{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Welcome to the main rundown project for the Epic Journey RP, a roleplay set in a post-apocalyptic future where the Earth has been twisted and destroyed, and elemental magic runs wild. Contents: ~1. Plotline ~2. Elemental Resistance ~3. Health ~4. Trinkets ~5. Troop Structure ~6. The Journey ~7. Signing-Up ~8. Credits {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Plotline: The year is 2089, and the world has fallen into chaos. Only three years ago, everything was normal, the world at peace, and the people of Earth had never been happier. But that all changed when the ‘The Strike’ happened. The Strike was the most catastrophic event in history, when an asteroid 300 kilometres long made of a solid, almost indestructible black rock landed in the middle of South America, destroying most of the continent. But that was only the beginning. The black rock wasn’t just any old meteorite, it had strange magical properties, which began corrupting and shifting the Earth, and all life upon it. In the years to follow, humanity as had to adapt to the new way of life, where the Earth has become extreme and dangerous in every corner, filled with elemental creatures and corrupted animals. One of the most important changes, was the creation of Elemental Resistance. In order to survive in certain areas, humanity has had to harness the new magic and build up resistance to certain elements that surround them. In order to do this, they first experimented on animals, and that’s where you come in. Cats were the subjects of choice in the original experiments on genetic elemental resistance. Every cat on this journey has a different resistance, even you. You may be asking yourself, why are we doing this? Why are we trekking all across the world towards the impact site where it all began? We are doing this because we must, because it is the only way for us to achieve total elemental resistance and get some answers on what has happened to our fragile world. In summary, the RP is set in a dystopian future where sections of the world have been made into elemental wastelands, and a group of cats granted random elemental resistance are heading around the world, starting in Australia, and working all around the world to South America, collecting resistance trinkets and knowledge along the way. Their first destination is Antarctica. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Elemental Resistance: The elements that the cats will encounter are Fire, Lightning, Water, Ice, Earth, Air, Bomb, Bio, Holy, and Dark. Upon sign-up, every cat is given random elemental resistance chosen at complete random. There is no bias to this, and you cannot request a certain element resistance. If you are unhappy with your resistance, you may re-roll a total of one time and one time /only/ and you can only reroll before you begin roleplaying. Kits will inherit their elemental resistance from their parents, taking the weakest of the two sets of resistance for each element, and will be based off base resistance, not including extra resistance from trinkets. Every oorp week, your character will lose/gain a certain amount of health based upon the environment and their elemental resistance. Every environment has a specific element to it, for example a desert would have fire, a tundra would have ice, an ocean water, a jungle bio etc. Your resistance to the element of the environment will affect how much health you lose/gain. Having an elemental resistance over 100% will mean you will /gain/ health by being in that element, but it will never go above 50. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Health: Your health is the main stat that every character has. Your health is simple, not affecting very much until it falls under 25, of which your character will visually look sick/injured and will gradually become worse. At zero, your character will die. The maximum your health can be is 50, and every sign-up cat and kit with start with 50 health. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}
{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Trinkets: Trinkets are magical artefacts created by the humans, which grant a small amount of extra elemental resistance when ‘bound’ to an entity. Certain trinkets will be found in certain areas, usually based off of what element the area is. A trinket’s effect can range from 25%-50% resistance to a certain element. All trinkets have a downside, making you weaker to the opposite element, though this is /always/ 15%. A single cat can only have two trinkets bound to them at once. Once a trinket is bound to a cat, the trinket must then be bound to a cat at all times, but not only the one that found it. Every irl week, a raffle will be held between all apprentice and up aged cats who have less than two trinkets, with the two winners receiving one trinket each, it is recommended you RP your character finding the trinket, but it is not required. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Troop Structure: The cats on the journey are a part of what they call, ‘The Troop’. The Troop is made up of 3 regiments, the leads, the fighters, and the helpless. Regiment 1, the leads. The leads are the Sergeant, the Commander, and the Healer. The Sergeant is pretty much the leader if this was a regular warrior cats clan. The Commander is the deputy, and the Healer is the medicine cat. The Healer may have up to three apprentices at a time and there may be up to three full Healers at a time plus the three apprentices. The Commander is usually a sibling or mate of the Sergeant and never takes on any apprentices. The Sergeant may take on two apprentices at a time. If a Sergeant dies, the Commander then moves up to Sergeant, if a Commander dies, the Sergeant then picks a new Commander. If both the Sergeant and Commander die before a replacement is picked, the whole Troop votes on a new leadership. Regiment 2, the fighters. These are what would be the warriors. There are two types of fighters: defenders and hunters. The hunters hunt and find food and water for the clan, along with moss. the defenders patrol the camp and fight off any elemental creatures that risk the camp and defend the Troop while they are moving. Regiment 3, the helpless. This is where you find your kits, queens, elders, and apprentices. They are treated pretty well, but not the best. A warrior may take on up to two apprentices at a time, but both have to be whatever type the mentor is (ex. mentor is a hunter, apprentices train to be hunters.). The mate of the expecting queen is required to bring her food, etc. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} The Journey: The cats will be released from a research facility in central Australia, and will make their way across the world, eventually heading to South America, the site of The Strike. The seas from the east of Australia will be too dangerous to travel at first, and they will make their way south. After arriving at Antarctica, they will head towards Africa, then up towards Europe, onwards to Asia, downwards to North America, and eventually into South America. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Signing Up: A maximum of 50 cats will be in the group at once, and sign-ups will be open for 14 days after the RP begins. After 14 days or 50 cats joining, sign-ups will close, and you will be able to begin roleplaying. After the journey has begun, cats will only be able to join at certain times along the way. The group will only ever go above 50 cats due to the birth of kits, and there will be a limit on kitting in the future. If the group ever goes above 50 cats, health with decrease 50% more each week. {~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~}-{~#~} Credits: Original idea was created by @ninjapuppies, heavily inspired by the game Epic Battle Fantasy 5, with inspiration also gained from THGRP and the concept of Where Crooked Paths Meet by @jakurrow. The idea of 'The Troop' and 'Troop Structure' was created by @eeveedonut, an extra shoutout to them for helping solidify the original idea.