[personal profile] powersthatbe
Questing Country: Harmonic Resonance
the final Jaunt of lucky round 16 of Synodiporia
September 1st - October 10th


In Questing Country, for thousands of years - but not forever - the collective unconsciousnesses of more than half a dozen species have been meeting as friends and allies. Under the guidance of Spirit Companions, young Dreamers are empowered to take up Roles and Archetypes in the long fight against nightmares, keeping the Waking World safe from their worst fears and desires. Of course, the sophisticated adults of all species almost never believe there’s such a thing as a world of dreams - in a universe with space travel, who believes in magic?

For the Chosen Dreamers of Questing Country, it’s been three months since the end of the cross-time meeting called the Ouroboros Retrograde. In the Starquake Era, the quakes have nearly stopped creating dangerous Transformed Lands, and the Transformed Lands have nearly stopped turning Dreamers into Harbingers. One gate, the Opaline Bore, has been left mysteriously open to permit Timewalkers from the past to visit.

The Oracles have been concerned with two problems, these last three months. The first issue: Human and Gorgon nightmares have both been getting stronger. Human nightmares were expected to grow worse; as humans spread out across the cosmos and discover its size, they discover new unknowns to fear. It’s happened to every starfaring race. But the increase is sudden, and stronger than expected - and no one has the least notion why Gorgons are experiencing the same thing.

The other problem is the Arcana. Spirit Companions have been warning that, while the damage the Arcana did on their last visit has been healed, they are afraid what might happen if the Arcana return. And anything a Spirit Companion fears is almost a nightmare in its own right…

But the Oracles have hope to share. Questing Country is always changing, and there are three new changes that promise assistance.

First, the Hecatites have perfected INVLEP, also called “Envelope,” a program which, when installed in Synthetics, allows them to emulate dreaming. New Synthetic Dreamers have already begun entering Questing Country and being Chosen.

Second, there are now Diabolin dreamers. In fact, there have now been Diabolin dreamers for centuries - a tiny minority of Diabolin have both a genetic mutation and a neurological syndrome which lets them fall unconscious. These periods of unconsciousness are more like comas than restful sleep, but they allow these rare few Diabolin to dream. This is a change in the timeline. While Champions may protest that they’ve had Diabolin friends for years, Oracles and Spirit Companions insist that this is a change in the timeline since the Ouroboros - and a good one. Diabolin understand nightmares - they experience waking hallucinations constantly - and so they’re very unfazed by things which terrify other species.

Third, for two months now, some Dreamers, through means unknown, have become Conductors. This is a new Role - possibly what Harbingers were always meant to be, Dreamers empowered by the unknowable Starmovers. Conductors are almost immune to negative emotion, and each possesses a bident, a weapon that can pin nightmares in place before they flee. All of them have healing powers among their magic. What’s more, they form one single Bond group, and within that Bond group, they can send telepathic messages. Their arrival - though so far very few Adversaries, Champions, or Oracles have become Conductors - is maybe the most hopeful change.

They have the calm of the Synthetics, the fearlessness of Diabolin, the telepathy of the Travelers, and the power to defeat the new Human and Gorgon nightmares. As always, Questing Country draws from the dreams and desires of its Dreamers to give the Waking World a fighting chance.

All that could go wrong now, the Oracles say, is if the Arcana returned before they were ready to face that trouble as well...

Content Notice | The Known Worlds | Species | Dream Forms | Roles | Changing Roles | Timelines & Summaries | Questing Country Locations | Bonds & Bonded Groups | Casting Call/Plot Role Announcements | Glossary | Skills | Calendar | Who’s the What of Which | Player Resources | Questions/FAQ | Plotting
[personal profile] powersthatbe
Slivers & Shards
Post-Apocalyptic Psionic Kaiju Funtimes
December 1 - January 24


First was the Age of the Ancients. Nine billion Ancients ruled over all of the Living World, ripe with mushrooms, blue with water. They lived on the High Tables, for they were ascended beings and knew the secret of breathing there. They reigned, we think, for a hundred thousand years, since the birth of the world. They knew Paradise, and they built Heaven. But they were fools, and used fire in war. They burned the World down.

