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Jan. 20th, 2024

CELESTIAL

Jan. 20th, 2024 12:06 am
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CELESTIAL
INFO
Name: Celestial
Subspecies: Angels, Unicorns
< isopods >
INFORMATION
Celestials encompass monsters affiliated with light, order, and healing. Angels are the most common monster, flying on wings of light and harnessing radiance. Alongside Angels are the Unicorns and their variations, with brilliant horns and healing prowess, making them holy beasts. Many sources on Revan theorize the presence of Unicorns amongst Celestials is to counteract the hellhounds found amongst Infernal monsters. While commonly seen as protectors, Celestials are still capable of violence and brutality. A drive to punish the wicked can encompass many types of evil, and protecting the virtuous can be very narrow indeed. Their celestial light can burn as much as it can illuminate.
MONSTER TRAITS
  • Bird-like wings, up to six and capable of flight. Or capable of levitation by running on air.
  • Commanding voice: can issue an order that someone must follow. (Please get player permission!)
  • Extra eyes, can be on face or elsewhere on the body.
  • Hair turns bright iridescent and glowing white. Can also grow in a mane that is horse or lion-like, and glows when using magic.
  • Order compulsion: driven to create order. Whether through severe means like threatening punishment, forcing obedience, or through lighter methods like leading by example, creating rules lists, etc.
  • SPARKLES Aether magic: can create and control light, and form attacks and shields out of shining aether. Access to light manipulation in the form of shimmering and glittery projections. Can slightly brighten dark spaces just enough to see. Can also form these lights into sharp projectile spells.
  • Glowing eyes and/or aura.
  • Feathers growing along body, or multicolored scales like a fish or reptile.
  • Hatred of demons/avoidance of darkness.
  • Guardian Compulsion: driven to protect a person or a place. Also drawn to kindness, nobility, or similar expressions of purity, and driven to protect them.
  • Cleansing Magic: can quickly shed dirt, minor hurts, etc from themselves, an object, or a willing person. With expended energy can heal major damage (cuts, broken bones, etc) or illness. Can also heal poisons and disease, and purify food.
  • Long horn growing from the center of the forehead, glows when using magic.
  • Affinity for music which can be generated from horn. May invoke either feelings of peace or rage in both the player or the listener.
  • Hooves, either horse-like or cloven. Remarkably tough.
  • Messenger Compulsion: if given information, compelled to see it delivered to recipient.
  • Can shift into fully equine form and back.
  • Swift stride, can move at a dashing speed for long periods and easily keep pace with motor vehicles.
  • Horse tail or leonine tail. And partial animal features; changed ears, nose, etc.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: ANGEL
    INFO
    Name: Angel
    Subspecies: Peri, Nephil, Seraph, Archangel, etc
    Inspirations:Birds for wings
    Art: Mila Pesic
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Bird-like wings, up to six and capable of flight.
  • Commanding voice: can issue an order that someone must follow. (Please get player permission!)
  • Extra eyes, can be on face or elsewhere on the body.
  • Hair turns bright iridescent and glowing white. Can also grow in a mane that is horse or lion-like, and glows when using magic.
  • Order compulsion: driven to create order. Whether through severe means like threatening punishment, forcing obedience, or through lighter methods like leading by example, creating rules lists, etc.
  • Glowing eyes and/or aura. May appear like a halo or nimbus of light around face.
  • Optional/Reward Traits:
  • Aether magic: can create and control light, and form attacks and shields out of shining aether. Access to light manipulation in the form of shimmering and glittery projections. Can slightly brighten dark spaces just enough to see. Can also form these lights into sharp projectile spells.
  • Feathers growing along body, or multicolored scales like a fish or reptile.
  • Hatred of demons/avoidance of darkness.
  • Guardian Compulsion: driven to protect a person or a place. Also drawn to kindness, nobility, or similar expressions of purity, and driven to protect them.
  • Cleansing and Healing Magic: can quickly shed dirt, minor scuffs, etc from themselves, and object, or a willing person. With expended energy can heal major damage (cuts, broken bones, etc) or illness. Can also heal poisons and disease, and purify food.
  • Messenger Compulsion: if given information, compelled to see it delivered to recipient.
  • INFORMATION
    Sacred beings of light and holy energy. Commonly seen as conduits of something divine, and worshipped as guardians of mortals and heralds of a higher power. The world of Revan appears to have venerated Angels in the past, though in wake of the Breaking such worship has died along with the faithful. Angels are still depicted in paintings, glass windows, and old books as bright and winged beings. Those wings can number anywhere from two to six. And regardless of wings, Angels are normally depicted as creatures of light with grace and an ethereal beauty. While seen as benevolent, they could also be terrifying in their power and ability to punish the wicked.
    LORE 1:
    Few monsters are more loathsome than the supposed ‘Angels.’ They hide behind a guise of our most holy beings. Some of them may even genuinely believe they are here to do good. There are even fools in our order who believe such lies. But inevitably the madness takes these monsters, the same as the rest. We can only pray to the Creator that we are forgiven for striking down holy images, corrupt as they may be. It is best to dim the radiance of these monsters, or slice their wings off. And keep a careful eye on the most zealous; they seem to attract this curse the most. -Steel Warden
    LORE 2:
    Angels are a curious blessing indeed, but prove the devotion of the moon and the Creator to safeguard us through trying times. They take the form of holy messengers, tasked to protect even the most unworthy of us. They shine with the radiance of the moon and the sun alike, and offer a chance for both the righteous to prove themselves worthy of the blessing… And for the less pure to have a second chance through their transformation. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: UNICORN
    INFO
    Name: Unicorn
    Subspecies: Pegasus, Shâd'havâr, Kirin, Alicorn
    Inspirations: Horses and deer, birds for wings
    Art: Winona Nelson
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Long horn growing from the center of the forehead, glows when using magic.
  • Mane that can be horse or lion-like, glows when using magic.
  • Hooves, either horse-like or cloven. Remarkably tough.
  • Horse tail or leonine tail.
  • Cleansing and Healing Magic: can quickly shed dirt, minor scuffs, etc from themselves, and object, or a willing person. With expended energy can heal major damage (cuts, broken bones, etc) or illness. Can also heal poisons and disease, and purify food.
  • SPARKLES Light manipulation in the form of shimmering and glittery projections. Can slightly brighten dark spaces just enough to see. Can also form these lights into sharp projectile spells.
  • Optional/Reward Traits:
  • Guardian Compulsion: driven to protect a person or a place. Also drawn to kindness, nobility, or similar expressions of purity, and driven to protect them.
  • Partial animal features; changed ears, nose, etc.
  • Can shift into fully equine form and back.
  • Flight via wings (which can be bird or bat-like) or levitation by running on air.
  • Swift stride, can move at a dashing speed for long periods and easily keep pace with motor vehicles.
  • Affinity for music which can be generated from horn. May invoke either feelings of peace or rage in both the Unicorn/Shâd'havâr or the listener.
  • INFORMATION
    Horse-like monsters that boast a single horn and powerful magic. Light and curative spells both answer a unicorn’s call, and they are peerless healers. Because of this, many are associated with safe-guarding virtue and purity, whether that is in the form of noble individuals or unspoiled wilderness. Unicorn species are a varied collection, including the venerated kirin and the alicorn. Even a few Pegasus can be counted among their numbers, if their magic is powerful enough. Unicorns are often seen as noble creatures, but they can count a few wild and vengeful creatures in their number, such as the shadivar. A unicorn’s horn isn’t just for show, even in the most peaceful individuals.
    LORE 1:
    No matter what stories and books may tell you, whatever fantasies you may have entertained as a child, they do not apply to these beasts. Such creatures lure the innocent, and their hooves and horns are just as sharp as any monster’s fangs. If you can, harvest their horns for healing after battles. But do not let these beasts escape under any circumstance. -Steel Warden
    LORE 2:
    Unicorns and their like are peerless healers, beyond anything our medicine can manage. They are protecters, guardians of the few humans that can be called pure. Would that we could all be worthy of such blessings. Alas, they must also punish the wicked, of which there are far more. -Silver Tear

