Welcome to The Chaotic Phenomenon: a sci-fi animanga
Roleplay! We take place in a post-apocalyptic alternate
universe in a war-barren area known as New Serenity: a
collection of land focused around what used to be the
Great Lake states of the United States. The "Phenomenon"
spurred the beginning of World War III before taking control
when the countries were severely weakened, and now use their
power to dominate the global surface through scientific means.
Many are victim to their biogenetic engineering experiments-
but will you stand for it, or will you fight back?
Events
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Updates
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[attr="class","likedoinfo"]The following Experimental types revolve around the physical enhancement of a given person's attributes. Depending upon the specific type in mind, factors such as strength, endurance, sight, or other traits of similar ilk can and will be amplified in the event that a character possesses one of these types.
Perhaps one of the most basic Experimental types known among both the Phenomenon and runaways alike; the Brute type merely enables a degree of enhanced, superhuman strength within a given individual, as well as enhanced endurance, and - due to their enhanced strength in general - greater speed and agility to an extent, depending on the individual. This type provides a flat strength augmentation on top of what one's natural strength would have been prior to the type addition, and are generally able to withstand more physical activity and wounds. Those who are new to the type, or are merely mediocre within skill, are likely capable of lifting varied objects that would be considered heavy to the common and average human with ease. Skilled or advanced users would be able to carry multiple objects of similar sort with the same amount of ease, while those with complete mastery would likely be capable of lifting a car or a truck over their heads with a fair amount of ease. Stamina is still a factor, however, and with heavier objects comes a heavier drain of stamina.
The dead made alive once more. Due to the development of a particular serum that had more commonly been used to revive deceased soldiers within the past, select individuals are both lucky and unfortunate enough to have the Necro type bestowed upon them. Through the wonders of science, deceased individuals are given mostly fuller functions of their bodies once more- and, by extension, a second chance of life. They are capable of feeling touch, seeing, feeling hunger and emotions, and everything else that they would have been able to do prior to death, but they are incapable of feeling physical pain; thus making them unshaken demons on the field more times than not, though also causing them to be unaware of illnesses, broken bones, or other injuries without proper care and attention. As a result of their bodies having been preserved and within the process of decay, their flesh has been known to be as normal and odorless as a normal human following revitalization, but the pigmentation within the skin has been affected enough to cause a faintly dull and grey hue to envelop their skin. With enough skill and practice, any Necro skilled or above would be capable of controlling the toxins within their bodily fluids for special attacks and damaging methods, but a novice would likely be unable to control it. A Necro cannot be killed unless their spinal cord is severed in any sort of way, or unless the brain itself is completely obliterated- but their thick skin aids them in both resisting wounds, as well as keeping their bodies and organs safe.
Perceived to be somewhat of the Brute's distant cousin, though with a reasonable twist to set it apart from the Phenomenon's very first, successful Experimental type. Much like the Brute, the Berserker type is capable of enhanced strength, but their own, augmented strengths are not increased by a flat amount. Berserker's amplifications rely upon how wounded they are at any given time. Adrenaline has been known to influence one's body enough within stressing moments; being capable of allowing someone to momentarily forget the pain of a broken limb until they have calmed down. Those with this type are under similar influences throughout the time that they are active and wounded, and this, in turn, causes their strength to augment with the more wounds that they suffer from at a given time, as well as the severity of them. Within the spur of the moment, a Berserker could potentially be the fiercest and most dangerous foe to come across within an unarmed brawl, but if one manages to survive the fight, they would find that - once the adrenaline is subsiding - the effects of their wounds affect them significantly more than they would a common person. The tradeoff for a Berserker's strength is the fact that, once their wounds settle in, they would generally feel the pain twice as much, and for twice as longer than most others. Such is the case with novice Berserkers. With growing skill, a Berserker would be capable of handling the pain for longer, healing quicker, and attaining higher degrees of strength within the spur of the moment.
[attr="class","likedoinfo"]Characters with any of the followings types will have some form of technological attachments to them; be they internal or external. Robotics and technological advancements will likely be affiliated with the Experimental types that fit within this particular section.
The most basic of the technological Experimental types; those capable of being classified as a Cyber would have some sort of robotic alteration upon a more substantial portion of their body. Often times, Cybers maintain robotic arms and legs, while others host other robotic features such as mechanical eyes, mechanically enhanced ears, or other factors of the sort; each capable of improved vision, auditory skills, or other abilities of the sort, as well. The aforementioned examples would cause a faint controversy in accordance to Cybers being capable of classification under the 'enhancement' category of Experimental types, as well, but the primary reason that they remain under the 'technological' category is merely due to their composition.