Second was the Age of the Mystics. For ten thousand years after the Death of the World, the Mystics built Spires on the edge of the Tables, unlocking glorious powers and sheltering a chosen few - eight million, it is said. They ruled whole Tables, but no one ruled all the Dead World. The eight million Mystics knew secrets of fire the Ancients never did, and while the World was not theirs to travel, everyone in it lived safe, and no one died before they turned one hundred. But they were fools, and their power ran on water. The seas dried to dirt, and the Mystics died.

Third was the Age of the Shadow. For one thousand years, the Umbrian Protectorate united the Vales of the Fallen World. They could not live on the High Tables any longer, and all people were born thirsty and died thirsty, but they were still united, and they were careful with their resources. They ruled Nations the size of Vales. They delved in the depths for crystals, and found they could place thoughts in them. Many of the secrets of the Ancients and Mystics still rang in the depths. The world had died twice, but the Umbrians thought if they could control the minds of everyone, they could prevent a third apocalypse. But they built the hellstones, crystals that could destroy Vales who wanted to think for themselves. And the hellstones, being a violation of the earth as the Mystics violated water and the Ancients violated fire, drew the third apocalypse up from the heart of the world. The Nation-Eaters devoured Vale after Vale, and the Umbrian overlords were shattered for their hubris.

This Age doesn’t have a name. It’s been a hundred years since the Fall of the Protectorate. By the end of the Age there will only be 60,000 people left, they say. Nobody rules anything larger than a Spire, and anybody who thinks he rules a Spire himself best look out. The secrets of the past were lost when the Umbrian Shadow fell. The only secret knowledge people have now is what their grandparents told them - and their grandparents knew the world would end again soon. “Don’t fuck up the air,” we remind each other. Earth, Fire, and Water all turned against us, abandoned us. The world may be nothing but Slivers & Shards, but this is all the world we got left, and it’s going away soon. Hang onto it.

World Info | Surviving Flora & Fauna | Fallenheart Locations/Map | Vale Locations/Map | Glossary | Casting Call/Plot Role Announcements | Psionic Powers in the Vale | Spire-Specific Powers | Skills | Infiltrator/Investigator Roles | A Day in the Life | Calendar | Infiltrator Directory | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Emodriver Frame Phileon
a mecha space opera Jaunt of love and war
September 20 - October 30


Earth stands accused of a terrible crime, beset by the forces of the Aurigan Empire! The greatest advantage the Earth Defense Forces have is the X-Pression Virus, which allows them to channel emotions - and their new mecha weapons drawing on it, the Emodriver Frames!

On a secret base on Phobos, AEGISCorp is putting the finishing touches on a weapon that can change the course of the war, the Emodriver Frame Phileon! The crew of the ESDF Assault Carrier Valiant and its new pilots and crew are dispatched to collect it.

Meanwhile, the Imperial Princeps and their General have gotten wind of Earth's secret weapon, and stand ready to bring down the full might of the Empire on those who would dare strike at their beloved Imperial Consort.

One way or another, the long stalemate will be over... But who benefits from this terrible war?

Find out in the thrilling continuation of Doki-Doki no Gakuen, Emodriver Frame Phileon!

World Info | Setting Update | The Mechs | Casting Call/Plot Role Announcements | Infiltrator/Investigator Roles | Infiltrator Directory | Skills | Calendar | Locations | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Her Majesty’s (Summer) House Cup
a magical art (summer) school walkabout
July 19 - August 27th


At Her Majesty’s Royal Academy of the Arts (Majesty’s for short), a prestigious boarding school for Britain’s most talented (or most well connected), students learn to harness the magic of creation. In this world, art is literally magic--and magic itself is a form of art.

