Rachel Rider
Smol Turtle Girl
"Gifts," they called them. "We will give you gifts. In return, you will let us test your gifts and we will keep you in our testing facility. You can leave after we have all the data we need."
And to a orphan with nothing left to live for, it sounded nice. Shelter, food, and powers? I could even be free from the street gangs. It was too good. And it was. When they took me to the chamber, I felt like everything was heavy. As they submerged my into the water, it felt like chains were weighing me down from the inside. The water stuck to me, it whispered promises of power and freedom. They told me to listen. I did. I didn't want to be heavy. I was so weighed down that I just wanted to float away.
The scientists didn't lie. They just didn't understand how much was needed to be sacrificed for the gifts. And it was a lot. Some didn't care. Others were devastated. Many took their own lives upon seeing the children as they emerged from the chamber. And the leaders, well. They were ecstatic. They could get all the data they could want! How could they return to society like that? It was perfect.
As I look in the mirror, a ghostly figure greets me. I am free, just ;like it promised. Free from hunger. Free from gravity. Free from touch. All I have are the memories. This is my twisted gift.
The roleplay will be set in the facility. For background: The world is essentially in anarchy, with certain influential people controlling certain sectors. Farm families are controlled by these people, the people working overcrowded and usually under watch by guards of the people controlling the sector. Food is scarce and abandoning children is common. Most of the kids will either be orphans or from especially poor or large farmer families. You can chose either play as a kid or as a scientist. I will have the CS template and guide in spoilers to stop this post from being too long.
Here’s the thread: https://www.storytellerscircle.com/threads/twisted-gifts.6640/
And to a orphan with nothing left to live for, it sounded nice. Shelter, food, and powers? I could even be free from the street gangs. It was too good. And it was. When they took me to the chamber, I felt like everything was heavy. As they submerged my into the water, it felt like chains were weighing me down from the inside. The water stuck to me, it whispered promises of power and freedom. They told me to listen. I did. I didn't want to be heavy. I was so weighed down that I just wanted to float away.
The scientists didn't lie. They just didn't understand how much was needed to be sacrificed for the gifts. And it was a lot. Some didn't care. Others were devastated. Many took their own lives upon seeing the children as they emerged from the chamber. And the leaders, well. They were ecstatic. They could get all the data they could want! How could they return to society like that? It was perfect.
As I look in the mirror, a ghostly figure greets me. I am free, just ;like it promised. Free from hunger. Free from gravity. Free from touch. All I have are the memories. This is my twisted gift.
The roleplay will be set in the facility. For background: The world is essentially in anarchy, with certain influential people controlling certain sectors. Farm families are controlled by these people, the people working overcrowded and usually under watch by guards of the people controlling the sector. Food is scarce and abandoning children is common. Most of the kids will either be orphans or from especially poor or large farmer families. You can chose either play as a kid or as a scientist. I will have the CS template and guide in spoilers to stop this post from being too long.
So you don't have a half ton of stuff to delete:
Name:
Gender:
Age:
Rank:
Description:
Bio:
Personality:
Alignment:
Please read this before filling it out:
Name: (Self explanatory. If you want, you can choose to omit the last name or first name if you plan on having your character be referred to as "Dr. X")
Gender: (I'm only going to allow male or female as the organization doesn't like to over complicate things. You put if your character is uncomfortable with their classification if you want.)
Age: (Be reasonable. 24+ will be fine, anything under will have to have a good explanation in the bio)
Rank: (There are four ranks: Caretaker - Takes care of and looks after kids as well as interacting with them in experiments that do not require and Overseer. Researcher - Submits research reports and puts forth possible tests for each kid, but does not interact with them directly. Overseer - Monitors Caretakers and Researchers. Will be used in experiments that require more violent methods as to keep the kids attached to the Caretakers. Council - Votes on experiments and checks in with Overseers. For a general rule of thumb; There are unlimited Caretaker and Researcher slots, 10 Overseer spots and 7 Council spots. I don't know how large or how many people will want to be a scientist, but this is to keep the role play from being too complicated with the Council and Overseers having a lot of power and not wanting there to be too much conflict.)
Description: (PHYSICAL description; please. Picture will work.)
