OOC Random Journey in the Universe (OOC)

Has anything happened with that?
It kiinda fell to the side. It's not done, but it's pretty well along in being done.

Edit:
Ok so

Name: Daybreak

Leader: Light

Notable Members: (Strikethrough’d names are currently not in this RP, though at least some of them will likely be introduced later)
  • Vex (vice-head)
  • Carl (Head caster / general)
  • Orion
  • Jana
  • Sarah
  • Mr. Eedelb

World of Origin: Arth

Important Bases (Optional, but recommended):
Main: Some kind of underground complex somewhere to the East and North of Salreuna. It borders on a city of metal, with rather tight security. It houses operatives in the thousands, though Daybreak has pitifully few members as opposed to average militaries.​

General Strategy:
  • Overwhelm with impressive magic attacks after the enemy can’t be softened up any further with espionage strikes and stalling with diplomacy.
  • Generally prefers mid-range combat, where their melee forces can keep things at bay while being aided by the sheer power their rituals can provide.

Goals: Conquer the world.

Troops:
  • Brutes: Troops that prioritise physical power in their skill-sets, and thus are often used as guards and Daybreak's front-line offense. These guys take on forms of imposing size, often inspired by mythical beings known for their imposing nature such as dragons and werewolves and yetis. They're nowhere near as huge as titans though.
    • These guys aren't quite as skilled with magic, but they often use at least one or two utility spells like the Lesser Telekinesis spell.
  • Scouts: Troops that prioritise agility and stealth in their skill-sets, and thus are used for scouting purposes, search and rescue, and assassin types that target high-value targets. These guys as such usually take on lightweight and small forms such as insectoid forms. Winged forms are particularly popular amongst these guys too; flyer scouts can even keep up with trucks and helicopters.
  • Casters: Typically humanoid operatives, as their dextrous hands help out a lot with rituals and casting spells.
    • Builder: Casters that make any structure construction far faster. Basic bases can be built in a matter of hours, while huge complexes require about a few weeks as long as enough casters are present.
    • Ritual: Daybreak’s main substitute for strong artillery. Common spells include storm brewing, fire storms, and earthquakes, though they can also set up forcefields. There exists some overlap with the builder and ritual casters though, as some come from both divisions and their duties of conjuring up supplies and transport portals are often shared. (This supply conjuring is very much useful, but is not without its limits though)
    • Diviner: Formerly casters that could potentially foresee threats. Due to their loss of ability to use temporal magic to send their predictor boomerangs (info-magic constructs that capture info of its surroundings, but aren’t really a physical thing (and hence aren’t visible or tangible) and can only be messed with by magical means) forward in time however, they are now currently forced to adapt to learning how to read all the new information their boomerangs are much more sensitive to.
  • Specialists: Troops whose skills are niche enough to fall outside of the caster, general, brute, and scout categories. Or, a troop that does fall into one of said categories, but is very good at their job. Snipers, illusionists, particularly good ritual casters… (Orion, Jana, Sarah, and Carl are all good examples of specialists, being amongst Daybreak’s best)…the works.
  • General troops: Troops that lack any area in particular they specialise in to a notable extent. Don't be careless around these guys though.

Equipment:
  • XFOS weapons: Weapons capable of cancelling out magical phenomena as long as it’s in contact with its source, or was in the range of it when an anti-magic burst is initiated. These also have their magic that allow for weapon enhancements, which can’t be cancelled out by other XFOS weapons. Fun fact, chemical XFOS is derived from Liht.
  • Hover trucks
  • A huge Apprehension Forces space/airship (currently being repaired after a bad conflict). An absolute titan of a ship armed to the teeth with forcefields, laser cannons and other weapons, and all manner of detection devices. It’s to be expected, having originally came from a conglomerate police / military force tasked with keeping the peace on multiple planets and space structures.
  • Hover bikes (in the works)
  • Hover jets (in the works)

Character Name: Light Utora.

Hex colour: #D1D5D8

Character Nickname: Mr. White. Lung cancer not included.

Character Gender: Male

Character Age: 27

Character Alignment: Neutral evil

Character Appearance: A white adult that's trying somewhat in vain to appear younger than he actually is. It's clear he's trying to look like a teenager, but various things like his perfect posture of his broad and firm frame, rugged look of white shirt on blue trousers, and the way his white hair shadows his face make it obvious he's older. He doesn't seem to mind at all though.