Although not part of the normal school calendar, for the last few years, Majesty’s has been offering a special summer session for their students--and for an extra fee, students from other schools can also study at Majesty’s during the summer session. But just because it’s only a summer session doesn’t mean that the traditions of Majesty’s will be ignored!

That’s right! It’s time for Majesty’s (Summer) House Cup! Who will win the most house points? Who will lose the most house points? And, most importantly, who will win the Final (Summer) Art Competition?

World Info | The Dark Rivalry | Creativity Magic | The School | The House System | Skills | Infiltrator/Investigator Roles | Calendar | Locations | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Paramo Riconquista
a return to the world of pirates, mermaids, and ninjas
July 19 - August 27


The Festa Di Riconquista, held every six years, is when the aggressive island duchy of Paramo celebrates its history of naval victories - battles are re-enacted on old, mothballed ships, which are sunk in glorious fireworks displays, and jingoistic military pomp and patriotism rule the day. But we’re not concerned with the celebrations of Paramoese civilians - and our only worry about the Navy is that they might catch on to what’s happening under their nose.

Separately, two groups have come to Puerta Lagunuesta, where the Festa is held. The first group, the Crownbreakers, a coalition of pirates, mermaids, and refugees from En Zhenming, are using the Festa for cover. The re-enacted sea-battles sink ships above Thalassian waters - and so it’s possible to send the rebel mermaids still living in Thalassia arms shipments, messages, even, perhaps, magical assistance in the form of a dragon scroll - if they can load them aboard the ships to be sunk, and be sure they survive the sinking.

The second group, the Xunhuo Guwei, are to all appearances fireworks merchants from En Zhenming, here to sell colorful pyrotechnics to the Paramoese. In fact, their mission is to mine the channel south of Lagunuesta, and damage the Paramoese fleet, triggering a war between En Zhenming and Paramo. The Truenamed Emperor knows that in any such war, there is only one place that Paramoese troops could safely land and gain a foothold - the Bando. And the Paramoese are infamously ignorant about what distinguishes one group of Zhenmingren from another.

However, the opening stages of each of these plans are disrupted by the ignorance of the smugglers each group has employed to bring in their contraband. With four weeks to go before the naval re-enactments finish, the smugglers hand off the shipment of salt-blessed blades and spears and deep sea charges to the Xunhuo Guwei, and deliver the shipment of limpet mines and reefblasters to the Crownbreaker crew.

Now, under cover of the festivities, the Xunhuo Guwei and the Crownbreakers must find one another and evade detection by the Paramoese in a war of assassins, sabotage, and misdirection. The fates of three Empires hinge on the actions of four dozen spies and thieves…

World Info | Jaunt History | Glossary | Skills | Calendar | Locations/Map | Casting Call/Plot Role Announcements | Infiltrator Directory | Investigator Roles | Questions | Plotting
[personal profile] powersthatbe
A Looming Sense of Dread
A walkabout in Questing Country
May 15 - June 24


A remote island in Questing Country, sealed off by Dreamers of the distant past, is now unsealed, as the magic keeping the seals in place has degraded. The island is infested with an abnormally large number of nightmares; the concern is that these nightmares will spread beyond this island to the rest of Questing Country proper. It falls to the Dreamers on hand now, and the Travelers who are joining them, to find the source of the nightmares and neutralize it.

