Chaotic Disturbance (Free Roam/RPG Thread)

Avatar image for deactivated-59c716930b8a6
deactivated-59c716930b8a6

9227

Forum Posts

2061

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

(Full credit to Jason Kelly for the creation of this roleplay, and for giving me permission to post it on Comic-Vine)

[/Premise\]

Nobody saw it coming. A flurry of energy and terror, blasting through the dusty city of Chicago. An experiment gone awry, those who were responsible hid themselves in havens of steel and concrete, allowing the innocent to suffer the consequences.

Those caught in the initial blasts were transformed into pure crystal, orange and surging with chaotic energy. The final blast was of pure wind, blowing those crystallized through the air. Shards landed throughout Chicago, giving way to abnormal events. Some said that these were shards of chaos itself.

The government told everyone to avoid the shards at all times, and to report any shards found immediately. Even the slightest disturbance could activate the shards, causing catastrophes from climate changes to mutations. Chaotic energy laid dormant in the crystals, turning those who disturbed them into monstrosities.

The shard's effects were unpredictable, irreversible, and without discretion. Those few who wanted to study them were usually killed by some bizarre accident - perhaps gravity shifted sideways, or their eyes were replaced with flesh-eating bees, or occasionally they were able to close in and died of unique radioactive isotopes. It was concluded that there were no fundamental laws governing the chaos shards and that they somehow altered the laws of physics in a varying radius around themselves.

Entire blocks turned to volcanic disasters, glass turned to swarms of insects, and acidic blizzards blasted through the streets. Those who weren't mutated from the shards either died or were gifted with supernatural abilities. The city turned to chaos as the government began rounding the mutants up, capturing monstrosities and locking the ones with remaining sanity in prison-like containment camps. Little did the internees know, the camps weren't mere prisons - now being a mutated curiosity, they no longer had rights and were free to be experimented upon by callous government officials.

The dark, dank prison cells afforded no luxuries and rarely even enough for basic human survival. Luckily for the mutants, many of them were more durable - although often there were casualties among the weaker mutants, as they succumbed to disease and starvation; the wounds of their daily beatings being infected regularly by the unsanitary living areas.

Eco-activists began fighting back, saying this was a sign from nature that we were ruining it. They began protesting, but this soon gave way to violent acts of terrorism. Camps were bombed with Molotov, police officers were stabbed or beaten to death, and monstrosities were set free into the city once again.

The government took this as a sign of war. They trained the mutants to use their powers, to fight back against these eco-terrorists and acquire the shards scattered throughout Chicago. The activists did the same, training those freed from the government's wrath to obliterate more camps and wipe out entire construction teams and their attempts to remove trees. Hulking chaos-fueled behemoths rampaged against both sides, and mutants began fighting each other for their respective alliance.

A war has began, a war capable of destroying our world, a war capable of causing a Chaotic Disturbance.

[/Factions\]

[ECO TERRORISTS]

Originally simple nature activists, their views of the government was greatly altered when the mutants were rounded up by the government. They're mostly a rag-tag band of hippies with improvised weapons, and although they want to free the mutants, they also want to obliterate the government, often killing police officers, smokers, or even construction workers. They're extreme, impulsive, and often violent. They have many mutant followers at their disposal, as well as "freed" monstrosities which they starve and torture until loyal, making them an actual threat to the city of Chicago.

The Eco Terrorists seek to capture shards for themselves and use them to reshape the world into a nature paradise, often coming into conflict with the SCS. Eco Terrorist mutants are loyal and extreme, willing to fight SCS mutants because "they made their choice". Eco Terrorist mutants are less trained than SCS mutants, but have superior control over their mutations due to lack of technology, and many are willing to die for their saviors, unlike SCS mutants.

Recently, they have gained a large amount of followers despite their unorganized status, giving way to riots and murders against the SCS.

[SHARD CONTAINMENT SQUAD]

The Shard Containment Squad sees itself as protecting the people from the shards and their after effects. The main problem is that some of the "after effects" are people - people who are often forced into horrible conditions. The squad has access to high tech equipment, as well as training in simple weapons so that they can get close to the shards. They have highly trained squads of mutants at their disposal in exchange for their human rights back, as well as captured monstrosities.

The SCS seeks to contain shards and find a way to neutralize them, as well as track down the two mysterious scientists who caused the disaster. SCS mutants are further trained, but are far less willing to die for their captors than Eco Terrorist Mutants are for their saviors. Often, SCS mutants have less control over their powers, but have superior training in technology, weaponry, and natural human skills due to the vigorous training regime.