Bio: (What happened in their life leading up to the roleplay. Include anything significant, e.g. What happened one random day when playing tag that they don't remember: Not significant. A birthday where a sibling gave them a cherished gift they still have: Significant. It can be long or short, just enough to justify why they're here and give the character some rooting in the setting.)
Personality: (What they're like. How they act. What they think. What makes them tick. Basically, a rough description of how you will be playing the character in the roleplay.)
Alignment: (No: Not the typical one with Good/Neutral/Evil Lawful/Neutral/Chaotic(But if you like using it include it in personality), how they feel about the whole shebang. There are three main alignments, but you can and should elaborate. These are: Pro-Council: They are either loyal to the council/enjoy the research and thus do not mind the whole essentially kidnapping and abuse of kids. Neutral: They either don't care or don't like it but tolerate it because of certain reasons. Anti-Council: They find the thing disgusting, and either don't leave because they can't or because they want to try to help the kids escape.)
Name:
Gender:
Age:
Rank:
Description:
Bio:
Personality:
Alignment:
Please read this before filling it out:
Name: (Self explanatory. If you want, you can choose to omit the last name or first name if you plan on having your character be referred to as "Dr. X")
Gender: (I'm only going to allow male or female as the organization doesn't like to over complicate things. You put if your character is uncomfortable with their classification if you want.)
Age: (Be reasonable. 24+ will be fine, anything under will have to have a good explanation in the bio)
Rank: (There are four ranks: Caretaker - Takes care of and looks after kids as well as interacting with them in experiments that do not require and Overseer. Researcher - Submits research reports and puts forth possible tests for each kid, but does not interact with them directly. Overseer - Monitors Caretakers and Researchers. Will be used in experiments that require more violent methods as to keep the kids attached to the Caretakers. Council - Votes on experiments and checks in with Overseers. For a general rule of thumb; There are unlimited Caretaker and Researcher slots, 10 Overseer spots and 7 Council spots. I don't know how large or how many people will want to be a scientist, but this is to keep the role play from being too complicated with the Council and Overseers having a lot of power and not wanting there to be too much conflict.)
Description: (PHYSICAL description; please. Picture will work.)
Bio: (What happened in their life leading up to the roleplay. Include anything significant, e.g. What happened one random day when playing tag that they don't remember: Not significant. A birthday where a sibling gave them a cherished gift they still have: Significant. It can be long or short, just enough to justify why they're here and give the character some rooting in the setting.)
Personality: (What they're like. How they act. What they think. What makes them tick. Basically, a rough description of how you will be playing the character in the roleplay.)
Alignment: (No: Not the typical one with Good/Neutral/Evil Lawful/Neutral/Chaotic(But if you like using it include it in personality), how they feel about the whole shebang. There are three main alignments, but you can and should elaborate. These are: Pro-Council: They are either loyal to the council/enjoy the research and thus do not mind the whole essentially kidnapping and abuse of kids. Neutral: They either don't care or don't like it but tolerate it because of certain reasons. Anti-Council: They find the thing disgusting, and either don't leave because they can't or because they want to try to help the kids escape.)
Name:
Gender:
Age:
Description:
Bio:
Personality:
Gift:
Twist:
Name: (You can name your character anything, but orphans will more likely just have a first name whereas farm kids may have last names. Or not. Your call. Just make sure it's something you could say in a kids show.)
Gender: (I'm only going to allow male or female as the organization doesn't like to over complicate things. You put if your character is uncomfortable with their classification if you want.
Age: (Under 18, above 5. Keep this in mind when writing character, please. Also, just as a general warning, any romantic relationship between very young kids and very old kids or even scientists should not be condoned. If this happens for a story purpose, it's fine. But as a legit relationship no. Sorry, but I just don't think it should be allowed.)
Description: (PHYSICAL description; please. Picture will work.)
Bio: (What happened in their life leading up to the roleplay. Include anything significant, e.g. What happened one random day when playing tag that they don't remember: Not significant. A birthday where a sibling gave them a cherished gift they still have: Significant. It can be long or short, just enough to justify why they're here and give the character some rooting in the setting.)
Personality: (What they're like. How they act. What they think. What makes them tick. Basically, a rough description of how you will be playing the character in the roleplay.)
