- Location
- United States of America
The Basic Necessities
This sci-fi adventure, fantasy thriller takes you for the time of your life... literally. Join as group of strangers who find themselves aboard a driver less train, on an unknown journey across time and space, occasionally making "station stops" on alternate Earths that range from subtly different to the wildly fantastic. Throughout it all, they must band together if they hope to escape, and meanwhile, survive the ride.
Picture a small group of people awaking to the sound of grinding wheels and speeding steel. They have no memory of where they are, or why they are here. What they discover is that they occupy a passenger section titled Car E.996, and that it's part of something called the Line Infinity Express, or LIE for short. Unbeknownst to the characters, it is a machine that is on a constant voyage through time and space, existing outside of reality in a dimension known as The Cracks.
Occasionally, it will dip in and out of reality at apparently random points of space-time, called "Stations". Around them, the train seems to contain a limitless amount of "cars". Passenger, freight, dining, entertainment, and many more types. Many are empty and bare. Many more are full, each playing host to objects, people, things and environments that have boarded at a "stations" sometime in the past. To the front, one can see the dim, orange light of what must be the engine. Perhaps answers to all of this lie there? Who could know?
Occasionally, it will dip in and out of reality at apparently random points of space-time, called "Stations". Around them, the train seems to contain a limitless amount of "cars". Passenger, freight, dining, entertainment, and many more types. Many are empty and bare. Many more are full, each playing host to objects, people, things and environments that have boarded at a "stations" sometime in the past. To the front, one can see the dim, orange light of what must be the engine. Perhaps answers to all of this lie there? Who could know?
Lets Travel Deeper
People
The Conductor
"Wakey, wakey lovelys! Its another fabulous day 'ere on the LIE! |
A person of extraordinary powers, and mysterious origins, the Conductor, seems to be the one of the only people aboard who knows what is happening, and more importantly why. A bald, middle age man, he is as much a fixture aboard the Infinity Express as the train, as much as his 19th century suit, and cockney accent are a part of him. He is the first Crew Member the New Arrivals happen upon during their awakening. Presenting a helpful, if coarse demeanor, he assists in preparing the Arrivals of the circumstances of their new lives aboard the time-traveling vessel; how best they can help themselves and the Lie. It remains to be seen whether the Conductor is a purely helpful benefactor, or a generous manipulator with machinations of his own design.
The Cog
The Cog
"They say that dreams can come true -- just remember, nightmares are dreams too..." |
Cog is another Crew Member the New Arrivals discover in their travels, and the first child they have seen, since before arriving on the train. Appearing as a young boy, with a dirt-covered face and long tangled blond hair, he can usually be found in the ventilation shafts or maintenance ducks through out the train cars, an area he has claimed for home aboard the vessel. He is a quiet, secretive child, who is very slow to trust. He will most likely flee if he is approached, or believes himself to be spotted; communication is usually one way with Cog, as he has a tendency to leave notes or messages for the New Arrivals to find throughout the LIE. Speaking directly to others is rare, as is usually done out of sight, through artificial means.
The Coach
The Coach
"You know what you and my wife have in common? Long tits, and big legs..." |
Coach is an enigma, much like the other Crew Members, leaving more questions than answers -- or that could just be the dementia talking. Visibly one of the oldest Crew Members the New Arrivals interact with. A short, skinny flagman who gets into many odd and troublesome situations, mainly due to his nearsightedness and age, compounded by his stubborn refusal to admit the problem. However, he has an uncanny streak of luck, and always seems to work it out for himself, leaving him no worse than before. Due to this, he has developed the reputation of being a senile lunatic. But those who know him are aware of the good-hearted sentimentality beneath the disagreeable exterior. Originally confined to the Caboose-section, he can be found almost anywhere aboard the LIE, usually in the middle of an accident waiting to happen.
Places
Your Earth (Station 996)
A small ball of many hues of blues, browns and greens -- tuffs of white among them -- spins slowly in the expanse. Home, you would think. Special, and unique. How shocking it must be, to realize its hardly the only one. For those aboard the LIE, it is merely Station Nine Hundred and Ninety-Six. Another place that isn't their home, another speed bump with goodies that might keep them going till the next station appears. |
Old Metro Cars (Section E.996)
The place you awaken, confused, disoriented and not without a little dread... ...A feeling that proves correct as you and the rest of the Arrivals are assaulted by a swarm of violent and foul creatures, unlike anything you've experienced before... ...Theres many choices to take, but only one hope of escape... Hurry and make a decision! |
Forward (1st Class)
Not Discovered -- No Info Available At This Time |
Center (2nd Class)
Not Discovered -- No Info Available At This Time |
Aft (3rd Class)
Not Discovered -- No Info Available At This Time |
The Engine
The Caboose
The Hub
Not Discovered -- No Info Available At This Time |
The Cracks
Not Discovered -- No Info Available At This Time |
Known Groups
Crew (Available for NPCs and 2nd PC's) - Mysterious caretakers of great machines, or slavish zealots worshiping the Almighty Engine; opinions range among the inhabitants of the LIE about the people who are apart of this group. Part guard, part steward, and part handyman, the few who make up The Crew carry a wide range of expertise, which they use liberally in 1st Class section of the LIE. Usually unwilling to interact with the Passengers out of LIE-business, they are almost always hostile to the subversive inhabitants known as Hoppers. Mainly found in 1st Class, but also throughout the LIE.