Recently, the Eco Terrorists have been revolting against the SCS more than ever, directly attacking SCS mutants and even attempting to capture SCS bases and resources.

[AFTER EFFECTS]

The After-Effects are a group of refugees who want to stay out of the conflict between the other factions. Since they have very little in the way of fighting prowess, power, control, or even enough resources to feed themselves, they're ill-equipped for any sort of combat or travel. They reside in the government camps they were sent to, and many After Effects who remain in these camps either decline SCS offers or refuse to leave with Eco-Terrorist saviors.

The After-Effects aren't liked by any of the factions, maybe due to the old adage "If you're not with us, you're against us." However, many After-Effects still end up joining a faction when offered. After-Effects have varying opinions on the shards, but would rather remain in their prison camps than risk their life in a war that they don't belong to.

The After-Effects have no recent news, due to remaining in camps. Those who remain in camps due to lack of choice are often saved by the Eco-Terrorists or agree to work for the SCS.

[THE CHAOTIC]

A group of chaotic mutants, believing their race to be superior to humans in all ways. The Chaotic is mostly made up of government mutants who escape custody either by their own power, by the Eco Terrorists, or by sheer luck, and SCS mutants who escaped during missions. They seek to attain and control the shards' power in order to solidify their superiority and eventually enslave or destroy all normal humans.

The Chaotic seek to harness shards to increase their raw power. Chaotic mutants are physically and mentally superior to both factions, having the strongest mutant powers out of all factions. Chaotic mutants can also control monstrosities, because the Chaotic teach new Chaotic members to drain the raw chaotic energy out of shards to increase their own power, which grants them the power to use this energy to mentally control monstrosities.

Recently, the Chaotic seem to have mysteriously vanished, but there are still many sightings of them and occasional monstrosities found branded with the Chaotic's symbol.

[/Monstrosities\]

[HORDE WALKER]

Those lucky enough to not be corrupted by the chaotic energy were instead stabbed with the shattered remains of broken shards. The residual energy from the shards fused with the host body, corrupting it into something chaotic and yet still human. Their shards, however small, glow bright orange making it easy to spot their weak point. Horde Walkers, as their name implies, operate in large hordes. Horde walkers are constantly in pain, due to the shards attempts at reforming, without moving around the body, they burrow through it slowly. Horde Walkers resemble shambling humans, however they usually have rotting pieces of flesh or missing body parts from the shard within them burrowing.

When a Horde Walker's shard is removed, they die as the chaotic energy slowly eats away their body and disables vital organs, yet keeps them alive at the same time. Some Eco-Terrorists argue this is cruel to remove the shard fragments, while SCS Agents generally argue that their brains have already died and the chaotic energy is the only thing keeping their body functioning. The truth, however, is a mixture of both; Horde Walkers are fully aware of their actions but have no self-control as the shard fragments control them their very mind.

[HYDRA]

Thought to be a Shard's failed attempt at reproduction, these mighty creatures produced through mitosis, however they fused together before it could finalize. They resemble the mythical Hydra at far, but up close you can see their hideous truth; five heads with elongated necks, connected to a gigantic bleeding womb they drag around like a torso. Four of these fetal heads possess various numbers of deformed limbs they walk on, and the fifth head possesses a shard embedded in it's forehead.

Hydras vary in height, however the typical Hydra is 30 feet tall. It's hard to say what abilities a Hydra possesses with it's embedded chaos shard, as it's suspected less than eight Hydras were ever created by the shards. It is known, however, that a Hydra killed by the SCS fought through various chaotic blasts, much like non-embedded chaos shards do in their spheres of influence.

The hydra can heal fast, owing to its womb-torso that it pulls any limbs it loses out of. It's believed that the hydra gains those limbs by growing them like fetus grows. One shudders to think where they get enough meat to regrow an entire set of limbs multiple times.

[SAVAGE]

Not much taller than an ordinary Horde Walker, these vicious beasts are generally humanoid in nature, but have large crystal growths sprouting from them. Unlike Horde Walkers, these Monstrosities have deadened nerves and therefore feel no pain, as well as their crystal growths already being fully formed and therefore have no need to reform and burrow.

Generally, a Savage has large orange Chaos Shard growths primarily growing from their left side with only slight growths on their right, lack a nose, as well as ears, and instead has visible nostril cavities, and has gaunt and pale skin comparable to morgue corpses.

Savages possess strength comparable to a Brute, and their maximum speed can go up to 90MPH. Savages have been known to attack brutes when they get out of line, using their speed and equal strength to break bones until the Brute learns to take orders. However powerful, Savages are usually only found commanding large-scale attacks or hordes of Horde Walkers, meaning they are far less common than a Brute, Horde Walker, or Shifter, but far more common than a Hydra.

