Slightly bored
- Locked due to inactivity on Oct 24, '22 3:54am
Thread Topic: Slightly bored
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Idk. Anyone else bored? I've no plot or ideas currently, all that is on my mind is
Honestly, I'm not sure what is on my mind currently. But, anyone up for one? I'll do my best to remember. -
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Plant the fireworks
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maybe something post-apocalyptic, or romantic? I have a few ideas, some that combine both like a futuristic timeline with humans stuck on orbital space stations (make it derelict for spooks), or a roleplay about influencers (imagine YTers except there’s a hit on one or they’re controversial), or a plot about a group of younger kids (≈15-20) navigating a gangland. any ideas or one of these sound appealing?
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I dont have any ideas lol
Not any that interest me, atleast.
One with space stations is making me want to play Prey currently haha. But that and the gangland one sound interesting, a bit. -
alright I gotchu I alr got the plot for gangland rp but I’ll type out a plot for space stations too
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Alrightyo
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finally I have a couple plots
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I’ll post them and then post character sheets if youre interested
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Genres: Adventure/Mystery/Conspiracy/Sci-Fi/Romance/Post-apocalyptic/Narrative
/::Monument Halo::
The Monument Halo is a magnificent feat of architecture, engineering, and unity. Fifty years before the Earth was considered barren, and only a decade after famine forced humanity to look outward for new pastures, construction on the Halo began. A leviathan of a project previously unrivaled in ingenuity and size spanning almost two-thousand kilometers in diameter, the Halo is now home to the majority of the remaining humans, with a population of about 10.5 million.
The Halo’s younger residents, generations born after the Exodus, have no recollection of Earth as it was, or really any recollection at all besides the dull, brown rock that floats almost lifelessly far off in the distance. The Earth they know are the depictions taught in class on the Station, now almost devoid of life and only visited to harvest raw materials like iron and uranium. Many religious sects now revere Earth as a sort of homeland pilgrimage, and humanity as a forsaken peoples forgotten by the powers that be.
Life on the station is rigid and unforgiving; even petty larceny is treated as treason, and thievery of foodstuffs will almost guarantee death or ‘excursion’ — a forced expedition into the hostile wastelands of Earth as punishment. A negligible few ever return, but those who do with valuable materials in tow may be rewelcomed into Halo society as an Excursionist — a caste of people that, voluntary or not, are responsible for inter-orbital materials acquisition.
Many of the social graces and liberties people enjoyed in the 21st century have gone extinct, and lives are seen through the lens of production and reproduction. Denizens are schooled until the age of 15 in subjects considered relevant and integral to the Station, such as mathematics, engineering, and Station politics. Disciplines like history and the humanities are unnecessary. After fifteen, children are considered of working age and assigned Station duties depending on skillset and predilections. The Locke ideals of social contract, of liberty and independence, have been replaced by a strict manuscript describing in detail how your life will be used to aid the Station.
Government consists of the Arbiters — political leaders that control various sects of the Station almost dictatorially. Their influence is strong and unquestioned, codified into the law of land and followed without regard. Except for the Dissidents.
On one hand, Dissidents is a general term for criminals, really. Anybody who doesn’t follow the law of the Arbiters or considered incongruous with the policies of the Station, for whatever reason, will be labeled a Dissident and punished. Harshly. On the other hand however, the Dissidence is a loose group of like-minded individuals who feel they are being taken advantage of and exploited under a ruling class during great turmoil. Protest and reform are strictly forbidden of course, and the Dissidence know they are being silenced. So they operate in silence, one member being completely ignorant of another member except under hushed whispers and times of opportunity. The Arbiters know they exist and fight them with policy and steel, but you can’t easily fight an enemy with no name or codified creed.
The only thing many of these Dissidents have is a common view; that something is being hidden for ulterior means. Some of them look to the stars but most look towards our old home — Earth. They don’t trust the Arbiters and they don’t trust the Station, and they don’t trust how the Excursionists can expedition for so long with the limited amount of foodstuffs and support they are sent along with. They believe there is a secret on Earth, perhaps not salvation, but something that the people who oppress them would like to keep under closed tabs, and that is all they need to light the fire.