    MONSTER GUIDE

    Jan. 20th, 2024 12:19 am
    monstertruckers: (Default)
    ROUTE 666
    MONSTER GUIDE
    HERE THERE BE MONSTERS. AKA a quick directory to each monster page. Monster pages contain 18-20 traits for each broad type of monsters, quick information, and sample builds of different species found in each type. (These are strictly samples, and you may customize these builds and swap around monster traits from the same family-type as you see fit!)
    REMEMBER: You must choose 6 traits from a single monster type when your application is accepted, and may mix and match however you please. You can then unlock another 6 traits from that monster type through AC Rewards! And you may unlock ANOTHER 6 traits from any different monster type through those same rewards!

    CELESTIAL || DRAKONIS || ELEMENTAL || FAE || INFERNAL

    MERFOLK || SERPENS || SWARM || TAURUS || UNDEAD

    VOLARE || YOKAI || ZOANTHROPE

    NAVIGATION












    PREMISE

    Jan. 20th, 2024 02:55 pm
    monstertruckers: (Default)
    ROUTE 666
    PREMISE

    It begins like this: you are plunged into shadow, and your senses begin to shut down one by one. All is still for several heartbeats. Then comes a silver light flooding your being and burning away the torpor. Something shatters all around, and you fall forward and onto cold concrete. You’re inside a darkened garage, with strange sigils painted on the floor, and something… Feels different about you. Changed. You’re not alone here; there’s others nearby, a collection of cars outside the garage, and a radio spitting static and a few words.

    You’re here? You’re mostly hu-?

    Good. Need you to-

    Watch out for mons-

    Seek- Nirvana.

    ###

    Route 666 is a spooky fantasy RP about road trips and monsters. Characters are summoned to a dying and badly damaged world. Their surroundings are haunted by husks of metal that were once human and now sometimes spawn horrors. And characters find they’ve been changed in the process, with their own monster forms they slip in and out of. There’s one long road ahead of them, and a collection of vehicles to drive and ride. If they want answers, a way home, or a way to be normal, they’ll need to follow this road to its end, and seek out Nirvana.

