Author Topic: Zodiac Nanorobotic Colonies  (Read 1009 times)

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Offline Capxeno

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Zodiac Nanorobotic Colonies
« on: January 03, 2010, 08:28:22 AM »
Terms:
Velocidrus: A late cretaceous intellectually and spiritually advanced species
Velocidrasisis: Plural name for Velocideos


Zodiac Nanorobotic Colonies – This is a term used to refer to twelve different symbiotic nanite colony-type parasites. Each of the twelve colonies has a name from one of the twelve signs of the Zodiac. These Colonies are a product of Velocidrus magitechnology advancement, particularly the final stage in these colonies development stole the quintessence of every Velocidrasisis who were born under that particular colonies sign.

These colonies were designed to preserve the knowledge of the Velocidrus. As part of that the colonies were inactive until another intelligent life form evolved, which happened to be humans.
The Velocidrus did not anticipate the effect of the human mind on the colonies, thus safety measures put in place by the Velocidrus became weapons in the possession of the war prone human. (Note the Velocidrus were a race of little emotions and advanced based on their species needs as a whole not the individual thus war was something they never experienced).



Technical effects

The basic effects of being infested with one of these colonies are that they reconstruct your body’s muscles to their absolute peak performance. This is a part of their programming so that the host would be better able to hunt for food. Despite all of the Velocidrus advancements, agriculture was not one of them. 

While also reconstructing your mind to better interface with their date-banks. As to the original purpose of these colonies.

You will be greatly effected by the zodiac sign which that colony is personified of . for the Velocidrus magitechnolgy this meant an entirely different thing then in regards to humans or other races. For Humans it will effect their emotions and personalities to a great degree. While also effecting how their magical abilities work. While also the programming of the colonies have mutated to do different things due to effects of being influenced by the human experience of being connected to their zodiac sign.

Also to take note of, if the host dies the colony will infest the nearest intellectually developed life form. This has led to the phenomena of the killer of a host being infested, but this is not always the case.


Scorpio
The Scorpio colony is one the more infamous colonies. Best noted for being one of only three to have scientific, albeit classified records of being encountered. The Scorpio’s last known host was a CIA agent during the late 1980’s. After his death in the field the location of the colony was lost and the identity of the new host was never found out.

One of the more distinctive qualities of the Scorpio colony is that unlike the other two studies colonies, this one records the memories of past hosts. The emotions behind them being lost however. So a previous hosts convictions may be remember but not shared with the new host.
Although all colonies react negatively to being in a host who is not under their sign, this one tends to kill the current host when a more suitable host is found (IE someone born under Scorpio)

Water for a Scorpio Host is a solid mass. Meaning that they can walk on a calm lake like it is solid, although ocean during a storm could be deadly in theory due the fact water to a Scorpio host would have the same density and hard as steel. This also effects a Scorpio host’s body in a strange way. Causing them to be unable to bleed if cut, rarely needing to drink water due to their bodies only losing a small about of water a day, and causing their skin to be harder to cut or injure because all object within 2mm of the host will also react as if water is a solid material. With the body being mostly water, the host body will have the hardness of steel. This does not affect object traveling as fast as sound.



A “secret” complex will develop in a Scorpio host  basically meaning, that a Scorpio host will never tell anyone anything in regards to what they know, regardless of what it pertains to. Meaning telling a Scorpio host anything will never be shared with someone else.

Also, the Scorpio colony restricts information and abilities based on four ‘stages”
First being Scorpion, Second being Eagle, and third being Phoenix. The other stage is Dove which is not connected to the other three.

Scorpion

Someone at the Scorpion stage does not have access to most intellectual knowledge, including the Velocidrus data-banks. What they do have access to is anything in regards to combat and previous host’s political or crime oriented memories. Additionally they are “silenced” meaning that any magical abilities are restricted and unusable.
Hosts will only be at the Scorpion stage for the first month of being a host. This is more of a ‘test’ than anything else.




Eagle

+1 to base Magic level
+1 to base Force level

A Host at the Eagle stage will have access to all knowledge from previous hosts and limited knowledge from the Velocidrus data-banks. Specially, Eagle hosts are given full access to information regarding a particular style of combat magic developed by a previous host using knowledge contained in the Velocidrus data-banks. Which a host at this stage has access to. This style uses a unique method of manipulating water, causing the water to form into infinitely sharp, thin, and hard feathers. These “feathers” can be controlled to do various things. In the Velocidrus data-banks these were formed and controlled for elaborate artistic dance festivals and controlled in a number of patters for aesthetic effect. In the combat style they are use as an offensive and defensive weapon for the host. The host being able to control over a thousand of these “feathers” at once with precision, and millions (billions with enough skill) more without precision.