Sub Factions
Passengers (Available for NPC's and 2nd PC's) - Passengers are a lot like you, with the distinction of having survived long enough to become part and parcel with the LIE. Earning the grudging respect of the Crew through this, they are tolerated as a neccesary evil, and are usually left unmolested. Veterans of traveling The Cracks, they are as helpful as they are dangerous, when departing and arriving at stations. Diverse and plentiful, they come from a wide array of places and times, each with a story as to how they happened aboard this time-train. Can be encountered mostly in the 2nd Class section of the LIE
Sub Factions
No Info - Not Discovered | |
The Synthicate - A collection of intelligent, robotic organisms with an odd predilection toward mobster chic. Indeed, whatever their original individual programming, their allegiance now lies to an interwoven alliance dedicated to all manner of criminality. They are considered to be among the most organized and well connected of any group aboard the LIE, being instrumental in brokering an agreement with the Crew; as long as they remain unmolested in their ventures, they will assist the crew in maintaining the status quo aboard the LIE. |
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No Info - Not Discovered |
Hoppers (Open For All) - You! The newcomers who are sucking up resources in bloody 3rd Class! Of all the scum and villainy aboard the LIE, none is worse than a Hopper. At least, if you believe whats said on the Crew's intercoms. Hoppers are an underclass aboard the time-sailing vessel, regularly subject to raids by the Passengers, and outright purges by the Crew, who seek to boot off any incoming arrivals at the next Station stop. Alive, or dead.
Sub Factions
Ack-Ack's War Bhoyz - A group of time-displaced Super Mutants, led by the groups namesake, that have become the begrudging allies and daily annoyances to their Hopper compatriots. While not the most numerous group aboard the LIE, they make up for power of presence. They are not ones to be provoked; even if they do most of the provoking. |
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No Info - Not Discovered | |
No Info - Not Discovered |
(I highly suggest you read the OP pages completely prior to filling this out, and use them for reference when creating an app.)
(Fill it out as requested. Do not shift, add, change, or modify the Application format in any way, shape or form please.)
(Erase all words in parentheses when finishing app)
Appearance: (Straight forward. Gives you and the other players a way to visualize the character. Image or description. Please do not spoiler it, as it makes the sheet format freak out.)
Character Name: (Pretty obvious. I suggest unique and non-repetitive names.)
User Name: (Link to your Sufficient Velocity profile)
Sex: (Really obvious.)
Race: (Must be human if 1st Character. See available Races in Lie Info spoiler, updated regularly)
Birthdate|Age: (Your character's age will define some things about them. What they like, what they remember, what they grew up with, and how they act now.)
Ticket Stamp: (Determines whether your a Crew, Passenger, or a Hopper. 1st Characters must be Hoppers. Further characters may be anyone of the former.)
Virtues & Vices: (Specifically pros and cons, of a 1 to 1 ratio. These influence your interaction with other characters in situations, and should equally aid and hinder your character as they develop.)
Skills: (Learned skills that your character has picked up, and would be helpful in traversing a multiverse. You can have a starting max of 3.)
Starting Equipment: (What are you packing? Otherwise we'll just assume your characters wandering around naked and penniless.)
Group Ties: (How your guy or gal feels about the other guys and gals around them. Let the IC drama role!)
(Name of IC Character - Postive, Neutral, Negative Description)
Character Quest: ( Think of it like a side quest away from the main story line, and an easy way to keep yourself engaged when the OP doesn't deliver. A brief description on the path you see your character taking through the first chapter and the rest of this story. Something unique and something you'd be engaged in.)
Bio: (If personality is the lifeblood of your character, this is its heart. No length requirements. Go as short or long as you want.)
Moral Alignment: ( How your character will most likely make a situation work, and how they will react to a situation by trying. Basic DnD alignment grid. While chosen alignment will not rule black and white over choices, it should influence them strongly.)
Theme Song: (For those aurally minded, or just dramatic like me, a song is always nice. Gives ambiance and adds atmosphere to your character.)
(Fill it out as requested. Do not shift, add, change, or modify the Application format in any way, shape or form please.)
(Erase all words in parentheses when finishing app)
Required Information
Appearance: (Straight forward. Gives you and the other players a way to visualize the character. Image or description. Please do not spoiler it, as it makes the sheet format freak out.)
Character Name: (Pretty obvious. I suggest unique and non-repetitive names.)
User Name: (Link to your Sufficient Velocity profile)
Sex: (Really obvious.)
Race: (Must be human if 1st Character. See available Races in Lie Info spoiler, updated regularly)
Birthdate|Age: (Your character's age will define some things about them. What they like, what they remember, what they grew up with, and how they act now.)
