May 20, 2016, 5:37 AM

Here's how it all went down:

It's a funny thing, peace. Hiroshima proved the power of nuclear weapons, and began a race to acquire frightening numbers of nuclear bombs. All justified with a need to protect themselves. The same thing happened with guns, ships, and aircraft

In other words: War Never Changes.

Weapons on Terra Firma are still a threat, but with more focus on finding a new planet to inhabit, some weapons have migrated to orbit around the Earth. Hundreds of innocuous seeming rods made of tungsten drift in orbit, asleep and unheard of by most of the population. Unlikely to ever be used, they are there to maintain the status quo, so everyone can feel safe that no one would be so foolish as to use a weapon that everyone has.

The problem with safety is that it is often an illusion.

And the problem with massive arsenals and maintaining them is human error.

No one can say for certain what caused it. Was it someone sneezing and hitting the wrong button on accident? Was it something more sinister that had been infiltrated into the code?

Speculation and rumor. That's all there is right now, because the end result is the same, regardless of the cause.

On March 13th, the orbiting satellites of Project: Thor awoke. Tiny LED lights sparked to life while the GPS system ran calculations and realigned the rods with the planet's surface.

Ten minutes later, each of the telephone pole sized tungsten rods slammed into the surface of the planet, each with a force equivalent to 7.2 tons of dynamite.

The world went black, and when it woke up, everything was changed.
Once fertile lands had become craters. Known waterways dried up and new areas were flooded as water sought the path of least resistance. Cenotes opened up and the faces of mountains were so changed by the impacts that some became unrecognizable.

The worst of the damages were caused by man made structures. The Hoover Dam didn't survive the onslaught, and the flooding that came with its collapse killed thousands. Nuclear waste storage facilities and nuclear power plants have created wastelands, dead zones of radioactivity that put Chernobyl to shame.

Food, water, shelter. The needs of the people have not changed, but the world has.

And now the future of the human race is uncertain.

Welcome to the Descent Mux.

What we offer:

  • Mortal/M+, Vampire, and Werewolf using the nWod2.0 system.

  • Easy, as painless as possible cgen to help get people on the grid faster.

  • A system for people to pitch plot ideas, as well as claim and run 'on the spot' plots with elements that normally might require pre-approval - bridging the gap between wanting to ST right now, and the wait to have a prp idea reviewed.

  • A dynamic grid. The game will open with 4 neighborhoods of Manhattan available. From there, people can plot to open new grid spaces - up to and including leaving the island to go exploring the world at large. This is not just an option, but encouraged.

  • A setting that makes even coffee shop rp into a plottable topic! Want coffee with your friends? Sure! Go to the old warehouse, wade through a few draugr or revenants, and -get that coffee-. Then sip it while healing and snubbing others that have no caffeine. Or use it to barter for important things. Like bullets!

  • A cross-sphere Boon system to keep track of favors.

  • A certain scarcity of resources that makes conserving them important.. Blood for vamps, Essence for wolves, bullets, food, and water for mortals. Just -surviving- will be an important theme.

  • A grid vs grid style territory system designed to be simple-but-complex. Similar to Go, it's easy to wrap one's head around, but the ways it can be used are many and subtle. (Example: Jimmy poisoned the well (used an action to reduce a grid space's Water attribute) and people are dropping like flies! (consequence: reduced Population for the square, weakening it to attack.)

Goals:

  • Fostering a community of cooperative storytelling, with a lot of open communication about end goals and things people want to seee happen with a scene. PvP happens! And dramaless PK scenes will get xp goodies. Less drama; more communication and cooperation!

  • To create a dynamic, living world of chaos that puts most of the control and direction in the hands of the players, wihin the given theme and setting.

  • Want to run a merchant caravan? Please do! Want to take over a small, neighboring island and make raids on the mainland? HELL YES! Want to play politics? Totallly doable, because with the grid system, friends will be really important to helping to maintain territory. And vamps need territory and people.

What we need to get there:

  • Code help (Install Theno's amazing code. I know someone that can help troubleshoot, but they've never done a full install before.)

  • Wiki help (I am no good with wiki. I can put up a picture and information, but fancy formatting or making log and pc templates is beyond me)

  • A wolf staffer would be great, to get early opinions and direction for wolf-specific theme.

  • Opinions! More people to bounce ideas off of!

The barebones wiki lives here: http://descentmux.com/index.php/Main_Page