And nothing's gonna change the way we live
'Cause we can always take, but never give
In a world rife with inequality and societal judgment, there existed a mysterious figure known as The Announcer. With an enigmatic air surrounding them, The Announcer possessed a unique perspective on human nature and the concept of purpose within society.
Observing the flaws and injustices prevalent in the world, The Announcer devised an audacious plan to challenge conventional notions of productivity and worth. They believed that many individuals deemed "unproductive" or "purposeless" by society were, in fact, victims of limited opportunities, systemic biases, or unexplored potential. With this ideology at the core of their experiment, The Announcer sought to create a microcosm where these individuals would be granted freedom to explore their desires, abilities, and ambitions in an uninhibited environment.
To bring this vision to life, The Announcer meticulously selected a diverse group of individuals who, according to societal norms, were considered to have no discernible purpose or contribution. These individuals came from different walks of life, representing a range of ages, backgrounds, and experiences. They were artists, dreamers, outcasts, and those who had been marginalized due to circumstances beyond their control.
With a single rule in place—do anything you wish—each participant was bestowed with a unique power known as Macht. This extraordinary ability, individually tailored to complement their personal inclinations, granted them the means to manifest their desires and ambitions in tangible ways. By embracing this newfound autonomy and empowerment, these individuals could have the opportunity to explore their potential and redefine their purpose.
The experiment aimed to push the boundaries of human potential and challenge preconceived notions of productivity and purpose.
Each participant has been bestowed with a unique power, a manifestation of their deepest desires, granting them the ability to shape their destiny with a mere thought. They are the architects of their own reality, pioneers in a world where the only rule is to do anything they wish.
But what lies at the heart of this audacious endeavor? What can we glean from this daring exploration of human potential? The Announcer invites us to question the very fabric of our societal structures, challenge our judgments of others, and contemplate the untapped reservoirs of creativity and purpose that lie within each individual.
Within the Flat Lands, boundaries dissolve, and the limitations of societal norms are cast aside. Artistry flourishes, inventions take flight, and profound connections form between individuals who, in the outside world, may never have crossed paths. Here, we find an unbridled landscape of possibilities—a place where dreams are realized, where passions are pursued with unwavering fervor, and where the shackles of expectation are shattered.
The Flat Lands beckon you to immerse yourself in this grand social experiment, to question your own notions of purpose and contribution, and to reflect upon the immense power that lies within every individual. What can we learn from this extraordinary journey? What insights will we gain about the untapped reservoirs of potentiality within ourselves and those around us?
Observing the flaws and injustices prevalent in the world, The Announcer devised an audacious plan to challenge conventional notions of productivity and worth. They believed that many individuals deemed "unproductive" or "purposeless" by society were, in fact, victims of limited opportunities, systemic biases, or unexplored potential. With this ideology at the core of their experiment, The Announcer sought to create a microcosm where these individuals would be granted freedom to explore their desires, abilities, and ambitions in an uninhibited environment.
To bring this vision to life, The Announcer meticulously selected a diverse group of individuals who, according to societal norms, were considered to have no discernible purpose or contribution. These individuals came from different walks of life, representing a range of ages, backgrounds, and experiences. They were artists, dreamers, outcasts, and those who had been marginalized due to circumstances beyond their control.
With a single rule in place—do anything you wish—each participant was bestowed with a unique power known as Macht. This extraordinary ability, individually tailored to complement their personal inclinations, granted them the means to manifest their desires and ambitions in tangible ways. By embracing this newfound autonomy and empowerment, these individuals could have the opportunity to explore their potential and redefine their purpose.
The experiment aimed to push the boundaries of human potential and challenge preconceived notions of productivity and purpose.
Each participant has been bestowed with a unique power, a manifestation of their deepest desires, granting them the ability to shape their destiny with a mere thought. They are the architects of their own reality, pioneers in a world where the only rule is to do anything they wish.
But what lies at the heart of this audacious endeavor? What can we glean from this daring exploration of human potential? The Announcer invites us to question the very fabric of our societal structures, challenge our judgments of others, and contemplate the untapped reservoirs of creativity and purpose that lie within each individual.
Within the Flat Lands, boundaries dissolve, and the limitations of societal norms are cast aside. Artistry flourishes, inventions take flight, and profound connections form between individuals who, in the outside world, may never have crossed paths. Here, we find an unbridled landscape of possibilities—a place where dreams are realized, where passions are pursued with unwavering fervor, and where the shackles of expectation are shattered.