Alongside robotic limbs and body parts, Cybers who have been given higher clearance - so, in other words, Cybers who are much more accustomed to and are skilled with their artificial parts - have also been known to undergo further engineering to integrate small gadgets within their limbs. Some have even been known to host gun mechanics within any cybernetic hands and arms - and perhaps even laser capabilities within the eyes, in some rarer cases - but these features are often only bestowed upon those who are more familiar and experienced with this type.
Codenamed under the alias of 'Regal-10' and 'Regal-11' due to their type names; the King and Queen are both biologically male and female variants of the same type, known to have been surgically altered to host small hives of nanobots located along the outer linings of some internal organs, as well as to host small, thin, and artificial pathways leading from these hives to the tips of fingers and palms in order to allow the aforementioned bots to exit and enter the body and perform various functions on command. These little bots correspond with the wavelengths of the host's brain and can be controlled through these means. Each tiny, singular bot is capable of piecing together with its other hivemates in order to form various structures, and with higher skill levels, can potentially hack into select systems and robotics of increasing difficulty. To further protect the entryways of a King's or Queen's nanobots, a given subject's hands and fingers are known to be mechanic, as well; equipped with metallic plates and valves capable of opening, closing, and shifting in order to make way for the nanobots as they enter and exit the body. As such, the backs of the fingers, knuckles, and - to an extent - the back of the hands altogether are known to be faintly armored and plated.
The first branch off of the King and Queen types, as well as the sibling type to the Pyrojin. As suggested by the type name, those of the Cryojin type are capable of ice based capabilities; not of their own means, but rather, their nanobots'. The altered functions of a Cryojin's nanobots render them incapable of hacking like the King's and Queen's nanobots are capable of doing, but offer ice based capabilities, instead. These nanobots are still controlled by the mind, and with so much as a thoughtful command, are capable of expelling ice and frost, and exhibiting coolness in general if the Experimental in question deemed it necessary to for whatever reason. They stay chilled within the body; located within the same, internal hives that their parent types' nanobots are hosted within, and hold the same, metallic platings and valves within the hands in order to allow the nanobots the ability to enter and exit the body as necessary. Unlike the King and Queen, however, the Cryojin hosts two, smaller hives that reside within the corners of the mouth. Equipped with linings that increase resistance to the cold and frost; a Cryojin would technically be capable of using a means of icy or frosty breath through use of the nanobots if they so chose to.
Naturally, Cryojins in general hold significantly higher resistances to the cold, and would find themselves much more comfortable in the snow than most others. Despite these resistances, however, they are still capable of eventually suffering from frostbite, hypothermia, and other conditions of the sort if unskilled or careless enough.
The sibling to the Cryojin; those of the Pyrojin more or less hold the same capabilities as the Cryojin, though with fire oriented and warming capabilities, rather than ice oriented and cooling capabilities. Their hive locations are the same, but to enable fire and head resistance within the body, their anatomical linings differ slightly from the Pyrojin, and allow them to withstand flame and higher temperatures. While the Cryojin is capable of using ice breath via nanobots, the Pyrojin is capable of using extensive flame breath, as well. In addition, they would fare significantly better in much warmer weather, and it would take higher temperatures and conditions for them to suffer from heat stroke, as well as other things of the sort. This by no means, however, makes their external skin more resistant to exterior flames, and they would still have to be careful with their nanobots in order to protect themselves from external burning.
electrical manipulation. characters are capable of manipulating electricity at will; be it by absorbing existing electricity within objects that retain it, or by expelling it through various means. of course, being shocked does significantly less damage to them- if at all, if they manage to time absorption properly. maintaining electricity within their bodies is as essential as eating and drinking, however. lack it for long enough, and their strength will begin to deplete
similar to ilektrizo as far as absorption and expelling, though centered around sunlight, rather than electricity. converters are essentially walking solar panels with the capability of expelling whatever held solar radiation within them through whatever means; be it through momentarily transforming themselves into walking glowsticks, or perhaps even outwardly expelling the energy through blasts of light induced radiation. like ilektrizo, converters require radiation to sustain themselves- and, as such, are significantly more resistant to solar radiation in general
insert shit about being able to use telekinesis through enhanced wavelengths within the brain
skilled users are capable of planting surface thoughts within others' minds, while advanced telekins are capable of telepathy between others that share the type
While Experimentals under this name don't necessarily hold the same, mesmerizing voice that their mythological namesakes are known for, they still possess similar features in terms of luring others towards them, be it willingly or unwillingly. Those of this particular type hold no specific, physical alterations, nor do they hold any form of enhancements upon their body; rather, this type is capable of manipulating their own pheromones to induce a feeling of attraction within those nearby. This is due to their genetically altered DNA; something that causes different forms of select proteins to be produced and released. At a certain point, a skilled Siren will become capable of using their own pheromones - which are amplified in effect, in comparison to most others - within a moderately voluntary manner in order to draw the attentions and attractions of others, while advanced and above users will likely hold complete control over their abilities. These effects tend to be more effective upon sexes opposite of the user's biological sex.