Character Species: Shifter

Character Height: 5ft 11

Character Weight: 115kg

Character Personality:
  • Well mannered and polite
  • Also slightly insane
  • Soft-spoken
  • Loyal to his friends
  • Distanced, and logical.

Character Equipment:
  • A black tome which he uses mainly for communication with [redacted]. No one is sure of what it contains, but those in his inner circle say it contains magic spells and info on the 'polyverse'.

Character Abilities:
  • Specialty: Obstruct. This allows him to create grey cracks from which various hostile implements may be made. Spikes, bear traps, spears, the works. As a Control-type specialty (much like Dark's Acceleration), this can be oddly powerful, but comes at the unfortunate cost of potentially causing unwanted collateral damage and being usable against him.
  • Magic: The basic elemental spells from fire, water, electric, air, and earth magic, and basic telekinesis. Not that he’s particularly good with any of these, by any means. He mainly relies on using his specialty in combat.
  • Trained in Davk channeling. As [redacted]'s partner / representative in the mortal plane, he has learned how to use Davk to power a different sort of magic. Magic that is at once impressive in power, yet simple in its execution, as opposed to the technical, tricky, Liht-powered magic things like XFOS weapons make use of. Magic that ignores the tricks other magic and tech may inflict. Shock? Irrelevant. Poisoning? Nope. Soul damage or removal? Laughs it off. Davk magic may have simple tricks here and there up its sleeves, like ones that control others, but it’s in the end, all power in the form of black lasers and blasts and difficult-to-break shields.
    No one else alive has knowledge of the use of this.
    It's counter? Liht, of course.
  • Regeneration: Just like the rest of his men, he can regenerate many types of wounds away. Slashes knit themselves up in a few seconds, while it takes a minute to recover things like a lost arm. This still does require focus, of course, thus making his regeneration surpassable by just keeping up the pressure in battle. Just imagine if he used Davk to heal his wounds though.

Character Backstory:
Once upon a time, Light was a man of good fortune. From loving roots, he rose in the world to help people, with inventions, an energy company, and charitable donations. And yet for all his good work, he was met with indifference from a world that wouldn't care, wouldn’t change from the dull, collapsing world he saw. Where people believe things are better than the past with the humans...while silently letting the struggling suffer. While letting tensions between shifterkind, plant folk, and the Kolifs rise. While the theory of Fictionality dictated that one day it will all go right back to hell, just like with the humans.​
It...wasn't all bad though. He found some friends during his foray, like Vex, and Orion.​
She who would stand by his side through rough and easygoing times, who would always do her best to remind him of what they dreamt for. What they fight for.​
He who would have Light's back, and help him look to the future when the past became too much.​

Yet he fell into broken hopes anyhow. And Light one day found himself entering some kind of quaint, travelling shop in a little RV in a parking lot. There, a book called to him, and he took it with him.​
The one inside who talked to him...told him he could grant Light power beyond his wildest dreams. Power to change the fate he saw..not just for his world, but for everywhere. It was a path of evil, he knew.​
But it was the only option for him. The only way to save. All he had to do was not fall too far.​
So he worked...and worked. And thus, Daybreak came into being to help him realise his dream.​

Character Quirks: N/A. That comes to mind, anyway.

Character Flaws:
  • Stubborn as all hell. Nothing can change his mind once he’s dead set on something.
  • Somewhat sickly as of late…and it seems to be linked to his Davk channeling
  • Davk’s natural enemy is Liht. The two fundamentally oppose each other, and usually end up annihilating each other on contact.

Extras/Trivia:
  • Dark’s nephew, actually. From his much older sister.
 
Last edited:
May as well finally present it.

Name: Prion Co.

Leader: Probably some rich guy

Notable Members (Optional): Head of Public Relations, Rochelle (More will be added eventually)

World of Origin: Whatever the name of this planet is (we should decide on a name).

Important Bases (Optional, but recommended): Currently set up north of Salreuna, in the city of Malyuk, Deimos.

General Strategy: Generally remain pacifist, focusing on civilians and supply lines, but keep some kind of weapons for self-defense to catch enemies off-guard with rains of lead.

Goals: Keep people and countries alive, and hopefully make a profit.