Hosts who have been hosts longer than a month are at this stage.

Phoenix

+2 to base Magic level
+2 to base Force level

The Phoenix stage is called such for more metaphoric reasons than literal. A host at Phoenix stage has just been killed (has to be killed, natural death IE old age). Through certain Arusmagik (Auto-magic) the host is revived. At a great cost, the host will be reduced a black watery mass. The host will be able to change its shape at will. The host will have access to all knowledge in the Velocidrus. Which due to the knowledge of previous hosts give the host a large arsenal of fixed-water based combat magic. Due to the trauma caused by the radical change in body, the generally dies after the hosts feelings of vengeance dies by killing its own killer.
There have been exceptions to this, and the life span of a host who fully survives the transformation is one decade after the transformation.


Dove

The Dove stage is what a host who is not born under Scorpio is considered. The Host is restricted from all knowledge and benefits of the colony and if a suitable host is found it will kill the Dove host to infest it.






I am currently working on the other eleven. If this one is approved, I will separately submit each one to be approved by updating this topic and PMing the staff.
I intend to put just as much effort as I did the Scorpio colony in every other colony.
A one colony per User rule, unless obtained during RPing is something I intend to implement when a User requests for one of their characters be a host. Again this is under the assumption this is even approved, which is something I cannot foresee (Oh please my new deities which are the staff of this site. Answer my prayers!!!.. jk).



The Scorpio colony if approved is reserved for my first character.


Characters: Sliph, Salahiem, Caliph, Kurai, Kuro, Treena, Seither, ~Eli
Races: Wyvern, Marid, Afreet, Ghoul
Territories: Marid Homeworld, Marid Colony A,  Marid Settlement (Located on Autumnavia), Bula Bula, New Sodom, Cruor(Assimilated Japae), Treena: Earth (Kinda), Aloange, Talar Sphere.

Offline Gaserlake

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Re: Zodiac Nanorobotic Colonies
« Reply #1 on: January 03, 2010, 02:30:23 PM »
Sure, approved. I see nothing wrong with it.
« Last Edit: January 03, 2010, 02:34:28 PM by Gaserlake »

Offline Capxeno

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Re: Zodiac Nanorobotic Colonies
« Reply #2 on: January 03, 2010, 02:48:53 PM »
You may my thanks gaserlake.



Also: here is the Gemini colony

Gemini Colony

Base Magic level +2

The Gemini colony has a trait similar to one found in the Scorpio colony and that is the recording of previous host memories. But it is a little more complicated then that. One’s soul is preserved within the colony itself. The previous host unable to move on to the next life until the current host dies and the colony infests another person. All muscle memory is preserved and all language and writing knowledge is preserver is preserved. The colony records all the things that you do without thinking. Writing, riding a bike, pulling out a gun in 1/2 second without looking, and so on. The real problem that arises from being infested by the Gemini is the fact that the previous host’s mind, his/her very essence is persevered. Thus the new host will have two very distinct personalities in their mind, theirs and the previous host’s personality.

This has driven a lot of pervious hosts insane. A few because they now had the mind of the person they just killed within them and their insanity would carry over to the next host.
The last host was able to overcome this insanity, but only by completely corroding their mind to the state of a child and attempting to allow the previous host keep control over their body, as to prevent the current hosts mind from being traumatized.
When this host died of old age, it was within a sealed locationSo the colony reverted to its preservation form of a metallic looking cube. Waiting for another host to arrive.

The Gemini colony grants access to Verocidrus knowledge up to a certain point and that is it grant the host their language and their writing system. Which can be used in a number of ritualistic spells.

An effect of the Gemini colony when under extreme physical danger is that all the consciousnesses of the Gemini Verocidrusisis quintessence will awaken causes what is called the “Legion” effect.

Legion effect

A Gemini host under the legion effect will be able to use a very volatile form of glyph magic. Which will be used at random with no control from the host. Its more of a side effect from all the Verocidrussisis consciousnesses trying to cast a sealing effect on themselves as to save them from the intense suffering they feel from being awakened. The seals imaginary number glyphs (which are symbols that appear in the air around the caster) overlap and cause a number of unpredictable effects on the area around the host.
The Bermuda triangle’s unique properties are a direct result from a Legion effect.

During this time the Host will have
+5 to base magic level (up to five) during the time of it being activated.

To consider the seriousness in which the situation has to be for the legion effect to occur, the during the time in which the last legion effect occurred it was due to a 122 meter meteorite struck the host. The Legion effect lucky erased the meteorite from existence, and yet the host was killed as if he were still hit by it.

