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| The Kuiper belt is a cold, cold place.
So far out on the edge of the solar system that the sun itself looks like just another star, no measurable amount of heat warms the surface of the tiny asteroid Icelus, or its much larger sibling Morpheus. The two ancient conglomerations of ice and rock exist in a world of perpetual night. The sun's gravity is just barely strong enough at this distance to keep the two asteroids from drifting off into deep space. It is a dark, cold, and most of all, lonely existence. Or at least, it was. How you arrived on Icelus, you can't say for sure. But it appears as though this frozen rock was waiting for your arrival. There are others here now as well, equally lost and confused. Who brought all of you here? What purpose did they have in mind? How do you get home? The questions are troubling, but a quick exploration of your new surroundings reveals a more immediate concern. Unless you learn to work with your fellow abductees, and quickly, not one of you will survive. You have your work cut out for you. We will be officially opening for play on February 1st. Please watch this space for updates. |
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| Aphelion RPG | Aphelion OOC | Aphelion Mod | |
| Rules and Guidelines | Reserve a Character | Taken Characters | Applications |
| Log info | New character setup | Hiatus post | Drop post | Character wish list | |
| Asteroid fact sheet | Local sky | Colony exterior | Colony interior | Colony maps | |
| Character lodging | Player contact info | Mod inbox |
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Wanted: Banshee, Beast, Cyclops, Deadpool, Freakshow, Gunthries, Havok, Mystique, Nightcrawler, Quicksilver, X-Men, Acolytes and OCs Premise | Rules | FAQ | Teams & Cast | Timeline Holds & Taken | Wanted | Apply | Drop Box | Site Map |



Our RPG started in line with the TV Show. It started just after Volume II of the TV Show finished. From spoilers we kinda knew which way it was going. We devised our own plot in line with the idea of Level 5. But we started to divert away from the show and started using our own plot, separate from the TV Show, but incorporating our own ideas.
Our RPG will still do that, using the main idea from the TV Show for Volumes but will have our own ones.
In other words we kind of have our own universe, but have little bits and pieces from the Heroes TV Programme.
Well, this is a story separate from the TV programme. Set after season 2, and taking the rest of the seasons into account. This is the story of the unsung Heroes, Villains and Company members, as they go through their day to day lives. Unknowingly helping the people from the show.
This RPG is completely original character only. This makes it easier for us to tell our own story without the restrictions of the TV programme. But that’s not to say that the Canon Characters won’t appear. They may appear to you, played by our lovely admins. They may give you a mission to help them. Who knows? So go forth. Make friends, enemies and maybe more. Enjoy the game.

Have you ever wondered what the world might be like if certain things had turned out differently? What if Britain's Empire had never been lost? What if technology, religion, world politics, everything we take for granted had gone a different way? What if all those things mothers whisper of to their children at night...were real? What would happen if history had taken a different turn?
Join the Fractured and find out. Set in a post-apocalyptic 2080s London, the Fractured takes place in the Clockwork Lullabye universe: so like our own world, but just a bit...different. Get your fix of steampunk and cyberpunk in equally lethal doses. Clockwork Lullabye maintains a focus on community and excellent writing, and we're always eager to meet new writers.
London was once not only a strong city, but a superpower in its own right. The marvel of the western world, it was the jewel on England's crown and the centre of an Empire that covered huge swaths of the globe.
Things change.
Now London is the only city left on the British Isles, and it's been split into sections; each Barony laying down thier own laws and trying to scrape out autonomy agianst a totalitarian government. There hasn't been an Monarch for decades. Most of London is hungry, all but those who live in the huge arcology that tries to rule this sprawling city. The runners and thieves, of course, they do all right. In New Westminster, engine-bangers work all night on the huge Analytical Engines that run the city. In Hammersmith and Newham, factories belch out black smoke into the sky, turning out mechanical modifications: new arms and legs, even eyes and ears. In Islington-Camden, kids hopped up on designer nanite drugs dance their spastic dances to the La La Girls in Trinity Church (now a nightclub), and in what used to be the Docklands, underground rock shows spread the word of a new revolution: the toppling of CityGov and the restoration of the Monarchy. It's a crazy, chaotic, sprawling world where not even the fittest always survive.
Where will you find your place?