    NAVIGATION

    FAQ

    Jan. 20th, 2024 05:31 pm
    monstertruckers: (MysterySkulls2)
    ROUTE 666
    FAQ

    GENERAL INFO What is the game premise?
    Route 666 is a spooky monster road trip game, with very mild horror elements and an emphasis on travel. Characters wake up in a broken world, and find something has changed in them, and given them a monstrous form they sometimes shift into. The only real sign of civilization is a large motor convoy steadily making its way to a place called Nirvana. And maybe if the characters reach that place, they’ll get some answers, turn back to normal, and find a way back home.

    The game is planned to run for one year and six months, and launches in 2025.

    How heavy is the horror?
    The aim is to be unsettling and a bit creepy, with a haunting vibe, but not going into full on horror. The goal is to run a bit closer to Autodale’s Don’t Feed The Freaks rather than Silent Hill.
    Content warnings include: dead bodies, creepy things happening to dead bodies, surreal scenery, body horror, monster transformations, body modifications, temporary and long term psychological changes, blood and gore, and monsters being violent.

    Got a list of inspirations?
    Yes! The game pulls from series like Digital Devil Saga, Final Fantasy 7, Mad Max, Wolf’s Rain, Bloody Roar, and the Something Human music video by Muse.

    Hey did you know [this image] on your game page is AI generated?
    Sadly no, we don't always catch AI stuff! We try to be careful with selecting game visuals, but sometimes AI images still slip through. Please let us know via mod contact, game plurks, etc, and we will try to find or make a replacement image ASAP.



    ARRIVAL
    How does my character arrive?
    Characters (also known as Drifters) arrive in an abandoned car garage/gas station/travel center combo. They appear in a burnt out summoning ring with a mark inscribed somewhere on their bodies. A giant road train (called the Convoy) and unclaimed cars are close by, and there’s a radio recording imploring Drifters to join the Convoy and seek out a place called Nirvana.

    What's the garage like?
    The garage changes depending on where the Convoy travels; it may be half buried in dust from a desert, overgrown with trees from a forest, partially flooded in a river, or even more unusual setting effects! Each month the changes to the garage/location will be noted in the Test Drive Meme.

    But there are always a few constants: the garage is always abandoned and appears to have been abandoned for years. There is always a summoning circle painted or carved into the ground. And the Convoy is close at hand, along with vehicles that characters can take for their own.

    So my character gets a car?
    Your character does indeed get a new vehicle: it may take the form of a car, motorcycle, or similar machine. Mechanical horses are also an option. You can read more details in the Vehicles and Convoy section of the FAQ, found below.

    What about items from home?
    Your character arrives with whatever they were carrying on their person. They will have the option to regain other items from their canon through the AC Rewards system.

    My character was injured or near death or actually dead at their canon point, what condition do they arrive in?
    Mostly patched up and no longer on the verge of death, or miraculously revived from death: their wounds are mostly healed and they are no longer at risk of bleeding out/dying from whatever prior condition. But they are still unnervingly bloodied. Might want to head to the Convoy medical car and have their injuries looked at.

    My character reads/speaks a language other than English, how do they get by? Also what does the language of this setting look like?
    Characters find that there is a universal translation going on; likely an effect of the powers that pulled them here. With concentration they can speak in their native tongue, or write in it if a pen and paper are available. (Or if they can figure out a keyboard function to write in it.)

    The language of the setting itself is English or something close to it, and can be easily comprehended.



    MONSTER MECHANICS
    Do I need to choose a monster form to play in this game?
    You do indeed! Since that is one of the core parts of the game premise. This said, we've tried to include slightly more human-ish options in the form of Angel, Fairy, Genasi, and Vampire monsters, depending on how you choose your monster traits.

    How does Type and Species work?
    Monsters are broadly sorted into 13 Types that cover a broad range of monster that share certain traits/themes. For example, aquatic monsters are under Merfolk. Werebeasts are under Zoanthrope, ghosts and vampires are under Undead, etc.

    Under those 13 Types are different Species. This is where your character's monster type becomes more precise with a certain appearance and with an array of traits. We have sample builds of different Species on each monster page to browse.

    Please note, you can only choose a single Species from a Type when you app! (For example, you may choose either Dragon or Chimera from Drakonis, but not both.)

    Can you recap how monster traits work?
    When you are accepted to the game, you will choose six monster traits from the Monster Type that's been selected. Please note that initially you can only choose traits from that one monster Type. (There will be options for selecting outside of that later on!)

    You may mix and match traits from the list as you see fit. Want your werebeast to have a pack link but skip over having an animal tail or berserk state? You can do that!

    Please note that each monster has anywhere from 18 to 20 traits, and they can't all be selected when entering the game or through reward points. This is by design, and to allow players a little more uniqueness with designing their monster forms.

    How about those sample monsters on each Monster Type page? If I want to play as a certain Species, do I have to use the exact build?
    The sample monsters are STRICTLY suggestions, not hard clad rules for how each monster Species works. As long as you choose 6 traits at game start from the Type's masterlist, you're good to go. Want to ditch the wings on your angel and give them a unicorn horn? Go for it!