Timeline Notes | World Info | Species | Roles and Archetypes | Bonds and Bonded Groups | Locations | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Beastfolk
a Pastoral
May 15 - June 24


The Beastfolk of Home have been scratching out a living in their little corner of a highly dangerous world for over a century now, making the most of the few resources they have and relying on oral tradition and the strange visions of their seers to keep themselves going. But when a strange creature - that only one of the village elders recognises as a mythical human - stumbles into their enclave from beyond the desert and the latest group of foundling Beastfolk to arrive on Gods’ Isle is considerably larger than usual, questions about just what brought them there and how to move forward begin to arise…

World Info | Beastfolk Species | Health Issues | Community Structure | Wildlife | Casting Call/Plot Role Announcements | Infiltrator Groups/Roles | Investigator Roles | Locations | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Adventure Archipelago
a walkabout featuring a theme park gone horribly wrong
March 19 - April 28


Adventure Archipelago is an amusement park set up across a series of small islands that are unnaturally close to one another. These islands were all originally one singular island, but some billionaire came through and basically wrecked everything--they used their fortune to terraform the one large island into many little ones. The biggest problem with this absurd display of wealth was that they did not realize a very reclusive, very heavy napper of a wizard had been living on said large island, and the wizard essentially woke up from a deep sleep to find this mess in their now broken-up backyard.

The wizard is awake and cranky now, right as Adventure Archipelago is about to open to a select few for the first time. Shortly after the opening ceremonies, the wizard will strike, and everything will go haywire. Because Adventure Archipelago is so remote and because the billionaire is so secretive and eccentric (read: an idiot), and because no one even realized a wizard had been sleeping there for a hundred years, it will be quite some time before help arrives.

Locations | Infiltrator/Investigator Roles | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
The Question of Albion
an uchronic fantasy Jaunt of magic and succession
March 19 - April 28


During the month leading up to the High King of Albion’s ceremonial abdication and retirement, the city of Londinium waits to see if the crown will pass along the maternal line to the High King’s sister’s child as tradition--or if the High King’s own child will raise their banner against the rightful heir as expected. It has been more than a century since there has been a succession dispute of this nature, but there is precedent--and because of this, everyone in Albion will need to think very hard about whose claim they will back.

Matters are complicated, as always, by the genii: supernatural entities who humans summon and form contracts with in order to benefit from their aid and accomplish feats of magic. In Albion, the main workers of contractual magic are the Druids, who are traditionally neutral in these conflicts--but such things are not necessarily true of the magical workers of other lands.

And there is a circle of magic workers from nearby Gaule in town.

Lead by a failed Albionese druid, they seek to contract with a far greater genius than they have before--and should they succeed, they would make valuable allies for either would-be heir. Of course, if they fail, the consequences could be disastrous...

World Info | Contractual Magic and Genii | Particular Magical Circles | Albion & Gaule | Casting Call/Plot Role Announcements | Locations | Infiltrator/Investigator Roles | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Brockengard
A Talking Animal Low Fantasy Walkabout
January 17-February 26


The abundance of fishing near the coast affords the mountain stronghold of Brockengard the rare opportunity of being a mixed community of animals: one where carnivores and herbivores live closeby to each other. But when a vessel full of strangers is shipwrecked upon the beach, the newcomers need to learn the unusual ways of the mountain before someone does something they might regret.

World Info | Animal Society | Locations | Infiltrator/Investigator Roles | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
MARKET OF THE VANITIES
Revisiting Purgatory
January 17 - February 26


The Market of Tech Duinn sits on a hill just above the banks of the river Styx, on the edge of the Asphodel Meadows. Oaths sworn over the black water of the Styx cannot be broken, making the Market a favored location for Heaven & Hell to bargain with one another, although few angels and demons reside there. Sithen, the half-fallen angels whose only crime was to refuse to fight demons, consider it a center of culture, and often use it to trade Demesnes (feudal land grants among the Sithen which comes with supernatural powers, like an angelic Grace or demonic Dignity, but with added real estate). But that is not why it is there. Dhuosnos, the Old Man of the Market, a powerful Sithen who claims the hill as his Demesnes, first weighed and codified Virtues and Vices as tradable commodities 1,800 years (or 140 Eschatons) ago.