RP only effects

At any one moment one of the two consciousnesses within the hosts mind will be “dominate” one. If both consciousnesses are player control then there would have to be some sort of power struggle to establish who is dominate which after a reasonable amount of time the other personality could attempt to (re)gain dominance.
Also the previous host before the current host was killed will no longer be a part of the Gemini consciousness and thus will not affect the new “previous” host and new host’s minds.
So if player A is a Gemini host and Player B is the pervious Gemini host, and player C kills player A then Player B is no longer part of the Gemini consciousness. And Player C is infested with the Gemini Colony then Player C and player A would have to struggle between each other to establish who is the dominate consciousness. (I hope you all get the load of techno-babble)



If approved, Gemini colony would be available to whoever request it and prove they could and would RP it properly.


Characters: Sliph, Salahiem, Caliph, Kurai, Kuro, Treena, Seither, ~Eli
Races: Wyvern, Marid, Afreet, Ghoul
Territories: Marid Homeworld, Marid Colony A,  Marid Settlement (Located on Autumnavia), Bula Bula, New Sodom, Cruor(Assimilated Japae), Treena: Earth (Kinda), Aloange, Talar Sphere.

Offline Gaserlake

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Re: Zodiac Nanorobotic Colonies
« Reply #3 on: January 03, 2010, 02:52:23 PM »
I approve. On the side note, for the magic increase, the max needs to be at level 5. There should only be a few of them at level 5 as many level 5's would be godmodding. The lower the magic level, the more common, basically.

Offline Capxeno

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Re: Zodiac Nanorobotic Colonies
« Reply #4 on: January 03, 2010, 03:14:56 PM »
I approve. On the side note, for the magic increase, the max needs to be at level 5. There should only be a few of them at level 5 as many level 5's would be godmodding. The lower the magic level, the more common, basically.

I have been considering balance issues in regards to magic. That is why I have put severe draws backs as to when a character gets a major bonus. The Gemini for example is severely situational and completely uncontrollable. I had figured any bonuses would cap at level five. For the Gemini the level increase if for the purpose of “area of effect” the actual effects of when a “legion effect” occurred would most likely be needed to be determined by a mod or admin.

Also most magic originating from Velocidrus would be extremely ritualistic. Meaning that yes the character would be able to perform level 5 magic (this is mostly in regards to Scorpio). But would need a ridiculous amount of time to do so. Thus in a common  RP fight with no time for preparation, the character would be using their base magic level as far as calculating power.
The “feathers” technique I would consider level 3-4, but if prepared correctly level 5  but being both time consuming and exhausting to prepare in that manner.

As far as your “common” response, these colonies would probably be considered very rare artifacts by many and due to their nature very powerful. At the same time I have tried to work in many weaknesses to them as to not be OP. Some of those weaknesses do require a little imaginative thinking, but are there non-the-less.


Characters: Sliph, Salahiem, Caliph, Kurai, Kuro, Treena, Seither, ~Eli
Races: Wyvern, Marid, Afreet, Ghoul
Territories: Marid Homeworld, Marid Colony A,  Marid Settlement (Located on Autumnavia), Bula Bula, New Sodom, Cruor(Assimilated Japae), Treena: Earth (Kinda), Aloange, Talar Sphere.

Offline Orph

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Re: Zodiac Nanorobotic Colonies
« Reply #5 on: January 03, 2010, 06:21:52 PM »
Fucking awesome.
The world is a mess..and I just need to..rule it.

Offline Queen Bright

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Re: Zodiac Nanorobotic Colonies
« Reply #6 on: January 03, 2010, 06:42:27 PM »
...Wow. Large wall of text explanation, so very well done too. Wicked Awesome.
Approvedx1337.

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Offline Zero

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Re: Zodiac Nanorobotic Colonies
« Reply #7 on: January 03, 2010, 07:18:31 PM »
Indeed this does seem interesting to say the least.

Offline Capxeno

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Re: Zodiac Nanorobotic Colonies
« Reply #8 on: January 03, 2010, 08:03:19 PM »
Leo

-1 base magic level
+2 base force level

The Leo colony is the one of the three Colonies of which there are actual records of within the scientific community. Because this colony does not care about its host being a Leo. This colony is Ambition incarnate, all it wants is a Host who has power. A lot of power.
This colony is single handily responsible for every single human who had sought world domination. Its host name include Nebuchadnezzar, Joshua, Chandragupta Maurya , Cyrus the Great, Alexander the Great, Cesar, Napoleon, Archduke Franz Ferdinand and the last known host before mysteriously going into hiding would just happen to be Adolf Hitler.
Each successive host the Colony would record that host ambition, leadership skills, charisma skills, and many other things in regards to leadership.
This is one of two Colonies that could be considered to have an agenda of their own. It will kill its current host, if a new, better, and more prestigious host is presented to it.
The colony dampens compassion and fear of the host as to better enable it to rule.