The Flat Lands beckon you to immerse yourself in this grand social experiment, to question your own notions of purpose and contribution, and to reflect upon the immense power that lies within every individual. What can we learn from this extraordinary journey? What insights will we gain about the untapped reservoirs of potentiality within ourselves and those around us?
Who can tell what magic spells we'll be doing for us
Presented to you are the powers The Announcer made. By spinning the wheel, you are granted one of the many abilities, all of which you can refer to the list below. However, there are multiple rules concerning the mechanics:
2. Once you've chosen your Macht, it's the only ability you put in your sandbox (By that, you can only put said ability and the applications you made or think of on the page)
3. You must follow how the power exactly works. Of course, you may choose to add techniques or unique applications that are related to the ability, which you DM and perform a case-by-case analysis, which may or may not approve your ideas.
4. Macht cannot be used to create stuff "into" people and only themselves, so no telefragging BS.
Here is the list:
Ability | Description | Weaknesses |
---|---|---|
Geometry Mastery | Enhanced Accuracy with arrows and guns. Allows the user a 5km of sight. | Calculating too much may overwhelm the user's brain. |
UFO Generation | Can create teleporting UFOs. Has a range of 1 km before the UFO returns to the user. Should the teleportation be ruined by exiting the range or by some unknown force, then the thing being teleported is put back at its original spot. | The user has a limit of two. May give motion sickness if overused. |
Water Ball Projection | Can create Water Balls and manipulate their size. Has a range of 15 meters. | The user cannot change the shape of the water balls. The water balls could be rendered ineffective under high temperatures. |
Marshmallow Generation | Can create square-shaped marshmallows. Has a range of around 10 meters. The number of marshmallows made is indefinite but drains the stamina of the user in the process. | The marshmallows are very soft and are weak against heat. May lead to death by over-exhaustion under prolonged usage. |
Energy Infusion | Can infuse energy into objects, increasing their attack power considerably. The range varies on the objects infused. | Can only infuse energy into four objects, with it losing power the more objects the user infuses it, meaning that fusing 100% to one weapon would then halve that percentage if infused to a second weapon. The user has limited energy, meaning that the object infused would soon run out of energy should it reach a certain threshold. The user cannot infuse energy into themselves. |
Smog Generation | Can release Poison Gas which can spread from a 5 - 15 meter radius. | The gas can affect the user and may kill them. The wind can blow away the smog. Using a specific chemical compound can perhaps counter the gas. |
Electrokinetic Creature Creation | Creates a gemsbok made of electricity that the user can ride or control. The beast has a manifestation range of around 30 meters around the user. | Has a limit of three and cannot control their size. The user cannot see through a gemsbok. |
Health Optimization | Can analyze someone's biology and use it to treat wounds efficiently. Has no range as it isn't a power but more so a skill. | This doesn't provide actual healing and only helps one mend their wounds. |
Flammable Blood | The user's blood can produce heat which can burn at a temperature reaching 1,500 Celsius. This requires self-injury for the ability to activate and has a range of 7 meters. | May die of blood loss if used for too long. The user is weak to cold temperatures. |
Air Spike Projection | Can solidify the air to form spikes. Has a range of 100 meters. They cannot control their shape but can increase their size depending on the air solidified. Should the user leave the 100-meter range, the spikes dissipate. | Can cause asphyxiation if the user creates too many spikes around them. Scientifically, it's useless in a vacuum or when the user is underwater. The spikes will dissolve when under a different element, especially against fire. |
Friction Reduction | Can make anything the user touch lose friction, thus making it slippery (The user's body can also count as an act of "touch", which includes the feet, elbows, wrists, etc.). | Requires maintained physical contact to make the object lose friction, around 2 seconds or so. |
Thundercloud Generation | Can create a thundercloud with a varying range from 1km (minimum) to 12 km (maximum). They cannot change the shape of the thunder, but they can change the size depending on the amount of bioelectricity spent. | Takes away the user's bioelectricity depending on the energy spent on the thundercloud. The stronger the thundercloud, the more bioelectricity is taken. |
Corrupting Presence | Creates a 4-meter radius of intense aura, which corrupts the minds of those who are near them. | Requires intent and focus, making even the slightest diversion render the aura less effective. Takes around 20 seconds to fully corrupt them. |