Strange as it may seem in these latter days, he conceived of the trade as a mercy to the Peregrines - lost souls caught in Purgatory - because they entered the afterlife with no wealth to match the Immortali (humans who have achieved undeath or eternal life, and thus keep their souls forever), and no station like those Angels, Demons, and Sithen use to measure their relative worth. The Market has always been a friendly place for Peregrines, and since the beginning of the Asaph Eschaton (which started with the speaking of the Name in Melasurei), it has been a place Peregrines rallied. In times of old, Dhuosnos sold four Princedoms to the Market - one to the Angels, one to the Demons, one to the Sithen, and one to the Immortali.

Now he has sold a fifth, to the Peregrines - and they pass and trade it between them, rather than appointing a single spokesperson. But six positions on the Market Council means votes may be deadlocked (for of course, Dhuosnos keeps a vote for himself), and so he is considering the sale of a seventh Princedom… and Heaven, Hell, and Purgatory have all noticed.

The growing Peregrine presence at the Market could nearly be considered an army. The Demons would pay almost anything for the power to bind it to their service; the Angels, to redeem these lost souls and bring them to Heaven - whether they wish it or no. The Sithen fear a third front in the war waged across their homeland; the Immortali fear being outnumbered by a group who no longer needs them for survival & who may grow wealth to threaten theirs. And the Peregrines - they seem to wish something different with every passing day, every new argument.

All creation is sending their subtlest diplomats and agents, their most coveted treasures, to this place on the banks of the Styx, where everything is for sale, all contracts are binding, and all sales are final. Who will gain a second seat on the Market Council - and what other bargains, trades, and sales may be made in the shadow of that distraction?

Disclaimer | World Info/Theology | Locations/Map | Factions | Casting Call/Plot Role Announcements | Infiltrator/Investigator Roles | Skills | Calendar | Infiltrator Directory | Player Resources | Questions/FAQ | Plotting
[personal profile] powersthatbe
Shade’s Retreat
A supernatural murder mystery
November 14 - December 24


A large, well-appointed inn at the crossroads seems like a pleasant enough waystation for travelers and Travelers alike. But soon enough, the peace will be broken by the arrival of a hunter of the supernatural forces known to plague the countryside. This hunter is on the trail of a Shade, a malicious dark spirit that feeds on human life force, which has taken possession of someone at the inn.

Though the threat of an enemy that can't be seen may be cause for doubt, the brutal death of one of the guests not long after the hunter's arrival should convince even the most determined skeptic that something is very, very wrong - just in time to find themselves magically trapped in the confines of the inn's grounds with the spectral killer still at large.

(This Walkabout will take place entirely within the grounds of the inn, and will run on a one OOC week = 1 IC day timescale.)

World Info | Locations | ‘Casting’ Call/Part Announcements | Infiltrator/Investigator Roles | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Dawnbreak Boulevard
Movies, Meta, and Mayhem
November 14 - December 24


Hollywood is timeless - so timeless that it spans both universes and timelines. Dawnbreak Boulevard is one of those places. The City of Movies, Vineland, is where everyone’s dreams are made or shattered at their feet. Larger than a panoramic city shot, and as small as a baby’s close-up, it takes all sorts of personalities to create a movie. However, behind the glitz, glamor, and red carpets, there is a seedier side of Vineland, one of love triangles, the intricate machinations needed to get a movie made, and above all, the almighty dollar, which makes the cameras roll and keeps the lights shining. Welcome to Transcendent Pictures, where dreams can come true if you’re lucky.

Currently, Transcendent is about to start filming The Phantom Thief, a pulp noir film based on the work of an extremely popular dime-novel author whose books have been flying off the shelves. There is quite a lot of excitement around this particular upcoming picture, as its main-character detective is one of the most beloved characters in current fiction. It has all of the hallmarks of a blockbuster, but as with everything in Vineland, anything can happen.