Soul fire

Through the same methods the force uses for its abilities, the Leo host will be able to control a non-magical entity that is best described as the fire of their soul. It can burn through anything if the Hosts will is strong enough. In bust of anger or irritation it may become uncontrollable and consume the Host. What a Leo host can do with their soul fire is restricted only by their imagination and competence with the force. From burning annoying henchmen to raising the room temperature because it is too chilly.


Additionally, a Leo Host can never be in the same area as a Scorpio Host. The reasons for this are due to a precautionary program that prevents the two from fighting each other. If they did both would be destroyed due to the nature of their powers.

Lion’s roar

Not literally a roar. It is a mode in which the colony uses persuasive speech perfected over many life-times to lull dull masses into following its cause.
It does have some magical traits but is not control by the host abilities.
Also the Host is restricted from even their own memories and experience. The Leo Colony is in complete control.


If you cannot live proudly, die proudly

If the Leo colony believes it is impossible for it to complete its goals with absolute logic to back up that belief. Then it will self-destruct its own soul fire, Causing an event that would destroy any territory it is currently in.


Characters: Sliph, Salahiem, Caliph, Kurai, Kuro, Treena, Seither, ~Eli
Races: Wyvern, Marid, Afreet, Ghoul
Territories: Marid Homeworld, Marid Colony A,  Marid Settlement (Located on Autumnavia), Bula Bula, New Sodom, Cruor(Assimilated Japae), Treena: Earth (Kinda), Aloange, Talar Sphere.

Offline Gaserlake

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Re: Zodiac Nanorobotic Colonies
« Reply #9 on: January 03, 2010, 10:20:41 PM »
Approved, though I don't know if this is the same universe as the one that have the leaders of world domination in it.

Offline Nisorin

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Re: Zodiac Nanorobotic Colonies
« Reply #10 on: January 03, 2010, 11:41:58 PM »
I've only read the Scorpio colony information as of yet, and I may not get to reading all the posted colonies by night's end since I'm still mostly sick, but I do have a couple things to say.

As a general, board-wide rule, we don't let magic and the Force be used at the same time. That isn't to say that a character can't be able to use them both, it's basically, you can't be 'choking' someone with the Force, and then use magic to engulf them in a fireball. You'd have to end the 'choke' first.

We are currently working on a definitive guide regarding magic and Force levels, but they generally go as follows:
  • 0 = unable to use
  • 1= novice. What new mages start off as
  • 2 = academy-graduate level. Can perform offensive spells and basic barriers/wards
  • 3 =  Average battle-hardened mage. Can use most offensive spells, as well as intermediate barriers/wards, including re-breather/'gas mask' type spells
  • 4 =  Powerful, experienced mage. Most magic-based hermits and head scientists are this level, as well as particularly notable Empire leaders. Able to use large AOE spells and powerful barriers/wards
  • 5 = Top level allowed on the board unless specifically requested for an event. Able to use planet-wide AOE spells, up to similar effects as increasing wind speed to 100mph. Can create Super Capital ship strength shields, etc
  • 6 = Near god level. Only permissible during events, and even then must be specifically requested.

You are also allowed two territories at the start, meaning two main boards. You can have any reasonable number of sub/child boards, depending on the size of the main board. IE: Pluto would be able to have maybe, 3-5 due to its physical size.
Seeing the world through a child's eyes is truly a unique experience. It helps you to retrieve that sense of awe, magic and wonder that you lost as you lost your innocence. Tell me, when was the last time that you thought of those childhood dreams? You know, the ones that you used to spend all your time wondering and fantasizing about? Have you forgotten them so easily? Have you forgotten what it felt like to see something for the first time, to see the magic in the mundane? Everyone says you should take the time to 'Stop and smell the roses'. But you should also take the time to look for the fairies, embrace the wind and enjoy the rain. Just once today, stop for a moment and look into that little piece of nature you pass everyday. Perhaps you may see something you did not notice before.

Offline Queen Bright

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Re: Zodiac Nanorobotic Colonies
« Reply #11 on: February 10, 2010, 09:22:41 PM »
Alright, because I couldn't comprehend your full post, due to your really bad literacy, and the way it was worded. I approved only the parts I could tell weren't godmodding.
This is a mistake on my part, and thus my approval is null, because I do not have the comprehension to be approving this.

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Characters (In-Play):     Kurai Kuro  Rev  Gen  Rin    Hikari  Relle   Fido  Gwyn(Satya
Characters (Out of Play): 
Races: Phoenix Sages  Gryphon Sages Unicorn Sages  Aetas
Territories:
Kotah & Ezael: Intergalactic Academy
Asura: Records of Time
Rev & Gen: City of Lus
 Gryphon Sages - Aurum