Vast Frontier Romance
Jun 1, 2014 21:06:49 GMT -8
Post by JW% on Jun 1, 2014 21:06:49 GMT -8
Far away, on an alien world, no matter how advanced the inhabitants think they may be, they still fall under so many laws of nature. Laws our own society has ingrained within them in a manner so thorough it is seen as oppression. Here we have a story of those on the edge of their civilization, suffering under the oppression of their social moors and biological desires. On the frontier of legend men were real men and women were real women, but on this world where things are slightly different, will you be able to uphold that legend?
Welcome to the city of Axle'n, a frontier city on a world that, for lack of imagination and due to translation conventions, we shall call Earth. The city rests on the corner of a trade route, with mountains that provide mines and mineral rights, and vast fields that provide farmland and cattle raising grounds. Despite the trade route however, it is well removed from civilization at the moment, growing but not grown. Savage barbarians live in the wilds out of town, and wild animals prey on the cattle and farmers. A fine place of opportunity for those who want to make a life of their own. But can you find success and build a family?
The species of player characters have minor shape shifting and energy manipulation abilities. They can shift themselves in to one form, which is obvious in their main form determined at birth that can be gradually altered as they grow to adulthood. Sleeker, more energy efficient, alternate forms are appreciated aesthetically pleasing, often offset by less efficient primary forms. A very attractive appearance would involved being able to take the form of a sleek wheeled vehicle with the primary form being a humanoid with vestigial wings hanging off their back or hips. Animal forms are considered unattractive in general.
They also can convert their bodily energy, acquired mostly from eating and metabolizing foods(usually processed specifically to make this metabolism easier, but certain "raw" foods are possible as well) into bursts of energy from their body. These ranged energy blasts are the standard "martial art" of the species utilizing various techniques.
There are three official "sexes" of the species that player characters can be assigned. Gir, Bot, and Dis. A Gir can produce an offspring from a Bot, and a Bot can produce an offspring from a Dis. Gir are incapable of impregnating others, and Dis are incapable of being impregnated. The offspring can be any of the three sexes. A standard relationship is a partnership between two compatible sexes, and emotional tangles often occur when a trio involving all sexes is attempted(philosophers wonder why emotions of jealousy cause such clouding as the trio with one of each sex seems more natural, but could potentially leave two of the group pregnant). In describing your character the use of gender pronouns like "he" or "she" are left entirely up to your choice.
The first are the "Gir" or Girs(pronounced like Gears). They are the warriors of the species, large and powerful, but also energy inefficient. They are seen as violent and emotional, a factor that is mostly true since their position in society is to enter into combat in defense of others they need to have such an edge to them. Outside of combat Gir are to be seen and not heard(since the other sexes are intimidated by their power) and have limited earning power(they are meant to keep themselves focused on combat rather than waste their talents on menial labor. However, they are also highly sought after by the other sexes, and ruthlessly judge and choose their partners on their ability to support and care for them. Often displays of wealth(such as buying your Gir drinks or dinner) are the most basic displays. Gir transform into military hardware or animalistic shapes with biological weapons.
Bot(pronounces as you'd expect it to be) are the workers of the species. They are average in most ways, though often seen as the more intelligent of the three sexes and have the highest earning potential. They exist within all walks of life and all professions, able to work as manual labor or in far more intellectual fields or combinations of both. They are the workforce and the political leaders. They are expected to avoid combat and any kind of physical struggle, instead wisely and logically leveraging their potentially high strength into constructive(or at least transportive) efforts. They are seen as stoic workers who can not complain, and eager yet gentle lovers to both kinds of partners and wealthy caregivers. Despite being in political power since the founding of the nation the players live in(and most of the world, though it is hardly universal), a majority of the laws leave them without support since they tend to elevate the other two sexes above themselves. Their alternate forms are usually civilian shapes or wild animals.
Dis(pronounced with a hard I as in "dice") are the specialists. They are small and reputed to be highly energy efficient and dexterous, making for excellent medics. Dis are often closely, if platonically, partnered with Girs(particularly if the Gir in question is their mother), acting as as caretakers and groomers. Unfortunately Dis often seem to be parasitic, or even disposable, and often bravely accompany(or are carried by) their Gir partners into battle. Dis alternate modes are often tool or weapon shapes, sometimes domesticated "pet" animals.
Incest is strongly discouraged by society and biology, as birth defects are almost immediately obvious in offspring of such couplings.