    Okay I got my traits, does my character enter with them active, do they slowly transform, or what?
    Generally characters will enter the world with no traits active, and will slowly begin to activate them and transform.

    You may choose to progress your character over a span of months if you wish. However, there will also be MANY game events that will allow you to progress your changes: there will always be one prompt a month to activate changes and traits. There will also be event prompts to regress or reset your changes at a price, if you wish.

    Death mechanics can also progress changes. (Please see the entry under "Death, Drops, And Networks" for more information on that!)

    Finally, there will be a few events to allow your character to temporarily activate all their traits at once and hulk-monster-out.

    I'm not feeling my monster traits/Type after all. Can I change that?
    You may use AC Reward points to swap out traits if you so wish! This takes 5 points per trait. (Or 10 points if you selected a trait outside your monster Type.) And you may also change your monster Type entirely for 15 points.

    When you change your monster Type, your character will awaken with their changes reverted. Though this is only a temporary reprieve, before their new traits begin to activate. (The exception to this is if your character was part of a monster event: you may choose to simply carry their traits and form changes over from the month if you wish.)

    How do event monsters work?
    During certain months, we will choose 1-2 monsters from the list and have them feature in the month's events. During that time, players can freely select temporary traits from the monster to use for the event! The temporary traits will fade out after the event is done.

    In addition, players can choose to switch entirely to that monster form or permanently obtain those traits through the AC Rewards, and can purchase those at a discount. Normally traits outside your chosen monster cost 10 points, and a form switch costs 15 points. For event monsters, this is discounted to 5 points for traits and 7 points for a form switch.

    You may purchase either a form change or a set of traits during the event, or one month after the event.

    My character already has a monster form, what about that?
    Congrats, your character has three options depending on how application goes!

    1. Your character has two monster forms now! One new monster form subject to the rules of the game, and one that they still have full control over. (Please note this would count towards your character's ability count of 3. More on that in Powers/Abilities!)

    2. Your character's original monster form gets translated into one of the pre-written Types, and now becomes their game monster form. (Example: a character with a demon form may select the Route 666 version of a demon.) Please note that if you choose this mechanic, your character may have a few new traits, and will be subject to body horror and potential forced transformations according to the game events.

    3. If all of this sounds like too many details to keep track of, you may also opt to pick an entirely new monster, and have that completely override your character's original power.

    PLEASE NOTE YOUR PREFERENCE IN YOUR CHARACTER APP.

    Is there a monster cap? What if the game turns into Oops All Werewolves?
    Players will be asked to submit their top 3 monsters at application and we’ll choose from those. This said, we won't be fretting too much over moderating numbers.

    What if I can't decide on a monster?
    You can also opt for the "Randomize" option in applications. This is where the mods will choose whatever monster they think vibes best with a character. Please note, this will remain strictly optional and you do not have to select this choice if you don't want to.

    I have a monster Type that I really like, but I can't decide on a Species!
    If you wish, you can choose a Type in your app and NOT specify Species: the mods will then make the choice for you. Think of it as the middle ground between Randomize and selecting your own monster.

    My character had one monster form in the TDM, but settled on a different one in the app. Is the TDM still canon?
    Sounds like your character fell victim to Moon Shenanigans! It happens, where the moon warps and twists monster forms around. This is an established setting element, and so your character’s TDM can remain canon.

    My character turns into a much bigger monster and then switches back to their normal sized form! What happened to their clothes?
    Generally we assume Hulk Pants are active in this game; another weird quirk of the Moon Warps and the Sigil marks on a Drifter's body, no doubt. If you wish for the clothing to be a little more tattered or ragged and in need of a tailor, feel free!



    SIGILS

    What's up with this marking on my character's body?
    That is a Moon Sigil present on every Drifter when they arrive. This mark is capable of warning Drifters of danger or giving them details on an enemy through concentration, absorbing essence from defeated enemies to heal and boost strength, and can also stabilize a Drifter through transformations.

    So my character arrives with the Sigil already in place?
    Correct! When Drifters wake up the Sigil or a hint of the Sigil is already branded somewhere on their skin. Throat, shoulder, arm, hand, leg, or chest tend to be the most common areas. It can give off a soft pulse or glow at the start, but this effect gradually subsides unless Moon Warps are active.

    What do they look like/can I design a unique Sigil?
    In general, Sigils give an impression of a monster Type or traits. (Stylized wings, elemental abilities, etc.) Atma from Digital Devil Saga or Beast Marks from Bloody Roar offer a good guideline for appearances. Each monster Type also has a sample Sigil alongside the master traits list.

    This said, Sigils can be unique to a Drifter. So if you want to customize your character’s sigil, go right on ahead!

    My character already has a cool tattoo/mark/etc! Can I modify that into their Sigil?
    Sure! You may modify preexisting marks/tattoos/etc into a Sigil. Though if they lack any monster elements, please add on some claws, fangs, etc to fit with the vibe.

    Can my character instantly figure out their monster form based on their Sigil?
    Only if you want to! It is entirely possible for a Sigil to be vague and undefined until 3-5 monster traits have been active. So if you want there to be a sense of spooky mystery about what sort of monster your character will be, that is an option. If you want your character to deduce what they’re turning into because their Sigil has clear hints, that is also an option. Do whatever you feel is the most the fun!

