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    Explanations

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    Admin Eindride
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    Explanations

    Post  Admin Eindride on Fri Jan 04, 2013 2:22 am

    Here is everything you might be wondering and hopefully explains it all. Everything has been broken down. Below are the links to the different posts. If you have any information to contribute that you think needs to be added please private message an admin and inform them. Thank you.



    Last edited by Admin Eindride on Thu Jan 17, 2013 9:03 pm; edited 4 times in total
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    Admin Eindride
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    Re: Explanations

    Post  Admin Eindride on Thu Jan 17, 2013 8:50 pm

    Groups/Categories - What the grouping categories are

    • Vastus - Those that oppose the Magistrate. They disagree with how things are being run and want to see things change.

    • Magistrate - The ruling government within the domes. They are the ones that have replaced the old system and ways of doing things.

    • Human - Those that don't have any powers and are essentially 'normal'. They do exist even though they are the minority. It is unsure if this is just a temporary thing or not.

    • Powers - Those that have abilities that don't fit into the Shifter, Elemental, or Psychic categories.

    • Shifters - Those who have powers that have to do with manipulating their bodies. From changing the density of their molecular structure, to being able to rearrange their DNA, organs, or bone structures.

    • Psychics - Those whose powers are mostly derived from being able to control things with their minds.

    • Elementals - Those who can control and harness a basic natural element.

    • Rats - Those that broke the law/children of those that broke the law. Those whom are the bottom of society and last to receive rations.

    • Orphan - Those that are as it states. Orphans and live in the orphanage. The children of parents that have been exiled, executed, or have died.

    • Animal - Those creatures that have mutated and changed, adapting to the harsh conditions outside the domes. (will be a playable category later into the story)

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    Admin Eindride
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    Re: Explanations

    Post  Admin Eindride on Thu Jan 17, 2013 8:55 pm

    Rankings - The job category that your person falls into.

    • Magistrate - President, King/Queen, he/she oversees and runs everything (one per dome)

    • Governors - Governs each zone/city, reports only to the magistrate (One per zone/city)

    • Magistrate Officials - Officers, Police, Politicians, Peacekeepers, etc.

    • Specialists - scientists, hunters, people who would go outside the shielded cities to investigate the areas surrounding them, also people who would perform duties/missions like the modern-day Navy Seals, Special Ops, Army Rangers

    • Healers - Self explanatory. Doctors, nurses, etc.

    • Merchant - in charge of Black Market, Runs Black Market, Works with/in Black Market, etc (since the IG the current world would be rationing food, and most other supplies, merchants of the Black Market would be able to provide extras of these rationed goods for a pretty penny)

    • Messengers/Carriers - Mailman, errand person, etc.

    • Greener - Food workers, processors, farmers, etc.

    • Breeders - Veterinarians, Animal Breeders, etc.

    • Technicians - Mechanic, Electrician, Plummer, Aeronautics etc.

    • Spinners - Tailors, Weavers, Dyers, anything to do with clothes, etc

    • Teachers - Self Explanatory

    • Cleaners - Maids, Janitors, etc (Also work for the Magistrate - cleans up certain messes)

    • Apprentice (Age 12-14) - Children will, at the age of 13, begin to apprentice at the trade they will work in

    • Grunts - Manual Labor (Usually the Magistrate pulls rats to do this line of work)

    • Student (Age 4-12) - Children will be schooled from ages 4-12, and after they graduate will begin their apprenticeship.

    • Child (Age 2-4) - Children that are too young to go to school.

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    Admin Eindride
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    Re: Explanations

    Post  Admin Eindride on Thu Jan 17, 2013 8:59 pm

    Powers/Abilities

    Shifters - Those that can manipulate their body somehow.
    • WereCreature - Those who can change from human to animal and back again.
    • Phasers - Those that can shift their mass around to 'phase' through solid walls or become solid themselves (make themselves temporarily bulletproof).
    • Morphers - Able to change their appearance at will (humans only)
    • Chameleons - Able to hide themselves by 'blending' into their environment.
    • Teleporters - Can control the flow of time. They are able to 'shift' around time and able to in essence 'teleport'.


    Psychics - Those with any power connected to ESP.
    • Precognition - Can see what is to be or what is going to happen.
    • Postcognition - Can see what has been or what has happened.
    • Psychokinesis/Telekinesis - Being able to move things
    • Telepathy - Reading thoughts/projecting thoughts etc.
    • Empath - Reading people's emotions/ able to influence other people's emotions.
    • Technopath - Being able to interact and 'talk' to anything that is electronic or mechanical
    • Projectors - Astral projection/ dream projection
    • Erasers - Those that can erase people's memories.
    • Manipulator - Those that can hypnotize or plant 'suggestions' or use the 'power of suggestion' to have people do what they want.
    • Warpers - Warp reality/surroundings to make people see what they want to see.


    Elementals - Those that can control as well as create the element they can manipulate.
    • Wind - Control and harness wind. Those that master this element can even achieve flight. Resistant to most weather.
    • Fire - Able to control how 'hot' it burns. Fire resistant, higher body temperature.
    • Water - Those that master this element can even create ice. Some it is even rumored can do something else with water if they master it completely.
    • Earth - Controls the earth, rocks, sand etc. Are able to take more of a beating then most people.
    • Wood - Those that can control plantlife.
    • Lighting - All forms of electricity. those whom master it can even call and control lightning. They too like Fire wielders are resistant to burns.


    Others - Those whose abilities and powers do not fit into the above categories.
    • Mimics - Able to mimic other people's abilities that are within a certain radius of them.
    • Sensors - Able to sense everything and everyone around them like a type of 'sonar'.
    • Nullifiers - Able to cancel out other people's abilities within a certain radius.
    • Healers - Some have regenerative capability while others are only able to heal other people but not themselves.
    • Benders - Able to bend light around them to appear invisible
    • Ferals - Heightened reflexes, sight, hearing, smell, strength
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    Admin Eindride
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    Re: Explanations

    Post  Admin Eindride on Thu Jan 17, 2013 9:01 pm

    TECHNOLOGY

    It's the industrial age. Again. Since most advanced technology no longer work, other means were needed. The past was where they found their salvation. Clockwork (second access code), steam, and innovations of the late 19th , early 20th century. Electricity was something that was still around but not on the grand scale it was before. Only enough electricity to power the old Edison and Tesla light bulbs.

    The only type of advanced technology they have is what is fueling and keeping the air cycling through the domes. The force field that is shielding them not only from toxicity of the outside world, but also keeping out the radiation, and the sun. The weather in the Domes are constantly monitored and kept at a certain temperature. The only exceptions are the Hydroponic and Hatchery Domes. Those have places that are constantly changing due to the animals and/or vegetation.

    Transportation is done by steam engine, airship, and bicycles. They have two types of airships. Those that travel between domes transporting trade, messages, news, and even people on occasion. Then there are those that only travel inside the central dome taking people from one zone to the other. Steam engines are also used for this purpose. Bicycles are used traveling within the zones.


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