Characters are initially designed with the following statistics,
STR (a determination of lifting and hauling and manual labor ability, ties to earning power)
INT (a determination of education and knowledge, ties to earning power)
FPR (each person can channel their life energy into bursts that cause offensive ranged damage, it is the standard means of martial arts on this planet, thus FPR 'firepower' strongly determines your combat ability)
SKL (a determination of manual dexterity and control over your own body)
SIZ (Body mass. The population varies in size greatly, with the largest adult often able to carry several adults of the smaller size classes. Ties to procreation, multiplies STR.)
AST (Physical attractiveness, how stylish and beautiful you are, how well your body is sculpted and tended to, and how well you can draw attention to yourself passively. Is a limiter on you alt form)
CHA (Courage and personality attractiveness, how well you can intentionally draw attention to yourself and how well you can handle being the center of attention
A Gir can only use their CHA for influencing other Gir, attempts on Bot or Dis are intimidation. While functionally this works the same(it gets somebody to obey your words) such as during combat and trying to protect people, this is not useful for seduction.
The seven stats are listed out 1 to 10. Adding them up they should equal 40, give or take ten points as you prefer playing a less or more advantaged character. Your characters basic altform, biological sex, and earning potential will be given to you, and you can expand to fill in details from there.
Character Skeleton step one(players call):
Name:
Basic background/personality:
STR:
INT:
FPR:
SKL:
SIZ:
AST:
CHA:
Character Skeleton step two(GMs call):
Name:
Basic background/personality:
STR:
INT:
FPR:
SKL:
SIZ:
AST:
CHA:
Rough Altform:
Sex:
Earnings:
Character Skeleton step three(players call again):
Name:
Advanced background/personality:
STR:
INT:
FPR:
SKL:
SIZ:
AST:
CHA:
Precise Altform:
Sex:
Earnings:
Sexual preferences/ideal partner:
Welcome to the city of Axle'n, a frontier city on a world that, for lack of imagination and due to translation conventions, we shall call Earth. The city rests on the corner of a trade route, with mountains that provide mines and mineral rights, and vast fields that provide farmland and cattle raising grounds. Despite the trade route however, it is well removed from civilization at the moment, growing but not grown. Savage barbarians live in the wilds out of town, and wild animals prey on the cattle and farmers. A fine place of opportunity for those who want to make a life of their own. But can you find success and build a family?
The species of player characters have minor shape shifting and energy manipulation abilities. They can shift themselves in to one form, which is obvious in their main form determined at birth that can be gradually altered as they grow to adulthood. Sleeker, more energy efficient, alternate forms are appreciated aesthetically pleasing, often offset by less efficient primary forms. A very attractive appearance would involved being able to take the form of a sleek wheeled vehicle with the primary form being a humanoid with vestigial wings hanging off their back or hips. Animal forms are considered unattractive in general.
They also can convert their bodily energy, acquired mostly from eating and metabolizing foods(usually processed specifically to make this metabolism easier, but certain "raw" foods are possible as well) into bursts of energy from their body. These ranged energy blasts are the standard "martial art" of the species utilizing various techniques.
There are three official "sexes" of the species that player characters can be assigned. Gir, Bot, and Dis. A Gir can produce an offspring from a Bot, and a Bot can produce an offspring from a Dis. Gir are incapable of impregnating others, and Dis are incapable of being impregnated. The offspring can be any of the three sexes. A standard relationship is a partnership between two compatible sexes, and emotional tangles often occur when a trio involving all sexes is attempted(philosophers wonder why emotions of jealousy cause such clouding as the trio with one of each sex seems more natural, but could potentially leave two of the group pregnant). In describing your character the use of gender pronouns like "he" or "she" are left entirely up to your choice.
The first are the "Gir" or Girs(pronounced like Gears). They are the warriors of the species, large and powerful, but also energy inefficient. They are seen as violent and emotional, a factor that is mostly true since their position in society is to enter into combat in defense of others they need to have such an edge to them. Outside of combat Gir are to be seen and not heard(since the other sexes are intimidated by their power) and have limited earning power(they are meant to keep themselves focused on combat rather than waste their talents on menial labor. However, they are also highly sought after by the other sexes, and ruthlessly judge and choose their partners on their ability to support and care for them. Often displays of wealth(such as buying your Gir drinks or dinner) are the most basic displays. Gir transform into military hardware or animalistic shapes with biological weapons.