    What if I want my character to devour their enemies, classic style?
    You may do so if you wish! It's always a 50/50 chance on if enemies are absorbed through the Sigils, or if they remain as solid, inert bodies. Some monsters also have a feeding compulsion through their traits, and the remains of enemy monsters can satisfy that need.



    POWERS/ABILITIES
    Any power loss?
    To place an emphasis on monster abilities and transformations, characters will be limited to three canon abilities at the start of the game. They may opt to regain more of their powers through the rewards system, or rely more on their monster abilities to supplement their powers.

    How do you count the three abilities?
    Anything above what a normal human could achieve counts as an ability. Super strength where a character can punch through walls or bench press cars would count as one ability. Same with being faster than a speeding bullet, which would be another separate ability.

    By contrast, being able to throw a punch or swing a sword through diligent training would NOT count towards the abilities. We’re only interested in moderating the superhuman stuff.

    If a character knows magic, they get to choose three spells/elements when entering the game. (For example, a Final Fantasy character could know firaga, thundaga, and blizzaga. Alternately they could drop one of the magic spells in favor of a limit break or curaga, etc.)

    How do you tackle magical/powerful items?
    They still count towards the ability total, if they enable something beyond human ability. Or if they are more powerful/complex than a simple fire arm. (So a gun that shoots laser beams would count as an ability. A regular bullet revolver would not.)

    If these items would go over the three ability count, then they arrive depowered/inert. (But with option to regain their abilities later through rewards!)

    What if my character has a canon power, and their monster form ALSO has that power?
    You may opt to have the monster power replace your character's canon ability: for example, a Celestial with curative magic can replace healing spells. This means you do not need to worry about counting that ability towards your 3 count total.

    Alternately, if you choose to double up on abilities with canon powers and monster powers, your character may find their abilities boosted, but also chaotic and fluctuating alongside their monster form.

    Any power nerfing?
    We ask you to tone down your power sets if they include the following:
  • Time Travel

  • Long Distance Teleportation (Can backtrack as much as they want, but can’t teleport ahead of the Convoy into next month’s area. If it hasn’t been posted In Character yet, we ask that they don’t teleport there.)

  • Immortality

  • Reality Warping

  • Highly Accurate/Precise Scrying (vague visions are fine!)

  • Shape shifting (can freely shift forms, but CANNOT drop monster transformations in these new forms.)

  • In short as long as your character's powers play nice with the setting and premise, they can stay as is.

    What if my character is non-human?
    They get to stay non-human in the game! They just also have an extra non-human form now. Please note that if you play a giant robot or the like, you might want to consider scaling them down to around 6 or 8 feet so they can still duck through doorways. Some of the plot is going to happen in abandoned cities and buildings or inside a giant RV, after all!

    We also strongly recommend picking a monster form that’s different from their base form: a demon turning into a slightly different demon would indeed be funny as a one-off thing, but not viable for the long term.

    My character is from a mon series, do they get to keep their pet monsters?
    Your character gets to take one mon with them into the game, with the option to regain more through the AC system! Curiously the changes that affect your character do not spill over to their mons, who seem to be protected by a moon sigil collar they arrive wearing.

    Mons absolutely count towards the power limit, are assumed to take the place of a character's powers, and at start have the three abilities/powers. Please specify in the app if this isn't the case, and you are dividing things differently.

    My character has super speed! Can they keep up with the Convoy on foot?
    Yes, in theory… Though you still might want to give them a cool car, since that’s part of premise!



    SETTING
    What's the world like?
    The world of Revan is very similar to our own as far as technology goes. There are cities, roads, gas stations, and the like. They are also all abandoned, save for humans frozen into metal Husks, and monsters that burst from the Husks and prowl the area.

    Revan has gone through a wide-scale disaster, and shows the scars from it. Things are abandoned and feeling the passage of time, from the highways to the buildings. Most buildings are broken down or overgrown from foliage, though the power still flickers on and off in many places.

    Major cities and towns look contemporary, but further out in the wilds things can be a little more rustic and old fashioned. It's possible to find older buildings in the countryside like cottages and hunting lodges. The various gas stations Drifters stop at range across different eras, from vintage and retro to more modern designs.

    The one major difference from our own world is how much monsters are incorporated into designs, from gargoyle statues on buildings to carvings of mermaids on fountains.

    What's up with the moon?
    Something has shattered the moon, with shards of it drifting around in a strange ring. (We apologize that this isn't often reflected in game images; it's hard to find broken moon pics online.) The moon itself fluctuates with how whole it is, sometimes pulling those shards back in on itself, and other times breaking apart again.

    And sometimes those moon shards stop circling the moon and fall to Revan. Those shards are charged with wild magic; to the point that whenever they land, the surrounding area is warped and transformed. The same happens to any creatures close enough. This phenomena is known as a Moon Warp.

    What can my character expect to find if they explore on their own?
    General survival game supplies and the like, along with plenty of old ruins. The exact details depend on what environment they're in, but generally Drifters can expect to run into some sort of buildings in all but the most hostile places.