World Info | Locations | Casting Call/Plot Role Announcements | Infiltrator Roles | Investigator Roles | Skills | Calendar | Infiltrator Directory | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Escape from Junkworld: Natural Resources
An outer space exploradora
September 19th–October 29th


It’s been two years since the Junkworld refugees finally reached the isolated smugglers’ moon known only by its alphanumerical designation of S16P3J4W11V18. These last two years, the mixed settlement of smugglers and Junkworlders have been taking advantage of the abundant nearby natural resources--and made a tidy profit at Portabellow Station--and now they’re finally ready to push out further and see what other resources this forest moon has to offer. And when a group of Travelers arrive just as the exploration expedition is about to set out, it’s assumed that they’re newcomers to the smugglers’ moon and welcomed to come along...

World Info | Species Info | Infiltrator Roles | Skills | Map | Calendar | Technology | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Elsewhere University
based on charminglyantiquated's Elsewhere University world
September 19 - October 29

Cauti
Cordati
Auspicati


The University was founded on ordinary, flat ground in the late 1800s in the country of New England. No one knows its original name. The fairy hill came later, around the 1920s. For the unknowing, Elsewhere University--EU or Elsewhere U for short--is a typical school, albeit with a few quirks. Iron washers on strings are given to all the freshmen. Green is noted as bad luck, but it's still the school colors (although the actual shades change frequently). Everyone must go by false names and never, ever say their true names. Ever.

About a third of the campus knows of the Gentry, the Fair Folk, the Good Neighbors, the Lords and Ladies. Call them what you will, call them even by your own culture's name for beings like them, for that is how they may appear to you, but always with reverence. Hailing from a magical world dubbed the Elsewhere, Fae come in all shapes, sizes, and scuttles of life.

A human may be unexpectedly swapped with a Changeling Fae. It happens. The Treaty says no severe harm shall come to or from the Changeling, and that the Taken human may be retrieved at the end of the semester. However, human, Fae, and Other will be caught up in a potentially disastrous Changeling exchange that will lead to an emergency rescue mission in the Elsewhere. Those on both sides of the divide will be tasked with helping one another with wit, bravery, knowledge, diplomacy, and of course, Deals.

Name Directory | Casting Call/Plot Role Announcements | Infiltrator/Investigator Roles | Beings | Glossary | Locations | Skills | Calendar | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Pogemon!: The Beginning
Every good monster anime needs a prequel
July 7 - August 16


The year is 196X, or at least it is on Earth; the Pogeworld uses another calendar entirely, and at this time, has never heard of Earth, or humans, or realised their world is connected to another. All of that changes one day, when some strange bipedal creatures stumble through a portal that snaps shut behind them, leaving them stranded in this strange new dimension.

It’s rumored that there’s a gate on the summit of Great Pog Mountain that leads… elsewhere, but no pog in living memory has made the attempt. What’s more, no pog in recorded history has returned from the summit. Still, it seems like the best bet to get the humans back where they belong. Can the Pogemon see these interlopers safely home, and set their worlds on a path toward cooperation?

World Info | Locations | Infiltrator/Investigator Roles | Calendar | Skills | Player Resources | Questions | Plotting
[personal profile] powersthatbe
RED DIRT
Space, cowboys, and metaplot
July 7 - August 16


Mars, 2148. The greedy corporate barons that run Mars ration technology as a way to keep their industrial workers and colonists in line. The black-market smuggling this leads to has created a thriving underworld, and one of the premier pieces of contraband is… well, cattle, due to their ability to feed on the tough, inhospitable grasses that hold down the Martian topsoil, and, er… create new, better topsoil of their own.

The citizens of Ridge Rock, tired of being ground down under the heel of the corporate overlords, have decided to take matters into their own hands, with a little help from the local ne’er-do-wells. Every Founders’ Day, Erebus Corp shows off its wealth by importing a fresh herd of cattle from Earth, and this year is no exception - so why not steal as many of those cows as they can and bring them home, tipping the balance of power and becoming a little more self-sufficient? Of course, managing a herd of cattle in the low-gravity deserts is easier said than done, and before they can declare it a success they have to get those cattle home.

