luna ↪ Spaceport 6-Luna Owner: RolePlayGateway
The primary docking port for the three Proximal colonies, merchants and officials from all over Earth come here in regards to business; though, with reluctance. The primary means of locomotion is a large monorail.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Earth Owner: RolePlayGateway
The Home Planet of Humanity
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Simply the capital city of Earth. Travel takes place via monorail.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Luna Owner: RolePlayGateway
Earth's Moon.
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Proximal Yet Divergent
by abedlamsun on Mon Jul 19, 2010 7:10 am
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on Mon Jul 19, 2010 7:10 am
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Proximal Yet Divergent
Most recent OOC posts in Proximal Yet Divergent
[OOC] Proximal Yet Divergent
There are a couple of mechanics I would like to explain in more depth before the roleplay begins, simply for the fact that I'd prefer everyone to be working along the same paradigm. This ensures the universe remains consistent, and does not have many individuals clashing with each other using out-of-universe possibilities. Yes, I want some consistency, and I'm a bad man for reducing creativity.
Esper Psi Powers
The first explanation regards the Esper mechanic for psychic powers. As Espers are a divergent species from humans, it can be expected that they have a certain degree of adaptations which have arisen, and have been selected for. A change in their DNA and chromosomes has prevented Espers and humans from being able to mate with genetically and reproductively viable offspring, so this is the logic being used behind this mechanic:
In observing an Esper, it has been noted that their psychic abilities expand around their person in a relatively spheric path. This led to the hypothesis that a secreted enzyme or chemical from the Esper led to its abilities being manifested from consciousness to the material world. From weaker telekineses to remote viewing, every ability displayed by an Esper occurred in a three-dimensional spheric space. To test this theory, a random sample of Espers was taken, and their secretions monitored by an in-observation room monitoring device. It found that there was a neurochemical discharge during states of intense concentration for an Esper, the composition of which is not analogous to any human neurochemical or compound. It may be safely assumed that this secretion is what leads to their manifested abilities, and that they have no direct threat to humans behind user-end decision.
In short, Espers emit a hormone that allows their consciousness to expand and act upon the physical reality.
Statistics System
The statistics used in PYD are a short retooling of the Lionheart SPECIAL system. It is a simple, manageable statistics system with a high degree of manageability and flexibility. The statistics system was implemented to make sure there is a clear distinction between character abilities and why they have those abilities. In short, it makes it easier to recognize what the player-decided gradient for powers is, and allows new players to create a character that can at least succeed within the roleplay.
As with any system that uses numbers to try to quantify qualified statements, there is a degree of flexibility as to what a '1' or a '5' means. I will, however, provide a bit of a guideline when it comes to these. We'll use intelligence as an example.
A one in intelligence is simply a character who is a complete dullard. He is developmentally challenged, and likely has the mental age of a five-year-old and no higher.
A five in intelligence is a genius, a person who can critically think far outside the box, and far outstrips his fellow species members in reasoning.
A three in intelligence is a baseline individual. This person has no incredible feats of reasoning or critical thinking, and is simply at the level of most other members of his fellow species.
Two and four are clear at this point: Two is a person who may not be developmentally challenged, but is certainly slower with reasoning than his fellow species members. A four isn't quite a genius, but still stands above most other members of his species in intelligence.
On Esper and Human Baselines
Regarding species baselines, it should be assumed that Espers are generally more intelligent and perceptive than humans, but weaker and less agile. The inverse is true for humans: they are less intelligent and perceptive than Espers, but stronger and more agile. This generally places a human of PER 5 and INT 5 at an Esper of PER 4 and INT 4.