    Moon Warps may occasionally fuse buildings together or mix them around, resulting in odd combinations. One might find a restaurant fused with a fire station for instance, or a library turned sideways.

    In terms of supplies, Drifters should be able to find scrap metal, stone, glass, and steel. Along with surprisingly well preserved food supplies (another weird Moon Warp effect) and occasional medical kits.

    There are also hostile creatures off the road (and sometimes on the road) that spawn out of metal Husks. Just to add a bit of threat and combat spice for those who want it!

    Players are encouraged to be weird and creative with what they might find as well, and make use of the plot post if needed!

    So Husks spawn monsters to fight. What can my character expect to encounter?
    You can expect to find monsters borrowed from Dungeons and Dragons, Final Fantasy 7, Final Fantasy 8, Monster Hunter, Parasite Eve, and Shin Megami Tensei.

    We tend to cherry pick from the monster lists, so if there's a particular creature you're hoping to see that hasn't shown up yet, shoot us a contact/player plot, and odds are we can find a way to introduce it.




    DEATH, DROPS, AND NETWORKS
    How does death work?
    With the shattering of the moon, strange things have happened after death. It is possible for a character to come back to life, but with a notable cost to them and their friends.

    If a character dies in-game, their body will be encased in metal, much like the Husks around them; the husk weighs the same as they did in life and can be transported, or it will eventually appear at the next Travel Stop the characters encounter. If a character is otherwise vaporized or disintegrated, their corpse will still appear at the Travel Stop, reformed and still metallic.

    But it takes sacrifice to crack the husk open and bring the characters back to life. At least two characters close to the deceased (ie, CR) must take part in a ceremony using the burnt out sigils in the garage. They will have to sacrifice one physical human aspect of themselves and gain a further monstrous transformation (ie another trait, or a furthering of their current changes) to bring the dead character back. In addition, the revived character will also find themselves further transformed, and missing a part of themselves that they will only regain on the next game event. This lost part could be a limb, a sense, a memory, or something similar.

    Can I have more than two characters in the revival ritual?
    You absolutely can! Having more than two characters disperses the price a little; characters in the ritual still have to gain a trait or a change, but it can be a minor advancement instead of a major transformation.

    How much more is my character transformed after getting revived?
    At least one trait from your list needs to be activated or further advanced, and noticeably so. For example, if you play a werecreature and have a pack bond listed as a trait, it either activates upon revival or becomes even more intense.

    How long do these activated traits last?
    Either until a game event happens that resets the changes, or until a full month passes by.

    What happens when I drop my character from the game?
    Unless you note otherwise, characters are assumed to vanish in a Moon Warp. This may either be a small, localized Moon Warp, or one of the Warps that shows up in game events. This is due to how Warps alter reality, to the point of yanking characters out of the world/game.

    How about a network system? How does that work?
    All vehicles have some form of screen attached to them; it can be as high tech or bulky as you’d like. Either way, it is capable of receiving texts and voice messages. Vehicles also come with an old, retro mobile phone that can be taken with Drifters when they exit their cars.



    GAME CASTS/APPPLICATIONS
    Are you an invite game?
    We are not currently an invite game. This said we reserve the right to decline an application based on player or character unsuitability for the game.

    We request that characters play well with the game premise, and players to have a certain level of chill and ability to follow the rules.

    When are apps?
    Apps are on a bi-monthly schedule and are open on the last week of the relevant months.
    Please see the Calendar page for more details! Applications are on a first come, first serve basis, same as reserves. We do not accept app challenges.

    How about player, character, or cast cap?
    There is no planned player cap at the moment. We ask that players stick to a max of two characters, and a maximum of 1 character per canon. Cast caps work like this: each canon has 6 character slots. When we hit that number, we will restrict apps for that canon to 1 character per app cycle. This character must be reserved in advance!

    How do you count individual canons?
    We count canons depending on how continuity heavy they are, and how much cast crossover happens across titles.

    For example:
    Persona, Final Fantasy, etc, are fairly standalone titles and counted separately.

    By contrast, a series like Marvel Cinematic Universe has extremely strong continuity between titles and a great deal of cast crossover on different movies. That is counted as one canon.

    What happens if a cast is approaching cap during apps?
    If a cast has 4 or 5 out of their 6 slots, apps will be open for the remaining slots +1. (So in the case of 4 slots taken, there will be 3 slots open for apps!) Reserved slots will take priority in this case, and we heavily recommend people check the Reserves and Taken pages during app cycles!

    Do you allow CRAU?
    At the moment we do not allow CRAU.

    Do you allow OCs?
    We allow OCs from tabletop games and player avatars/malleable protagonists from video games. TTRPG OCs are subject to the same head count rules as other canons, and are grouped by game system. Player avatars are grouped into their game canon.

    What other characters do you allow/not allow?
    Contemporary real life figures are not allowed. Historical real life figures must be very fictionalized.

    We would like any obscure characters to still have a discernable personality backed up by canon: our basic rule is if half of a character's personality requires head canon (and they are not an OC/player avatar!) then they are not suitable for the game.

    Due to the spooky nature of the game, we ask for characters to be 13 or older. (And 18 or older if you are going to write any NSFW stuff with them.)