Links: Adoptable Characters, Rules and resources, Scenes
A long time ago, the ancient gods decided to remedy an overcrowded Earth. They picked a new galaxy, one with plenty of room for all, and planets specialized for each being under their rule. Everyone had plenty of room to go about their businesses for thousands of years, blissfully unaware of the others on their planets.
Except for the Humans.
Always changing, evolving, learning new things, the Human population evolved much like their counterparts left on Earth. In a mere couple thousand years, they had covered almost their entire planet in cities, which soon merged into one planet-wide city. Their technologies could only sustain their needs for so long, and soon they had discovered their way into space flight, set on finding new planets to sustain their resources.
It was then that they realized they were not alone in the galaxy, and each planet they encountered had more new and exciting other sentient beings they thought had only existed in myth. Many of the beings welcomed them to their planets, trading resources and technologies, happy for brand new commerce, while others were not as receptive to the Humans arrivals on their planets. Some disdained them, and others hungered for their blood. The humans themselves had mixed reactions, as they often do. Sects of anti-Non-Humans rose up as other species began arriving on the Human home world. Others sought to use them to gain access to taking over their planets for themselves. While others embraced many of the new creatures, eager to learn from them, eager to make lasting friends.
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Humans, Elves, Vampires, Werecreatures, Centaurs, Fauns,
Merpeople, Winged People, Dwarves, and Goblins...
You have now entered a universe of discovery, commerce, and unities, but also fear, unrest, and hate.
Who will you become?
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We are a large universe open for many possibilities! Inspired by many varied fandoms such as Lord of the Rings, Firefly, and Ancient Greek Mythology! We are needing lots of people to help flesh out the worlds laid out for them. Come join the adventuring!
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Where am I?
...is your first thought as you awake on one of many cots in a room of great proportions. You look around, taking in your terrifyingly surreal surroundings. There are others around you, others who are very much like yourself. Some are still sleeping. Others, like you, are just beginning to awake. Some of the early risers look as confused as you feel, but others seem to have more of a grasp on their identity and surroundings. Squinting against the dim light, you can see that the lines of cots extend quite far in every direction, each filled by another drowsy occupant. But you still don't know where you are.
As you wrack your mind, you realize it is frustratingly bare. There's a name, but you're not sure of its significance. You mutter it softly to yourself, and it sounds natural on your lips; you decide that it must be your own. There's an age, too. Also yours, you decide. And the vague recollection that this is not the first time you've woken up on this cot. Perhaps, if you're lucky, you even remember the names of some of your cot-mates. More vividly than anything, there's a number. This number is also imprinted at the foot of your cot, and on the chest beyond. And though you can't see it, that same number has been tattooed onto the back of your neck. That number is the only thing you feel completely sure of. It is your identity.
A male voice, brazen with a rich Russian accent, rings from an unseen loudspeaker, interrupting your quiet attempts at remembrance. You realize that the voice, too, sounds familiar. "Good morn, residents," the voice says, and the sound of it echoes through the large room. "It is Saturday, the twenty-seventh of June. The following residents should report to the laboratory of their respective buildings." Your heart begins to beat faster as he goes through a list of numbers. Somehow, you know that the laboratory is bad news. You know you don't want to go there. But you feel calmer as the voice skips over your number, and you can breathe again as he finishes the daily list. "There are escorts at every barracks door to show you the way to the laboratory if you feel lost. As for those who have not been called, the day is yours. You may go about life as you see fit. Have a nice day." You are relieved. Your number was not called. But you can't help but feel a bit guilty as you watch others as they scramble toward the doors...
WELCOME TO MOLONOV EXPERIMENTAL LABORATORIES!
Whoever you are, you have been deemed an invisible. There must not have been anyone in the outside world who may have cared enough to go looking for you, because one of Molonov's many sharp-eyed scouts picked you up off the streets (or wherever else you came from) and carted you here, to a huge structure in the middle of the uncharted Russian taiga. Your mind has been wiped clean of all pre-experimental memories, apart from the very basics, like your name and age. Now, you are one of six hundred other residents, to be used as labrats for the twisted experiments of the frighteningly wealthy Viktor Molonov and his three associates.
Every week, one sixth of the resident population is chosen to recieve the latest experimental drug in Molonov's crazed search to create the perfect being. These chemicals have varying consequences to their consumers, ranging from things as minuscule as mere cold-like symptoms, to things as dire and serious as death itself.
Think you can dodge Molonov's fatal bullet? See how many times they can pull the trigger before you run out of luck.
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