Bot(pronounces as you'd expect it to be) are the workers of the species. They are average in most ways, though often seen as the more intelligent of the three sexes and have the highest earning potential. They exist within all walks of life and all professions, able to work as manual labor or in far more intellectual fields or combinations of both. They are the workforce and the political leaders. They are expected to avoid combat and any kind of physical struggle, instead wisely and logically leveraging their potentially high strength into constructive(or at least transportive) efforts. They are seen as stoic workers who can not complain, and eager yet gentle lovers to both kinds of partners and wealthy caregivers. Despite being in political power since the founding of the nation the players live in(and most of the world, though it is hardly universal), a majority of the laws leave them without support since they tend to elevate the other two sexes above themselves. Their alternate forms are usually civilian shapes or wild animals.
Dis(pronounced with a hard I as in "dice") are the specialists. They are small and reputed to be highly energy efficient and dexterous, making for excellent medics. Dis are often closely, if platonically, partnered with Girs(particularly if the Gir in question is their mother), acting as as caretakers and groomers. Unfortunately Dis often seem to be parasitic, or even disposable, and often bravely accompany(or are carried by) their Gir partners into battle. Dis alternate modes are often tool or weapon shapes, sometimes domesticated "pet" animals.
Incest is strongly discouraged by society and biology, as birth defects are almost immediately obvious in offspring of such couplings.
Characters are initially designed with the following statistics,
STR (a determination of lifting and hauling and manual labor ability, ties to earning power)
INT (a determination of education and knowledge, ties to earning power)
FPR (each person can channel their life energy into bursts that cause offensive ranged damage, it is the standard means of martial arts on this planet, thus FPR 'firepower' strongly determines your combat ability)
SKL (a determination of manual dexterity and control over your own body)
SIZ (Body mass. The population varies in size greatly, with the largest adult often able to carry several adults of the smaller size classes. Ties to procreation, multiplies STR.)
AST (Physical attractiveness, how stylish and beautiful you are, how well your body is sculpted and tended to, and how well you can draw attention to yourself passively. Is a limiter on you alt form)
CHA (Courage and personality attractiveness, how well you can intentionally draw attention to yourself and how well you can handle being the center of attention
A Gir can only use their CHA for influencing other Gir, attempts on Bot or Dis are intimidation. While functionally this works the same(it gets somebody to obey your words) such as during combat and trying to protect people, this is not useful for seduction.
The seven stats are listed out 1 to 10. Adding them up they should equal 40, give or take ten points as you prefer playing a less or more advantaged character. Your characters basic altform, biological sex, and earning potential will be given to you, and you can expand to fill in details from there.
Character Skeleton step one(players call):
Name:
Basic background/personality:
STR:
INT:
FPR:
SKL:
SIZ:
AST:
CHA:
Character Skeleton step two(GMs call):
Name:
Basic background/personality:
STR:
INT:
FPR:
SKL:
SIZ:
AST:
CHA:
Rough Altform:
Sex:
Earnings:
Character Skeleton step three(players call again):
Name:
Advanced background/personality:
STR:
INT:
FPR:
SKL:
SIZ:
AST:
CHA:
Precise Altform:
Sex:
Earnings:
Sexual preferences/ideal partner:
{ example character}
Name: WraithWing
Basic Background/personality: Needed on the Frontier, WraithWing, or just "Wrai"(pronounced Ray) arrived and hopes to find love.
STR: 4
INT: 5
FPR: 8
SKL: 5
SIZ: 8
AST: 8
CHA: 4
Rough Altform: Stealth Bomber
Sex: Gir
Earnings: Average to limited
(Total number 42, within the suggested realm)
Sexual preferences/ideal partner: A supply clerk(Bot) who can keep fuel and ammunition stocked, possibly even a mate. Failing that, a Dis who can at least tend to wounds as poor skill and a large body will probably lead to repeated damages
Colors used for Player/GM exchange.
Name: WraithWing
Basic Background/personality: Needed on the Frontier, WraithWing, or just "Wrai"(pronounced Ray) arrived and hopes to find love.
STR: 4
INT: 5
FPR: 8
SKL: 5
SIZ: 8
AST: 8
CHA: 4
Rough Altform: Stealth Bomber
Sex: Gir
Earnings: Average to limited
(Total number 42, within the suggested realm)
Sexual preferences/ideal partner: A supply clerk(Bot) who can keep fuel and ammunition stocked, possibly even a mate. Failing that, a Dis who can at least tend to wounds as poor skill and a large body will probably lead to repeated damages
Colors used for Player/GM exchange.