Ticket Stamp: (Determines whether your a Crew, Passenger, or a Hopper. 1st Characters must be Hoppers. Further characters may be anyone of the former.)
Virtues & Vices: (Specifically pros and cons, of a 1 to 1 ratio. These influence your interaction with other characters in situations, and should equally aid and hinder your character as they develop.)
Skills: (Learned skills that your character has picked up, and would be helpful in traversing a multiverse. You can have a starting max of 3.)
Starting Equipment: (What are you packing? Otherwise we'll just assume your characters wandering around naked and penniless.)
Additional Fun Stuff: Not Required
Group Ties: (How your guy or gal feels about the other guys and gals around them. Let the IC drama role!)
(Name of IC Character - Postive, Neutral, Negative Description)
Character Quest: ( Think of it like a side quest away from the main story line, and an easy way to keep yourself engaged when the OP doesn't deliver. A brief description on the path you see your character taking through the first chapter and the rest of this story. Something unique and something you'd be engaged in.)
Bio: (If personality is the lifeblood of your character, this is its heart. No length requirements. Go as short or long as you want.)
Moral Alignment: ( How your character will most likely make a situation work, and how they will react to a situation by trying. Basic DnD alignment grid. While chosen alignment will not rule black and white over choices, it should influence them strongly.)
Theme Song: (For those aurally minded, or just dramatic like me, a song is always nice. Gives ambiance and adds atmosphere to your character.)
If the train time travels does that mean some of us are from different time periods?
How far back and forward will we be going time?
How many parallel worlds can we visit?
Who is playing the "The Conductor"?
Will there be NPCs? If so, who will control them?
Will some of us have "powers"?
What is the endgame of this RP?
Why is time travel not present, known or revealed in the characters home Earth history?
Can you change the present by going backwards in time and causing a difference?
Is there one timeline or time-stream, or more?
Can someone from the present or future send messages to someone in the past?
- I leave this up to popular vote every time I revisit this RP. My opinion: I believe the starting party of PC's should be from the same time period to make the beginning of the RP easily manageable. Reason being, I've never done a time-travel AND parallel world roleplay-in-one. If players would then like to introduce new PC's from different times, worlds, and dimensions into the original party as we progress through the story, I'd find that reasonable.
How far back and forward will we be going time?
- Technically, there is no limit as to how far back or forward the party will find itself while aboard the LIE. Recall though, that the LIE runs like a train. It doesn't just travel backwards and forwards, but it can cross onto different tracks; separate time lines, if you will. The player group starts off with the handicap of not being in control of the trains ability to time travel. They are simply passengers, along for the ride.
How many parallel worlds can we visit?
- See question one for answer.
Who is playing the "The Conductor"?
- The Conductor is an mysterious NPC . He will be played by the GM, and his designated CO-GMs.
Will there be NPCs? If so, who will control them?
- Yes, there will be NPCs. Most will take the form of Crew Member's, Passengers and other Hoppers. I, and my CO-GMs, will play them.
Will some of us have "powers"?
- "Powers" are tricky business in the RP. While you start off with none, being an average person on our scrub Earth, you may find opportunity to earn them while exploring different times, worlds, and dimensions. The laws of science that rule in one train car, may not be the same in the one next to you. Sufficient to say, magic, super-powers and advanced technology will be themes visited throughout the roleplay.
What is the endgame of this RP?
- The end game of this RP is an mission-style dungeon. Investigate the LIE, advanced through the different train sections towards the Train Engine Car at the head of the train, where you hope to find someone or something to get you back to your home in time and space. There is a sandbox adventure aspect present throughout, to give players a break from the plot grind, which include visits to "station" locations, as well as surprise events, NPC confrontations and mini-quests, orchestrated by your GM and Co-GMs. These also serve to help you get farther in your travels to the Engine Car, buy providing opportunities to get helpful items and loot through success. Or set you back, if failed.
Why is time travel not present, known or revealed in the characters home Earth history?
- The LIE is on a different plane of existence known as The Cracks. A place between spaces, merely dipping into the time-space continuum at seemingly random places. When it appears, at locations known as "stations", it only does so for a small, limited amount of time, before returning to its original environment. It is hypothesized that the Crew Members act as stewards to the LIE, acting as inter-galactic voyagers and janitors. Carefully leading the LIE around, while cleaning up any messes it causes by showing up in different times and places. Real Adjustment Bureau-type stuff.
Can you change the present by going backwards in time and causing a difference?
- The possibility exists. But one would need to be able to actively control the time-traveling LIE.
Is there one timeline or time-stream, or more?
- Yes, in a word Acknowledging multi-verse theory, there are a unlimited number of alternative worlds and time-streams. But only one Prime Timeline; one "real" reality, if you will.
Can someone from the present or future send messages to someone in the past?
- Again, the possibility exists. But you would need to get lucky in sending the message at one of the "station stops", obtaining powers of time travel, or obtaining control of the LIE.
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