Piletto
(?)Community Member
- Posted: Sun, 06 Apr 2014 00:38:08 +0000
- open¬αccepting
- ρiletto&ρireraytz
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The year is 2681.
It’s a dark, industrial future where countries no longer exist – Instead there are fifteen factions,
fifteen factions that each holds one individual job. The faction this role-play is set in is on a
small island, whose main assignation is factory production; needless to say, it’s not one of the
higher ranked duties. Above these fifteen keys of production is the capital, Utopia, which takes
the majority of what is created in the different divisions.
For the most part people who are born in one faction stay there for the rest of the lives, but
individuals with certain abilities or attributes are sometimes moved between factions. As per
example, if someone in the factory production came forth as extremely intelligent they’d
undergo a row of tests before being moved to a part more suitable for their intellect. Rebellion is
punished with death; In fact, most crimes are.
This is the state the world has been in for roughly five hundred years, and upon till now there
has been nothing hinting that it’s ever going to change. But a change is on its way, and it’s
moving fast.
Our characters are all a part of the factory production faction, but they are not yet workers.
Under the age of twenty-one citizens are obliged to tend to studies, while everyone above that
age is required to work in the factories until their sixtieth birthday. Though, not many people
make it till their sixties; the average life expectancy is around thirty. The factories are not safe,
and the work is hard, which wears out most and kills the rest in accidents.
Our characters all live together – as parents are usually either dead or working – in a barrack, dorm,
which is where they have gotten to know each other. They, as many young people before
them, are growing up in an institution which preps them for their factory life; as well as conducts
monthly tests to see if a student is more suitable for another faction. The age is set to
twenty-one so that all tests are taken on youths that have finished growing.
The people of this division do not have a choice of their own,
but perhaps our characters will be able to change that?
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One night the power goes out throughout the division, leaving it in darkness. The terrifying dark
doesn’t last long for our characters, though, as a force sweeps through their quarters; like a
cold wind; knocking them out. When they wake up they are all back in their bunks, as if nothing
ever happened. No one they mention it to remember it as anything more than a faulty fuse,
and our characters are soon forced to stop asking question as the superiors – the guards –
have started keeping a keen eye on them.
Yet something definitely did happen, and it doesn’t take long before it starts to show. They soon
realize that they have all gained an individual power, far beyond what they could ever have
imagined. Our characters are forced to try and control their powers, to keep them hidden, but
as you might have guessed this is easier said than done.
Can they use their abilities to have themselves moved to a better faction, or will they stand up
for the people and rise against the capital? Keep them hidden, stay safe, or see what happens
when the superiors finds out what they can do?
This role-play is set about a week, just a few days, after our characters have gained their powers.
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