World of Cyberon: Manual

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#1 of World of Cyberon

Another world I made a short time after Aurum but forgot to share here. XP

This one is more scfi/cyberpunk in theme and setting, but the concept(s) is/are, more or less, the same.


Introduction:-

Many centuries ago, a science lab tasked with creating bio-weapons exploded, releasing a virus into the world that killed off a great majority of the population, that being ALL of the female population, leaving only the males. The virus apparently had a pretty short lifespan since it wasn't completed and died off almost a year or so after it was accidentally released, unfortunately, the damage was already done, leaving millions of people all over the world mourning the women and girls in their lives that they lost because of it.

But, eventually, the world kept going on, and as time went on, it was revealed that some males were also affected by the virus, but nothing too dangerous, just that their bodies were mutated slightly to allow them to give birth to children, no females were born though and it was deduced that there will never be any females in the world ever again.


Timeline & Setting:-

A world with highly advanced technology, something straight out of a science fiction and/or cyberpunk movie. Tall buildings, flying/floating vehicles, service robots and AI, holographic displays, and even hard light technology. And it was actually through the hard-light technology that the next level of scientific, and even cultural, advancement took place.

In this world, many races call it their home, from humans to orcs, goblins, elves, dwarves, beastmen, lizardmen, aquarians, insectoids, and many more races that would be found in fantasy books and stories.

New Culture:-

A lot of things have changed ever since the incident, the main one being that clothes have been a bit more optional. No outright nudity, but a person can wear pretty much anything they want, or as little as they want.

Another thing that has become a bit more common is the fact that sex has become a bit more casual, casual as shaking someone's hand, even. But of course, unwanted advances are still grounds to get slapped with sexual harassment charges.

Polygamy has also become a common thing, although it's optional, especially for those who hope to create a large family. The term 'harem' would mostly be used as a joke in this case, but it's a pretty fitting term, either way.

Familiars and the Cyberverse:-

Through another accident, while working with hard-light technology, a rift in reality tore open, allowing entry to strange creatures that looked like a mix between androids and organic beings. These creatures, named Familiars, would bond with the people who they seem to be more accustomed, this phenomenon was called the 'Wave' for when a mixture of sounds come out nicely together when they are on the same wavelength. It was later known that the world they came in was almost an exact replica of the mortal world but made completely out of raw energy, so the rift formed when the energy of the hard light matched perfectly with that of the other world, now called the Cyberverse.

In this new world, Familiars became a common staple in modern life, as pets, service companions, and even for security and protection. They come in many shapes, sizes, designs, and colors, either resembling the feral animals of the world or members of the many races on Cyberon. A curious thing of note is that all of the familiars are also male, or at least appear as males, since the concept of 'gender' is an alien one to them.

Also, they don't eat normal food that the mortals do, but they feed on energy, if they don't get that charge after a while they become slow and sluggish, like living batteries that are close to being empty. So Pixels were created, small bits of hard-light that Familiars can eat to provide them with the energy they need.

The Cyberverse:-

The world which the Familiars call home. A vast world, similar to our own in some ways, but the differences are pretty clear when it comes to the atmosphere, environment, and ecosystem.

Regions:-

A list of the regions that are found in the Cyberverse.

Tundri:

A pair of cold regions that are found on the far south and/or north of the world. This place is filled with large and powerful Familiars that have withstood the harsh and bone-biting environment all of their lives.

Lavarus:

Nothing but burning heat all around. This volcanic area is filled with mountains and active volcanos, and is sure to burn even the strongest individual if they are not ready for it.

Sylvania:

A lush forest that encompasses a large area. Home to various kinds of strange flora and Familiars who mastered the powers of nature and honed their skills in stealth.


Saraab:

Vast deserts far as the eye can see, with heat that can knock out almost anyone breathless. But even in this ocean of sand, there are a few treasures hidden here and there, but not all is what it seems.

Tropica:

As the name implies, this is a tropical region with lots of beautiful, crystal clear beaches and oceans all around. Not to mention the many ruins and treasures that sleep in the depths of those same oceans.

Points of Interest:-

Some interesting features and traits that all of the regions share.

Nesting Grounds: Small areas in which Familiars are usually born and it's where they start their life from.

Energy Spikes: Strange pillars of pure energy. They appear everywhere and tend to be all over the place and they come in various sizes.

Corrupted Zones: Areas in each region that have been affected by chaotic forces, turning the land into a hidious version of itself.

Life of a Familiar:-

Even Familiars, being sentient clusters of energy, have life stages of their own.

Reproduction:-

Or lack thereof, really. Familiars don't reproduce like normal people do, when a Familiar start their life, they are merely a Wisp, just another cluster of energy wafting about the world of Cyberverse, hoping to gain form in some way or another.

Stages:-

Egg: When a Familiar is first created from the gathering of energies in their world, they form an egg. In this stage, they slowly absorb the energies around them until they hatch. It's a pretty slow process, in human time, it could take about 8-9 months before the egg is even ready to hatch.