/::End Transmission:: -
Genres: Adventure/Action/Crime/Juvenile/Sandbox-lite/GTA/Romance(?)/‘Realistic’
The Foreseas is a cutthroat city nestled inbetween the Miami-Dade and Broward counties off the coast of south Florida. Multi-faceted and colorful, but with a growing criminal epidemic, it is home to our young protagonists. If you were to ask a Foresean to describe the city, the first question they’d ask you is what part of the city.
The Coast - commonly referred to as Eastside or Seaside - is perhaps the nicest and most affluential region of the metropolis; the city’s poster-child. Gorgeous homes, fresh-paved roads and exorbitant property values attract the wealthiest denizens of Florida, with the most money to throw at politicians and druglords alike. Most of the residents here are successful professionals, filthy rich with children enrolled in private education and maxed-out 401k’s. But whether that charming fellow in a suit and blazer was a savvy real estate agent, headlining musician, or a subtle kingpin — some questions are best left unasked. With a magnificent beach and an attractive bar scene, tourism is common, but even the greenest of tourists know not to slight anybody here with a watch worth over 10k.
The Hood - the southside of Foreseas is almost antithetical to its adjacent cousin Eastside. Right across the county border from Miami, the drugs and crime funneled into The Foreseas almost always pass through Southside, leaving an unstable territory of poverty, rampant drug use, trauma, and income inequality. The Foreseas is the third most violent city in America per-capita, and almost eighty-percent of the city’s violent crime occurs in or stems from the Southside. People from the Southside often face scrutiny from folks from other areas - seen as poor, dirty, violent. Unfortunately, some of the country’s poorest zip codes rarely provide opportunity outside of street crime and debauchery. Here is where the contraprenuers of Eastside wipe the blood off their hands and onto their goons of Southside.
The Polis - The Northside of The Foreseas is perhaps the land of tortured artists. Its the least populated region of The Foreseas but with perhaps the most cultural significance and strongest sense of community. Many of the breadwinners here are blue-collar but much of the younger generation aspire for fame and notoriety; suburbs make up the majority of the region with a small rural strip at the far North just under Broward, while projects dot the south. OGs from various FL gangs like Bloods, Latin Kings, and even Aryan Brotherhood shoot-offs settled here originally some fifty years ago and would plant the roots for criminal enterprise in The Foreseas. Time has passed however, and though criminal activity in the Northside is nowhere near as prevalent as it once was, tradition endures. Independence and community are core values here; family stick close, and struggling artists fight to leave their mark on the world.
Downtown - The heart of The Foreseas, downtown is an energetic, vivacious, and dangerous hub of nightlife where the police are just as likely to extort you as to place you under witness protection. Intense clubs, arena venues, and surreptitious small business fronts create an ambience of excitement and adrenaline that hide some of the most important conspiracies and underhanded dealings to affect the American east coast in plain sight. Folks party, live and love here, largely oblivious to the great powers at play. The rules are different here, be it the law or the Code, and shadowy figures both good and evil strike in subterfuge under the moonlit sky. If The Big Apple is the city that never sleeps, downtown Foreseas is the city that never awakes.
In such a sprawling and unique landscape, it can be difficult to find your purpose. Sometimes however, purpose calls you and demands you respond. There are people in The Foreseas with tenacity to shatter mountains, resources to fund militaries, and the psychopathic tendencies to slit a nursing mother’s throat. These people have vision, grandiose vision, and will stop at absolutely nothing to see that vision brought to life. Everybody — including our protagonists — will find themselves vehemently caught up in conspiracies to turn the United States into a narcocracy, with global repercussions. People will die, powers will crumble. -
1st is Monument Halo (unrelated to Halo lol) and is the sci-fi space station gist with a bit of a twist. 2nd is The Foreseas, mostly about some younger (thinking 16-24) folk navigating a gangland conspiracy of sorts
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are they too long?
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Was taking a nap. Not too long, no.
Both seem interesting, one you are more interested in doing or?
If not, maybe the first though? -
okay cool sometimes I can be wordy lol.
but yea, the first one’s perfect. do you want to wait for more players or I could go ahead n roll out character sheets
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