Initially developed as a pensive prototype in attempt to give trackers an easier ability to lure various runaways to them, but was finalized as an official type after various experiments on captured and captive subjects proved to be fruitful.
highly adaptive experimental types whose genetics are just as adaptive, as well. they are capable of shifting into the image of another; becoming the perfect clone of another being - human or beast alike - so long as they consume the raw flesh of the being in mind. consumption takes a small while, but characters are capable of shapeshifting soon after the digestive process begins in accordance to the consumed's genetic traits. as such, allasson are known to have better immune systems in order to be capable of healthily consuming raw meats, and their gastric acids are significantly more potent than the common human's, as well
characters are blended with an particular animal, and host said animal's traits. behaviorism is also influenced by the given animal. alterations are physical, as well as within the dna
characters are surgically altered to enable extensive refraction of light upon the skin. light bending at specific angles enables them to appear invisible, which, in turn, makes them prime candidates for stealth and recon missions within the phenomenon
All types associated with a character will be paired with a particular rank, as listed below. These ranks serve as a sort of "preview" in regards to a given character's capabilities when using their respective types. All base types are to be kept at either a 'Novice' or 'Skilled' rank upon initial creation (most likely leaning towards 'Novice' if the character is younger, but could be talked over with staff), but these powers can be upgraded further with purchases from the IC Shop with specific requirements.
Keep in note that age - as well as the point within a character's history that a type had been acquired - are both substantial factors in determining an Experimental's strength in regards to their types, as well. Normally, a character aged 18 with a Berserker type at the 'Skilled' rank would have less jurisdiction over their powers than a character aged 34 with the same type and ranking. However, the point of acquisition could cause this scenario to differ, in the event that the 18 year old character had received their type at age 14, while the 34 year old character had received it somewhat recently within the year prior. When ranks are the same, it all comes down to the logical knowledge, body builds, and other factors of the sort in correspondence to the characters when strength needs to be determined.
If you need further explanations on that aspect of the ranking system, feel free to message Zealous at any time for clarification! For now, though, let's move on to what you should expect from each ranking category.
[attr="class","likedosub"]NOVICE
The most basic knowledge of a given type. Should a character have a type in the 'Novice' ranking, they will have minimal control and jurisdiction of their powers. Enhancement types will have a much harder time honing their skills and exhibiting their augmentations within a voluntary manner- and in the case of the Necro, their bodily fluids will be poisonous by default without much ability to control the toxins within them. Technological types will likely suffer from small malfunctions within their robotics and general, technological implants every so often. Manipulator types have less jurisdiction over their controlling fields, are capable of manipulating forces within a smaller radius from their being, and will become winded much quicker in the event of extensive usage of their types. Alteration types similar to the Allasson and Phantom will likely suffer from physical aches with extended usage of their powers, and Hybrids will likely have less of their original humanity; influenced significantly by their associated animal without much control of their thoughts of actions in the beginning.
[attr="class","likedosub"]SKILLED
You've reached an intermediate level with your type! When your character can be classified as 'Skilled' with a particular type of theirs, they have an average knowledge and control over their powers. Enhancement types will have a more stable grasp over their augmentations, and can exhibit their prowess for reasonable amounts of time before having to take a break, and Necros in particular will be able to control their toxins to a certain extent. Technological types suffer from far less malfunctions; capable of controlling their limbs and gadgets alike with a freer mind without worrying about a process going wrong- but it'll still happen every so often if they're not careful enough. Manipulator types can manipulate their respective fields for longer. Converters and Ilektrizo will be capable of storing more of their respective forms of energy, and will also be able to create stronger blasts with them, as well. Telekins and Polars will be capable of lifting heaver objects for longer and creating a stronger magnetic pull, respectively. Alteration types such as the Allasson and Phantom will be able to undergo their physical changes for longer amounts of time without suffering from fatigue, whereas Hybrids will be capable of suppressing their own, feral urges more decently. Hybrids with extra features - such as retractable claws - will also be able to hold some degree of voluntary jurisdiction of their traits.
At this stage, Experimentals will generally begin to become capable of using powers ranked 'Skilled' or higher simultaneously with others of the same rank, but will still have to be relatively careful with their actions if doing so.
[attr="class","likedosub"]ADVANCED
When your character's type is at 'Advanced', it generally means that they've achieved enough skill with
Last Edit: Jun 26, 2018 13:58:34 GMT -8 by Zealous
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