Larva: In this form, they are mere infants, so light that they just float around the world, with no known predators in Cyberverse, they can safely do that with no fear. In this stage, they still rely on just absorbing energy as they go about their life.

Pupa: In this form, they have a bit more weight, so they are forced to traverse the world the old-fashioned way. They try, as best as they can, to reach the Energy Spikes, since it's their main source of food at this stage

Pixel: In this stage, they are more capable of fighting, but still remain around Energy Spikes, mostly as a main source of food.

Sprite: In this stage, they have a bit more power and are able to challenge bigger opponents, which they tend to do. The bigger the enemy, the more experience and power they gain.

Max(imum): This is their final evolutionary stage, in this one, they have reached their maximum potential and are able to take on, almost, anyone.

Transcended: This stage can only be accessed with the help of a Wizard, allowing them to unlock any hidden potential and release it to the max. However, this stage is so powerful that it's pretty temporary and any prolonged change might cause the Familiar to go berserk.

Wild: This is a secondary path of evolution that turns Familiars from sentient beings to creatures more akin to wild, feral animals in the mortal world. In both shape and mindset. Although it's very, very, VERY rare that a Familiar would transform down that path.

Battle and Spoils:-

When Familiars do battle, they usually just duke it out, street fight style, a handful few would be more mindful of their surroundings and find a more suitable place to commence their duel.

The victorious Familiar actually drains energy from their defeated foe into their bodies, giving them a greater boost in power than when they'd feed on energy normally or with Pixels. Of course, this comes with a side effect of the defeated familiar reverting back to their previous evolution, but they never de-evolve below Sprite.

Birth of a Game:-

Another thing of note about the familiars: They LOVED to challenge each other in combat, be it for territory, feeding grounds rights, or even just for fun. And so, the Cyber Wars game came to be.

In this game, those who have the ability to bond with Familiars awaken to strange and amazing powers, using these powers in combat against each other for fame or rewards, or to just settle some dispute or another. The players, called Wizards, would use special cyber-cards to imbue themselves and/or their Familiars with extraordinary power to give them an upper hand in battle.

Also, a Wizard can use many familiars in battle, since it's them that will be summoned to use the specified skill instead of the Wizard using it themselves.

System:-

Wizards carry their 'decks' around in special devices called 'Grimoires'. With them being so powerful, they can only carry a certain number in their decks, otherwise, the collection of energies will become unstable, causing the Grimoire to malfunction.

In battle, Wizards can draw a starting hand of 6 cards and can never go beyond that number, duking it out in a no-holds-barred-style fight, flinging attacks at each other until one side is defeated, yields or the match ends with a draw.

Battlefield:-

When the participants are ready to commence, they combine their energies in a single point which then expands to create this pocket dimension of sorts, with energy readings similar to those of the Cyberverse itself, allowing them to fight to their heart's content without harming the outside surroundings.

Of course, the battlefield tends to favor the one with the most potent energy, taking on a form that is more suitable to them, but that can be changed by using special cards that we'll mention later.

Battle Avatars:-

When Wizards are transported to that pocket battlefield their forms change to something more fitting for that world. This is their Avatar form. They usually come in a dull and pretty basic style, but as time goes on, they gain the ability to change how they look to something more fitting to their style and preferences.

In these forms, they are able to sustain themselves in this world more properly and can unleash their own, full potential in combat, allowing them to use the various skills and weapons in their arsenal.

Commanders:-

Once in the battlefield, Wizards choose one of their Familiars to act as a Commander, they are the ones who will do most of the attacking. The other Familiars become skill/ability cards that only appear to provide their aid in attacking, defending, or supporting the commander before disappearing back into the deck.

Wizards can also aid them in attacking or defending, as long as they have the equipment to do so.

Cards and Decks:-

Initially, the maximum number of cards that a Wizard can carry at a time would be between 30-40, but as they grow stronger, that number slowly and gradually increases, unlike the number of cards in the hand that don't increase when the Wizard grows stronger.

The cards themselves are separated into categories of their own. But all of them call upon a certain familiar to cast them for the Wizard, with the exception of a couple.

-Skill: Powerful abilities to blast the opponent with.

-Armory: Weapons and Armor made of hard-light that the Wizard can wield themselves.

-Augment: Special cards that act in a similar way to Armory cards, but they affect the Familiar(s) instead of the Wizard

-Domain: Special cards that can change the terrain or traits of the battlefield to fit the Wizard's skills. Usually ones that increase the power of their Familiars or effectiveness of certain Skills.

-Ultimate: The most powerful type of card that releases a very strong skill, but using it drains a lot of energy from the Wizard, which could leave them open to attack if/when used incorrectly.

Elements:-

Further study revealed that even in the Cyberverse there are special elements on their own. Different in name, but are pretty similar to the elements of the mortal world. All of the cards can be categorized under one of the elements.

Ember = Fire

Swift = Wind

Flow = Water

Quake = Earth

Spark = Electricity

Halo = Light

Dusk = Darkness

And of course, from those elements, sub-elements are created. With the exception of Halo and Dusk who don't have sub-elements.