Savages seem to somehow command the other monstrosities, releasing high-pitched grunts and yelps with the other monstrosities. The current mechanism for this is unknown, but what's certain is that the Savages are the smartest, fastest, and most insane of the bunch.

The most interesting feature of the Savage, however, is that their chaos shards lay dormant and therefore grant them no special powers other than their initial chaotic corruption. When their extremely resilient Chrystal growths are shattered, the sudden disturbance releases a large amount of energy that reality itself cannot even contain, imploding the Savage before taking fragments of chaos shards from all nearby Horde Walkers and forming a single intact Chaos Shard in the Savage's place.

[BRUTE]

Having lost all sense of reason, these Monstrosities have their muscle mass swollen to an extreme, often skin-tone ranging from white, indigo, red, or purple, and gaining uneven body proportions. Because of the chaotic properties of their mutations, they're prone to random derivations ranging from claws, razor sharp teeth, hardened skin, or even simple useless features like bio-luminescent hair. The most defining feature found in all cases of the Brute is their gorilla-like stance, and their completely white eyes. Brutes are fearless, resistant to bullets, stupid, and scary; as such, they are great shock troops.

Some Brutes have been known to speak single sentences expressing their emotions, implying a possible degree of intelligence and reasoning remaining in shattered mind. Often times, the Eco-Terrorists argue that these monsters are people too, and they simply need reconditioning; hence making starvation and cattle prods a popular tool for said purpose in the Eco-Terrorist ranks.

[SHIFTER]

A skeletal-like creature possessing invisibility, the Shifter ranges from dark grey to a steak-red color. Its claws, and its spine and shins, are encased in thick, sharp, white bone growths which secrete extremely potent acid. Shifters are blind due to bone spikes growing out of their eyes, but release a high-pitched scream capable of shattering glass to use as a sonar. A Shifter is unable to move its claws, due to being encased in bone, but are still capable of slashing with them. Shifters produce a sticky substance from their skin, enabling them to scale walls with relative ease.

Shifters aren't very smart by human standards, but compared to various other types of monsters, they're geniuses. They can understand English, but not speak it and they're even smart enough to indicate things like power lines and wires and destroy them to debilitate humans; by no means are shifters electricians, however, and sometimes get themselves hurt in stupid ways by destroying an object that, for example, explodes when destroyed.

[General Rules/]

(The following is PROHIBITED)

  • God-Modding: God-Modding is when your character automatically succeeds at a task that another player would have a reasonable chance of preventing.
  • Auto Hits: This is when someone from the RPG attacks another player, and the other player doesn't even get a chance to react. You can't merely say that your attack automatically strikes the other player.
  • Constant No-Selling: This is when ALL attacks in the RPG fail to strike you. Yes, you can dodge attacks, there is nothing wrong with that. But don't dodge EVERY single attack that comes your way. Sure, someone out there may make a character with super-speed, so dodging attacks due to certain powers involved is somewhat acceptable.
  • Cursing: Unless you intend to censor curse words and such with ****, then please refrain from using them. I understand that some characters have certain thoughts going through their head, and might be prone to cursing at times, but you can at least try and censor a bit.

(The following is just added on rules)

  • Character Power-Level: No, not DBZ power levels, but how powerful your character is. Like Street Levelers, City Buster, etc. I trust the roleplayers here to be reasonable with how powerful their character is. You are allowed to have high level characters, though your character shouldn't be SO strong, that they can easily stalemate/defeat characters like Galactus.
  • Romance: Of COURSE romance is allowed if you so choose, as long as its at a respectable level. Nothing vulgar.
Avatar image for thisisgonnahurt
ThisIsGonnaHurt

43087

Forum Posts

840

Wiki Points

0

Followers

Reviews: 0

User Lists: 4

...Wow. This is impressive.

Avatar image for deactivated-59c716930b8a6
deactivated-59c716930b8a6

9227

Forum Posts

2061

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I had to turn in for the night after posting this, so I apologize for the absence.

Bumping.

Avatar image for samurai_beetle
Samurai_Beetle

16

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Sounds interesting.

Avatar image for deactivated-59c716930b8a6
deactivated-59c716930b8a6

9227

Forum Posts

2061

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Avatar image for mryashimora
MrYashimora

1481

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

what no pictures D:

Avatar image for deactivated-59c716930b8a6
deactivated-59c716930b8a6

9227

Forum Posts

2061

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

what no pictures D:

xD, Indeed I forgot to add in the pictures.

Avatar image for mryashimora
MrYashimora

1481

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0