Troops & Equipment: Troops are primarily volunteers and supervisors, with actual soldiers hidden amongst the batches. Generally, healing magic and medical supplies are kept for actual work, and concealable PDWs and carbines are kept for self-defense (primarily the H&K MP7 and CZ 805 BREN A2).
 
Last edited:
It kiinda fell to the side. It's not done, but it's pretty well along in being done.

Edit:
Ok so

Name: Daybreak

Leader: Light

Notable Members:
  • Vex (vice-head)
  • Carl (Head caster)
  • Orion
  • Jana
  • Sarah
  • Strikethrough’d names are currently not in this RP, though at least some of them will likely be introduced later

World of Origin: Arth

Important Bases (Optional, but recommended):
Main: Some kind of underground complex somewhere to the East and North of Salreuna. It borders on a city of metal, with rather tight security. It houses operatives in the thousands, though Daybreak has pitifully few members as opposed to average militaries.​

General Strategy:
  • Overwhelm with impressive magic attacks after the enemy can’t be softened up any further with espionage strikes and stalling with diplomacy.
  • Generally prefers mid-range combat, where their melee forces can keep things at bay while being aided by the sheer power their rituals can provide.

Goals: Conquer the world.

Troops:
  • Brutes: Troops that prioritise power in their skill-sets, and typically take on huge forms.
  • Scouts: Troops that prioritise agility and stealth in their skill-sets. Mostly for scouting purposes.
  • Casters:
    • Builder: Casters that make any structure construction far faster. Basic bases can be built in a matter of hours, while huge complexes require about a few weeks as long as enough casters are present.
    • Ritual: Daybreak’s main substitute for strong artillery. Common spells include storm brewing, fire storms, and earthquakes, though they can also set up forcefields. There exists some overlap with the builder and ritual casters though, as some come from both divisions and their duties of conjuring up supplies and transport portals are often shared. (This supply conjuring is very much useful, but is not without its limits though)
    • Diviner: Formerly casters that could potentially foresee threats. Due to their loss of ability to use temporal magic to send their predictor boomerangs (info-magic constructs that capture info of its surroundings, but aren’t really a physical thing (and hence aren’t visible or tangible) and can only be messed with by magical means) forward in time however, they are now currently forced to adapt to learning how to read all the new information their boomerangs are much more sensitive to.
  • Specialists: Troops whose skills aren’t quite generic enough to be called regular troops, but are specific enough to not fall into the scout, brute, or caster categories. Or, a troop that does fall into one of said categories, but is very good at their job. Snipers, illusionists, particularly good ritual casters… (Orion, Jana, Sarah, and Carl are all good examples of specialists, being amongst Daybreak’s best)…the works.
  • General troops: Troops that lack any area in particular they specialise in to a notable extent. Don't be careless around these guys though.

Equipment:
  • XFOS weapons: Weapons capable of cancelling out magical phenomena as long as it’s in contact with its source, or was in the range of it when an anti-magic burst is initiated. These also have their magic that allow for weapon enhancements, which can’t be cancelled out by other XFOS weapons. Fun fact, chemical XFOS is derived from Liht.
  • Hover trucks
  • A huge Apprehension Forces space/airship (currently being repaired after a bad conflict). An absolute titan of a ship armed to the teeth with forcefields, laser cannons and other weapons, and all manner of detection devices. It’s to be expected, having originally came from a conglomerate police / military force tasked with keeping the peace on multiple planets and space structures.
  • Hover bikes (in the works)
  • Hover jets (in the works)

Character Name: Light Utora.

Hex colour: #D1D5D8

Character Nickname: Mr. White. Lung cancer not included.

Character Gender: Male

Character Age: 27

Character Alignment: Neutral evil

Character Appearance: A white teenager that somehow looks far older than they appear. Maybe it's the way their white hair covers their face in shadow, or how their broad, firm frame is in a constant state of perfect posture beyond his years. Maybe it's how rugged he and his white shirt on blue trousers loosk.

Character Species: Shifter

Character Height: 5ft 11

Character Weight: 115kg

Character Personality:
  • Well mannered and polite
  • Also slightly insane
  • Soft-spoken
  • Loyal to his friends
  • Distanced, and logical.

Character Equipment:
  • A black tome which he uses mainly for communication with [redacted]. No one is sure of what it contains, but those in his inner circle say it contains magic spells and info on the 'polyverse'.