Invisibility | The user becomes invisible. Has no range given it's integrated into the user only. | Has a time limit of 30 seconds |
ShadowWorm Manipulation | Can create worms that vary in size depending on the number of shadows present in the 40-meter manifesting radius around the user, with an effective range of 80 meters (which at this point, causes the shadow to dissipate should it go too far). At best, the biggest worms are over 25 meters tall and can be as small as 1cm. The worms aren't sentient and require the control of the user. They can only summon a limited amount of worms (5 for the largest ones, 10 for the medium ones, 20 for the small ones, and 100 for the very very small ones) | Its strength depends on the room's light source. If exposed to light enough, they'll vanish. |
Emotion Transference | Can harbor negative emotions in a 200cm radius. This means that transferring anger would make the afflicted angry, and so forth. | The user becomes emotionally numb the more emotion that they transfer. Can only transfer it to one person at a time. |
Astral Projection | The user leaves their physical body and creates an ethereal body that projects their soul. During this time, they are intangible but can still interact with anyone. Though they could phase through walls, they are unable to phase through human bodies (meaning that attempts to crush one's organs is ineffective). | Limited to an hour before returning to the user's body. Killing the user kills the projection. |
Siren Call | Can hypnotize the user by singing. Has a range of one mile. This requires the user to sing a song at any length. | May cause the user's throat to be strained if used more than four times. Doesn't work on sounds louder than the user, and is ineffective against the deaf. |
Limb Control | By touching the body part, the user can control the opponent's body (Any part of the user's body would do so long as it's "touching" the target). Has a 3-meter range and leaving it cancels the effects. | Can control only two limbs that they've touched. |
Time Loop | The user loops time depending on the place they wish to loop, causing the place outside of it to be unaffected. During the time (inside), the entire place will loop 3 times. From the outside perspective, they will only experience the moment after the loop, meaning every action in the loop doesn't affect the present, only giving the user the knowledge needed to deal with their opponent. The user can also end the loop, should they be aware of it. | Loops for around 3 times, with the user having a vague memory. Has a 30-minute cooldown if all three loops were used. |
Chlorokinetic Bow and Arrow Construction | A Macht that can create a bow and arrow using plants, which can increase in strength depending on the material of the plant | Requires the user constant physical contact with the plants to create one, which takes time to do so. |
And I'm giving all my love to this world
Only to be told
I can't see, I can't breathe
No more will we be
AP/Tier: 10-B normally, 9-C with Macht (300 Joules to 15 Kilojoules; You can add increases to power but it should not exceed the given scaling)
SS/Durability: Human Level
Lifting Strength: Average Human
Speed: Peak Human, Subsonic attack speed with Macht
Stamina: Peak Human
Range: Depending on what power you get, you put the range of it here
Hax: The Hax is the Macht themselves, whether your character is a criminal or a seasoned killer, that may vary as well. But for now, keep the Hax low as they would get stronger over time.
Intelligence: Up to Gifted
Weaknesses: [*insert Macht weaknesses]. Macht exists from quantum fluctuations happening in the user's body, over-usage of it leads to stamina consumption as well as biological breakdown, which takes away the user's lifespan. This weakness, however, could be covered through training and efficient usage of Macht.
Place it here once approved
RP Thread
Note: Characters will get stronger as the Story Goes on, so stay tuned for any updates in this thread as I will be posting them here.
SS/Durability: Human Level
Lifting Strength: Average Human
Speed: Peak Human, Subsonic attack speed with Macht
Stamina: Peak Human
Range: Depending on what power you get, you put the range of it here
Hax: The Hax is the Macht themselves, whether your character is a criminal or a seasoned killer, that may vary as well. But for now, keep the Hax low as they would get stronger over time.
Intelligence: Up to Gifted
Weaknesses: [*insert Macht weaknesses]. Macht exists from quantum fluctuations happening in the user's body, over-usage of it leads to stamina consumption as well as biological breakdown, which takes away the user's lifespan. This weakness, however, could be covered through training and efficient usage of Macht.
Place it here once approved
RP Thread
Note: Characters will get stronger as the Story Goes on, so stay tuned for any updates in this thread as I will be posting them here.
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