    What's the policy on new canons?
    Please wait one month after the canon's release before applying!

    And duplicates?
    At the moment we ask for no duplicates or alternate canons once a character is accepted into the game. (So only one version of Steve Rogers or Cloud Strife, for example.)



    ACTIVITY MECHANICS
    What’s the Activity Check like?
    Threaded AC under a master post, with 5 comments due at the end of the month, from one thread. If you want to submit more than that, go for it, and then list out the reward points from that in your comment.

    There’s reward points?
    Yes! Each player gains one reward point automatically for passing AC. You can also gain them from extra threads (minimum of 5 comments from your character please!) or writing a short story/drawing art in the story log. We ask players to keep track of their reward points on the bottom of their AC forms. You can spend those points on the Rewards Page to switch monster forms, gain new monster traits, get an item from home, or some new vehicle equipment.

    What’s the Story Log?
    A post that goes up once a month on the main comms for non-interactive RP. If players want to post a short story about their character, draw art, etc, in the comments then they are free to do that! This does not count towards the main AC requirements. But it absolutely gives you reward points. You receive one reward point per contribution in the log. We cap this at 4 possible reward points per month from this feature.

    Can I commission someone else to draw art or use AI for the story log?
    Sorry but we can't accept works by other people/AI; the story log is intended to showcase your own creative work as a player, whether that is through art you draw or prose you write.

    What's the backtagging policy?
    We accept continuation threads for official AC and bonus rewards, on three conditions:
    1. They have not been used in a prior activity check.
    2. The starter log is from last month. (So for example, if you reply to April's AC with something started in March that would be fine. February would not work.)
    3. The majority of the tags are created in the current month.

    I have a really big comment thread that I used for my AC, and it goes well beyond 5 comments. How do I count this?
    After the initial 5 comments, you may convert extra comments into rewards. As always, 5 comments equals 1 reward point. Please just make note of this during your Activity Check!

    What if one of my extra AC reward threads goes beyond five comments?
    You may keep gaining reward points for every five comments in a thread.



    SEXYTIME STUFF
    Is this a smut game?
    This is not a smut game by design, but we will be relaxed with sex showing up. There will be very few sex based prompts in the game, if any. But there is a chance they will show up, and they will be strictly opt-in.

    If you decide you want characters to boink, that is fine provided they are 18+

    If you decide you have no interest in characters boinking, that is also fine.

    In short, game is sex-friendly, not sex-mandatory.

    I have a monster/transformation kink and this game hits my buttons, how do I tackle this?
    Look we are not the horny police, and the head mod will gladly admit that monsters indeed be hot. If you wish to pursue sexytimes with the concept, we won't stop you. We just have three requests for any and all NSFW content:

    1. Mark your content appropriately.
    Clearly label your logs as NSFW. Note if there will be any monsterboinking. You may also lock your logs if you see fit. It's cool, NSFW logs can still count towards AC or rewards.

    2. Have your characters be 18 or older.
    That is our age limit for characters participating in sex. And naturally we expect our players to be over 18 as well.

    3. Don't overshare.
    A couple of jokes about sexy monsters is fine. Graphically describing how aroused you are OOC is not fine. Please be mindful of the boundaries of other players, and leave them be if they are uncomfortable with the topic.

    Wait I'm not comfortable with boinking monsters, what do I do?
    To players who are uncomfortable with sexy monsters (or sexytimes in general) please know you will NEVER be pressured into playing out smut.

    Anyone who tries to pressure you into playing smut after being told no is breaking the game rules. Please alert us if this happens!

    We encourage you to make your boundaries clear on your smut preferences. Also please realize other players may want to do NSFW content and monsterboinking in their own circles, and respect that preference.

    Does my character need to be 18+ for all smut logs?
    Your character does indeed need to be 18+ for graphic content. If you have a horny 16 or 17 year old, their antics need to fade to black.

    If you try to smut with any younger characters, you will get smacked with the mod hammer and told to knock that off or get outright kicked from the game, depending on the severity.

    Okay are there any kinks that are a no-go here?
    We ask for sexy stuff to avoid non-con/rape, and no underage or incest.

    Beyond that, run wild and free with your kinky stuff.

    Can I submit smut stuff to the Story Log?

    You can! We just ask that you use the following format:

    Characters: The characters involved.
    Content: Please note any sexual content or kinks going on here, and clearly label it as NSFW
    And below all of this, use the details HTML to create a drop down option (like here in the FAQ!), and place your NSFW content in the drop down.

    You can also use the form below for NSFW content:





    VEHICLES AND CONVOY
    So what's up with the Convoy?
    The Convoy is the closest thing to a homebase or hometown in this game, and is made up of two road train tier trucks. These trucks pull along various amenities for characters, such as beds, bathrooms, a dining hall, medical station, etc. The Convoy also travels on a pre-set route that appears to have been pre-programed into it. And that route also seems to lead to a place called Nirvana.

    My character already has a cool car/motorbike/etc! Can I just use that instead?
    You can use a vehicle your character already owns! Either it made the jump with them, or there is a highly identical copy waiting for them in the garage; hard to say which for sure. Please note that for game balance, your vehicle will be limited to just one quality to start with: tough, fast, accessible, or spacious. You will have the option to gain more qualities through reward points.