Frigid = Ice

Fume = Smoke

Shift = Gravity

Alloy = Metal

Core = Energy

Wild = Nature

Usually, a Wizard can only awaken to, and control, one element, but in some rare cases, and with lots of training, they can unlock the ability to be able to use another element, earning the title of Elemental. However, there are those handful few, the ultra-rare of the bunch, who can use ALL of the elements from the get-go, those individuals are called Magi.

Classes:-

Both Wizards and Familiars are categorized into 'Classes', specializations that determine their role in battle.

Striker: Your run-of-the-mill versatile, melee combatants.

Ranger: Similar to Strikers, but they rely on long-range and stealth, rather than facing an opponent head-long.

Defender: Slower and heavier than most, but boast high endurance and defense stats.

Caster: Those who rely on abilities and skills more than their basic attacks.

Support: Not much physical power or combat capabilities, but they are masters when it comes to healing and other, various, supportive skills and abilities.

Origin:-

An 'Origin' of a card means the 'race', 'element', and 'archetype' it belongs to. An 'Archetype' of the card is the type of skill it belongs to, while 'Race' means the type of Familiar that is in it.

Resonance:-

When cards of similar origins are played in a turn a resonance happens between them. Skills cast with matching origins greatly boost each other in potency and effectiveness or even combine into a new, bigger, and more powerful skill. They do cost a lot of energy that way, though.

Crews:-

A gathering of Wizards who share similar interests or goals with each other. Those are called Crews and there is no limit to how many members a crew can have.

Most notable Crews:-

Floral Arts:

Former employees of a host club, members of Floral Arts are all about the good looks, beauty, and regality, and know how to maintain them, even their cards and familiars look fancy and sparkly from any angle.

Mad Dog Pound:

On the outside, they look nothing more than street thugs and delinquents, but they see themselves as vigilantes and honest carriers of justice. They don't trust the police or any official authority to carry out proper justice while swinging around their rules and laws at everybody.

Debauchery Tea Party:

Take all the whimsical craziness of the story Alice in Wonderland and then dunk everything that is dark, horrifying, and nightmarish into the mixture. This is DTP in a nutshell, their main skill is playing on their opponents' nightmares and fears to win any encounter.

The Guardians:

Half-opposits to the MDP since they share a similar goal, but the Guardians are actually a faction of the police that were created by the government, a faction that consists only of Wizards. Think of them as the superheroes you see and read about in comics and manga. They even have their own codenames for each other and secret identities, the whole shebang.

Knights of the Round Table:

Chivalrous and honorable, the members of this crew are mostly from noble or royal bloodlines. Unfortunately, because of that fact, a good majority of their members are a bunch of snobs who think themselves the most important people in the entire world.

Way of Bushido:

A crew that follows the old, honorable codes of bushido that the samurai followed many years ago. They would provide aid whenever and wherever possible and always conduct themselves in Cyberwars matches fair and square.

Wizard Services:-

There are a lot of services and markets that cater to Wizards of all kinds, be it mostly or exclusively.

Card Shops: Special shops that sell various types of cards that Wizards use in battle.

Avatar Equipment Stores: Special stores that exclusively sell Avatar customization items. These are merely cosmetic and have absolutely no effect on battle prowess and effectivity.

Battle Hubs: Kind of like if a gym and an arcade were put together and made exclusive to Wizards. Here Wizards can duke it out against each other in various ways, including tournaments, honing their skills against stronger opponents.

Coliseum: Large and spacious battle arenas where Wizards duke it out for fame, glory, and pretty handsome rewards.

Wizard Missions:-

Of course, Wizards and Familiars aren't fighting just against each other. There is also a large threat that keeps looming overhead or stalking around the corner, and only they are able to fight against it.

Glitches:-

The Cyberverse might be a world of raw energy, but it doesn't mean that it's as pure as one is led to think. Strange disturbances in these energies can lead a Familiar to become corrupted, turning them into violent, unstable creatures called Glitches.

In this state, Glitches can think of nothing else but constantly feeding and causing all sorts of chaos, able to devour Familiars and mortals alike, anything to sate their never-ending hunger.

Mission Boards:-

Special internet boards that the people of Cyberon would post their requests on. It's usually something mundane like finding a lost pet, but it can also reach pretty high levels like dealing with a rampaging Glitch.

Dungeons:-

Places in the real world that have been greatly affected by a Glitch or a cluster of them, creating a Dungeon. In these places, many low-level/tier Glitches usually swarm around a bigger, more dominating Glitch, the 'Boss' of the Dungeon.

Raid Lairs:-

Much larger versions of a normal dungeon, usually engulfing multiple blocks. These areas must be taken care of quickly, or their effects on the area they infected would be permanent, as well as any damages that the Glitches do in there.

The bosses and most enemies in these Lairs are pretty powerful, even the minions, so it takes a large number of Wizards to clear them.