Enter the Travelers - but not, as quickly becomes apparent, to usual circumstances. Who are these handful of mostly unfamiliar faces claiming to be Travelers? Why are a couple of the very oldest guard positive that they’ve been here before, and not merely in the general sense? What brought them back, and what must they do before they leave? Have the stakes on any jaunt ever been higher?

World Info | Locations | Casting Call/Plot Role Announcements | System Glitches | Infiltrator/Investigator Roles | Skills | Calendar | Infiltrator Directory | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Northern Lights
A winter holiday walkabout with a twist
May 7 - June 16


Finland may not be a typical winter tourism destination, but the Levi ski resort in Lapland does well enough for itself, especially during the polar nights, when the aurora borealis is visible in the (extremely long-lasting) night sky. What fewer people know is that once every five years, the polar night brings even more mysteries with it than just a 24-plus-hour period of darkness.

The average polar night lasts for days or even weeks, but every five years it’s a bit shorter - only 36 hours or so. On these shorter longest nights, some visitors to the resort find themselves transformed into animals - they bear a mark connecting the animal to their human shape, and they can communicate with other transformed people and animals of the same species. No one is sure why this happens, or why the ability to shift forms lingers after the polar night ends; what they do know is it’s probably best not to discuss it with anyone who goes through the night unaffected.

This year, that may be easier said than done, as possibly-sinister forces are lurking at the resort, intent on prying into the secrets of the land...

World Info | Locations/Map | Infiltrator/Investigator Roles | Calendar | Skills | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Digital Frontier: Legacy Mode
May 7 - June 16


In the Network, more than a dozen Systems flourish - independent nations connected by high-speed data lines, overseen by Programs - humanoid beings made of pure information, each with its own Purpose and Priority in the System.

Only twice in the history of the Network has a System fully fallen to viral corruption - first the ZODIAC, and then the Grid. Five cycles ago, an expedition from other Systems managed to restore the Grid under very strange circumstances - but the rest of the Network, unconvinced that the recovered Programs weren’t concealing viral influence behind their unnatural behavior and outlandish stories, has kept the Grid under strict isolation.

Until now. The Colossus, a System admired for its rugged survivalism and powerful military, is willing to take a risk on the Grid. The Colossus is sending its own team of soldiers and experts to attempt to recover the lost ZODIAC System. Their expedition travels on a large, encapsulated vessel called the Rejuvenator, specifically meant to be difficult to control, to have new Data and Programs uploaded to it remotely - but to be totally unable to send any data back without Colossus approval. If the mission fails, the Rejuvenator will never be allowed to return.

But all the fresh-trained Programs from the Colossus are untested. To give them the best chance at success, the Rejuvenator was sent first to the Grid, to take on a volunteer crew. If the ZODIAC Initial Probe fails, the Grid will remain under lockdown. But if it succeeds, and the Colossus Programs send back a positive report, the Network will consider opening their Ports to the Grid again, and letting its Programs rejoin civilization...

World Info | What Happened Last Time | Factions | Locations/Map | Casting Call/Plot Role Announcements | Infiltrator Roles | Investigator Roles | Glossary | Skills | Calendar | Infiltrator Directory | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Heroes Over Hamburg
(A Newport Prequel Walkabout)

March 12-April 21


During World War Two, when a bomber full of war heroes carrying state secrets is shot down behind enemy lines, the Manticore sends a squad of paras to the rescue: the worst superpowered criminal refuse the White Company has ever locked away, ‘volunteering’ for a suicide mission in the hopes of earning a pardon. But as the heroes & villains team up to sneak through the countryside to their pick-up at Calais, it becomes clear that at least one of them is leaking secrets to the enemy…

World Info | Walkabout-Specific Info | Infiltrator/Investigator Roles | Timeline | Powers/Skills | Resources | Questions | Plotting

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