    My character is a super hacker/tech genius! Can they hack into the Convoy to disrupt it or learn about it?
    In theory, yes. However this would absolutely be a large-scale player plot that would need to be discussed in advance. We'd want to discuss how the character is hacking the Convoy, what they would do after succeeding, how this would affect the game, how the character is dealing with a grumpy security systems getting in their face during the attempted hack, etc.

    My character doesn’t know how to drive! What do?
    They can learn via the remote control system, which lets them sit behind the wheel while the car drives itself for a short period; then they get to learn how to drive and eventually graduate to driving their car.

    Alternately, if you 100% feel that your fantasy character does not match with a car, you may select a mechanical horse or chocobo in place of a car. Ignition is right next to the reins and saddle horn!

    So to check, any time you refer to vehicles, that also refers to robot horses or chocobos?
    It absolutely does! They are also subject to the same Qualities as vehicles. They may be Tough, Fast, Accessible, or Spacious. We envision spacious mounts as having either a carriage or a motorcycle side car mounted to them, but feel free to get creative with that.

    My character is blind/missing a limb/otherwise disabled/I’m turning them into a monster with a disability. How do they drive cars?
    You may opt to either use the remote control/homing signal on the vehicle that lets it trail after the Convoy. Or you can choose to pick the Accessibility trait to let your character still drive; assisted guidance, nonstandard acceleration/braking switches on the driving wheel, etc.

    What if my character turns into a monster and leaves their vehicle behind?
    Vehicles that fall a certain range beyond the Convoy and stay motionless for 2-3 days have a homing beacon activated, and catch up with the Convoy in another 2-3 days.

    Alternately if a character regains their mind and is very far removed from the Convoy, they can use a homing/summon feature on their vehicle's key. When pressed, the vehicle will start driving on its own towards the character and eventually arrive at their location.

    Which is to say don’t worry about jumping off the car to do shenanigans, it’ll catch up on its own.

    What if my character’s car blows up or gets totaled?
    Time to spend those AC rewards to buy a new one! Or otherwise catch a lift on the Convoy or another vehicle.

    I'm not using my character's vehicle a lot. Can I give my stuff to someone else?
    You may use 5 reward points to transfer a Quality from your vehicle to another character's vehicle. Please note that if you have zero Qualities remaining after the transfer, your character's vehicle is considered scrapped for parts.

    How much ground does the Convoy cover in a day?
    Generally it travels at the speed of plot. But to give some fudged numbers:
    The average is about 150 miles, and about 3-4 hours spent on the road. Sometimes even shorter times and distances! The Convoy can occasionally crack 200 miles in a day, if they’re really lucky. The reason the distance is relatively short is due to the Convoy traveling at a careful pace, always looking out for hazards and determined to keep the main trucks safe. There’s also the strange fact that if the Convoy drives any faster, they run the risk of alerting various hostile forces. (But the same doesn’t seem to apply to the player characters! Strange, that!)

    All of this also gives the characters chances to pull over and have adventures, scout ahead, fall back and investigate, take side roads… And basically do something that isn’t drive for 10+ hours.

    Can I set an RP log entirely in the Convoy during traveling phases and not worry about my character driving?
    You sure can! Remote controlled/summonable cars and all that. If you want to focus on RP taking place on or in the Convoy, feel free.

    Okay, what’s the daily routine like?
    At 8 AM, the Convoy slowly stirs to life. Rudimentary breakfast is created in the dining area (generally eggs, cereal, and extremely basic pancakes. Characters who want something more involved will need to make it themselves) and an initial wakeup chime sounds through the Convoy.

    At around 10 AM the Convoy readies itself for the road, the main carriages folding back into themselves. (Characters sleeping in may wake up cramped, but not crushed! Though they may need some help getting out of the bedroom.) The shield is lowered, auxiliary power is cut off, and the Convoy engines start. This entire process takes about 1 hour, so typically the Convoy rolls out at 11 AM.

    From there, the Convoy drives at a slow but steady pace for about three hours, there’s a brief stop for lunch around 1 or 2 PM (again rudimentary food) before continuing on until just before sunset. (Around 6 PM)

    That’s when the Convoy stops and makes camp, putting down supports, expanding outwards, and putting the shielding up. Then it’s time for supper, relaxing as best as one can, and then powering down (save for the shield) at around 11 PM.


    What is the function of the Convoy shields?
    The Convoy shields are a device that is typically deployed overnight, and function similar to a force field. They are designed keep hostile monsters from passing through. They can also offer some protection to those shielded within from Moon Warps.

    Are the shields keyed to Drifters?
    A Drifter can pass in and out of the shields when they are up, though with some difficulty and effort. (Similar to pushing a very heavy door open.) This difficulty increases greatly during a Moon Warp and may come with some pain similar to burning and bone deep aches, but it is still possible to pass through the shields during a Warp.

    Is there a physical defense?
    Yes; hostile Husk born monsters (read, everything that isn't a drifter) treat the force field like it is a solid wall, and would crash into it or bounce off of it when trying to force their way through.


    NAVIGATION

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