Character Abilities:
  • Specialty: Obstruct. This allows him to create grey cracks from which various hostile implements may be made. Spikes, bear traps, spears, the works. As a Control-type specialty (much like Dark's Acceleration), this can be oddly powerful, but comes at the unfortunate cost of potentially causing unwanted collateral damage and being usable against him.
  • Magic: The basic elemental spells from fire, water, electric, air, and earth magic, and basic telekinesis. Not that he’s particularly good with any of these, by any means. He mainly relies on using his specialty in combat.
  • Trained in Davk channeling. As [redacted]'s partner / representative in the mortal plane, he has learned how to use Davk to power a different sort of magic. Magic that is at once impressive in power, yet simple in its execution, as opposed to the technical, tricky, Liht-powered magic things like XFOS weapons make use of. Magic that ignores the tricks other magic and tech may inflict. Shock? Irrelevant. Poisoning? Nope. Soul damage or removal? Laughs it off. Davk magic may have simple tricks here and there up its sleeves, like ones that control others, but it’s in the end, all power in the form of black lasers and blasts and difficult-to-break shields.
    No one else alive has knowledge of the use of this.
    It's counter? Liht, of course.

Character Backstory:
Once upon a time, Light was a man of good fortune. From loving roots, he rose in the world to help people, with inventions, an energy company, and charitable donations. And yet for all his good work, he was met with indifference from a world that wouldn't care, wouldn’t change from the dull, collapsing world he saw. Where people believe things are better than the past with the humans...while silently letting the struggling suffer. While letting tensions between shifterkind, plant folk, and the Kolifs rise. While the theory of Fictionality dictated that one day it will all go right back to hell, just like with the humans.​
It...wasn't all bad though. He found some friends during his foray, like Vex, and Orion.​
She who would stand by his side through rough and easygoing times, who would always do her best to remind him of what they dreamt for. What they fight for.​
He who would have Light's back, and help him look to the future when the past became too much.​

Yet he fell into broken hopes anyhow. And Light one day found himself entering some kind of quaint, travelling shop in a little RV in a parking lot. There, a book called to him, and he took it with him.​
The one inside who talked to him...told him he could grant Light power beyond his wildest dreams. Power to change the fate he saw..not just for his world, but for everywhere. It was a path of evil, he knew.​
But it was the only option for him. The only way to save. All he had to do was not fall too far.​
So he worked...and worked. And thus, Daybreak came into being to help him realise his dream.​

Character Quirks: N/A. That comes to mind, anyway.

Character Flaws:
  • Stubborn as all hell. Nothing can change his mind once he’s dead set on something.
  • Somewhat sickly as of late…and it seems to be linked to his Davk channeling
  • Davk’s natural enemy is Liht. The two fundamentally oppose each other, and usually end up annihilating each other on contact.

Extras/Trivia:
  • Dark’s nephew, actually. From his much older sister.
Also, accepted.
And definitely would be interesting if he met Renati.
 
I really want to make my own group since all of you guys got one.

but last time I made a group, only one other member was in it, and that member was the leader's sibling.
 
At least they learned how to fly.

Maybe I would make more than 1 notable members for future groups and stop making the focus "get new recruits"
 
What groups are in the rp, I need to know?
I wouldn't know much, but of those I'm aware of, there's Swaasnia and Daybreak and Prion Co.
Not sure if allegiances are going to be very relevant though. Depends on where they're based and how old they are.

Also.
Well whoops, accidentally got Burst captured by Daybreak.
 
I wouldn't know much, but of those I'm aware of, there's Swaasnia and Daybreak and Prion Co.
Not sure if allegiances are going to be very relevant though. Depends on where they're based and how old they are.
I see, well I don't know about their goals and alignment since I wasn't paying attention.

Also.
Well whoops, accidentally got Burst captured by Daybreak.
This is going to be exciting, what will they want from him, could they find out he has amnesia, what well could a demon do?
 
I see, well I don't know about their goals and alignment since I wasn't paying attention.
Well...
I think the first question to be asked is whether your group would even have allegiances.

And you'd probably need to wait for the others to mention any other groups I might not know about.

This is going to be exciting, what will they want from him, could they find out he has amnesia, what well could a demon do?
...
I seriously did not plan for this-
I might need a bit of time to think out what happens after now.
 
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