Gift: (Specifically what they can do a normal human can't due to their exposure to the substance e.g. They can talk to animals)
Twist: (What about their gift is considered bad e.g. They can't understand humans anymore. It should be in some way related to their gift, but you can stretch if you want to, just justify it.)
Gender:
Age:
Description:
Bio:
Personality:
Gift:
Twist:
Name: (You can name your character anything, but orphans will more likely just have a first name whereas farm kids may have last names. Or not. Your call. Just make sure it's something you could say in a kids show.)
Gender: (I'm only going to allow male or female as the organization doesn't like to over complicate things. You put if your character is uncomfortable with their classification if you want.
Age: (Under 18, above 5. Keep this in mind when writing character, please. Also, just as a general warning, any romantic relationship between very young kids and very old kids or even scientists should not be condoned. If this happens for a story purpose, it's fine. But as a legit relationship no. Sorry, but I just don't think it should be allowed.)
Description: (PHYSICAL description; please. Picture will work.)
Bio: (What happened in their life leading up to the roleplay. Include anything significant, e.g. What happened one random day when playing tag that they don't remember: Not significant. A birthday where a sibling gave them a cherished gift they still have: Significant. It can be long or short, just enough to justify why they're here and give the character some rooting in the setting.)
Personality: (What they're like. How they act. What they think. What makes them tick. Basically, a rough description of how you will be playing the character in the roleplay.)
Gift: (Specifically what they can do a normal human can't due to their exposure to the substance e.g. They can talk to animals)
Twist: (What about their gift is considered bad e.g. They can't understand humans anymore. It should be in some way related to their gift, but you can stretch if you want to, just justify it.)
Merium: Technologicaly advanced controlling a large territory and having a presence in most split cities as a military faction. They don't fight with others a lot and give education to all people under their control, albeit with heavy indoctrination. Their leaders are often the smartest and most innovative and they can seem quiet close to a meritocracy in terms of power structure. Essentialy
Noema: These are essentialy organized terrorists that believe heavily in individual freedom, their goal being to make the world a "No mans land" with people having to control their own lives without government or groups. They are extremely militaristic and focus on casuing chaos in both farmland and Split cities, having presence in New Tern, Uransi, Sesran, Vrestia and Neyo.
Verc: More focused on creating a safe haven, they have control over a large amount of farmland, though they pay tribute to Merium for military protection and technology. People in their farms will usualy be given a Merium education but be looked down upon if they further pursue education by moving.
Thecra: Essentialy a cult, taking in large amounts of abandoned children and orphans, being led by several figures seen as gods and having presence in Neyo, Vrestia, and Old Tern.
Uransi: Having only presence in their namesake, the split city Uransi, they essentialy control the large mines located there, paying tribute to Merium in return for food. They have a small population of aristocratic families who are uneducated by Merium, along with psuedo slaves, usualy abandoned kids, orphans, and families. These are sometimes given a very light Merium education.
Noema: These are essentialy organized terrorists that believe heavily in individual freedom, their goal being to make the world a "No mans land" with people having to control their own lives without government or groups. They are extremely militaristic and focus on casuing chaos in both farmland and Split cities, having presence in New Tern, Uransi, Sesran, Vrestia and Neyo.
Verc: More focused on creating a safe haven, they have control over a large amount of farmland, though they pay tribute to Merium for military protection and technology. People in their farms will usualy be given a Merium education but be looked down upon if they further pursue education by moving.
Thecra: Essentialy a cult, taking in large amounts of abandoned children and orphans, being led by several figures seen as gods and having presence in Neyo, Vrestia, and Old Tern.
Uransi: Having only presence in their namesake, the split city Uransi, they essentialy control the large mines located there, paying tribute to Merium in return for food. They have a small population of aristocratic families who are uneducated by Merium, along with psuedo slaves, usualy abandoned kids, orphans, and families. These are sometimes given a very light Merium education.
Farms: Farms and farmland are under a lot of military watch by any group controlling them. Every group will have some Farms under their control and access to education will depend on the Group.
City, Controlled: These areas have better infrastructure. The current cities that fall under this category are called Ciran, New Era, and Krasia. Ciran and New Era are both under Merium rule while Krasia acts as the base of operation Noema. Characters that live here will be able to get some education.
Ciran: Satelite city of New Era, having decent colleged and hospitals, but a larger population. Abandoned kids here would go into Orphanages.
New Era: Capital of Merium, has many advanced universities and hospitals. Characters from here will usualy have a Merium education unless they are abandoned kids that bum on the streets and not sent of to Ciran.
City, Split: These areas will have many different criminal gangs and high military presence from whatever warring factions reside in the city. There are six different cities that fall under this category, two of which are close and sometimes seen as combined. They are Old Tern and New Tern, New Tern being built on a island next to Tern. The others are Uransi, Sesran, Neyo, and Vrestia. Characters here are most likely abandoned or orphans living under gangs or military supervision and will not have access to education unless in an area controlled by a Merium military group.
New Tern: Located on a island in Tern river, it has strong ties to Old Tern. It had more of a tent city feel to it, being a melting pot of refugees from other cities that make it past the Thecra priests in Old Tern.
Old Tern: Almost entirely controlled by Thecra, with Merium having a military presence in the suburbs, giving out a Merium education to those living here, and being barely tolerated by Thecra. If Merium is thrown out it would easily be a Controlled city.
Uransi: Outskirts controlled by Merium, with many bases for Noema. See mine and Uransi for more info.
Sesran: A large city with several violent gangs controling small sectors. Usualy kids here get abandoned by their parents after being raided by one of said gangs. Some people here manage to live a relatively normal life by paying tribute to the gangs in return for food they steal from Merium.
Neyo: Hot spot for drugs and hallucinogens, actually named after the most popular drug. There are lots of abandoned children from addicted parents, usualy put to work by gangs in making Neyo and Savor, both drugs that they manufacture out of fungus and plants that they trade with Verc for, usualy giving them either drugs or kids to work on farms.
Vrestia: Has a large amount of gangs that focus on theft from the Merium and Thecra controlled areas, often allying with the Noema presence but also stealing from them as well.
Mine: Located in Uransi, people here are under supervision by Merium and considered part of Uransi. Read Uransi for more information.
City, Controlled: These areas have better infrastructure. The current cities that fall under this category are called Ciran, New Era, and Krasia. Ciran and New Era are both under Merium rule while Krasia acts as the base of operation Noema. Characters that live here will be able to get some education.
Ciran: Satelite city of New Era, having decent colleged and hospitals, but a larger population. Abandoned kids here would go into Orphanages.
New Era: Capital of Merium, has many advanced universities and hospitals. Characters from here will usualy have a Merium education unless they are abandoned kids that bum on the streets and not sent of to Ciran.
City, Split: These areas will have many different criminal gangs and high military presence from whatever warring factions reside in the city. There are six different cities that fall under this category, two of which are close and sometimes seen as combined. They are Old Tern and New Tern, New Tern being built on a island next to Tern. The others are Uransi, Sesran, Neyo, and Vrestia. Characters here are most likely abandoned or orphans living under gangs or military supervision and will not have access to education unless in an area controlled by a Merium military group.
New Tern: Located on a island in Tern river, it has strong ties to Old Tern. It had more of a tent city feel to it, being a melting pot of refugees from other cities that make it past the Thecra priests in Old Tern.
Old Tern: Almost entirely controlled by Thecra, with Merium having a military presence in the suburbs, giving out a Merium education to those living here, and being barely tolerated by Thecra. If Merium is thrown out it would easily be a Controlled city.
Uransi: Outskirts controlled by Merium, with many bases for Noema. See mine and Uransi for more info.
Sesran: A large city with several violent gangs controling small sectors. Usualy kids here get abandoned by their parents after being raided by one of said gangs. Some people here manage to live a relatively normal life by paying tribute to the gangs in return for food they steal from Merium.
Neyo: Hot spot for drugs and hallucinogens, actually named after the most popular drug. There are lots of abandoned children from addicted parents, usualy put to work by gangs in making Neyo and Savor, both drugs that they manufacture out of fungus and plants that they trade with Verc for, usualy giving them either drugs or kids to work on farms.
Vrestia: Has a large amount of gangs that focus on theft from the Merium and Thecra controlled areas, often allying with the Noema presence but also stealing from them as well.
Mine: Located in Uransi, people here are under supervision by Merium and considered part of Uransi. Read Uransi for more information.
Here’s the thread: https://www.storytellerscircle.com/threads/twisted-gifts.6640/
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