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Surviving The Wastes (Closed, OOC)

A staging-point for declarations of war and other major diplomatic events. [In character]
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The Capital Commonwealth
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Posts: 179
Founded: Jun 03, 2012
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Surviving The Wastes (Closed, OOC)

Postby The Capital Commonwealth » Sat Jun 09, 2012 2:57 am



Welcome to Gridiron, fellas! This is the absolute asshole of the world. If you want to cross the 500 kilometers of glass desert to get to the terraformed capital of Spencton, you can have a helluva vacation. But, until you get to that point, you’re stuck here. This place is the result of decades of nuclear fire, a bit of cool down, and when you let scavengers rifle through missile launch facilities. What is left? Several factions of varying interests and agendas, causing a deadly mix of underground criminal syndicates, power armored government funded Marines, mercenaries, drug addicted, treasure hunting bandits, and a plethora of other ruffians.

Through the efforts of hundreds of years of research, about 5% of the Commonwealth is safe. And these are only the areas hit with uranium warheads. Now, the plutonium stricken regions are radiation filled landfills, full of death and destruction and all that. Today, the world is your oyster! You can make the decisions which make or break the world. And when you get to your goal, who knows what you can do from there?
gur
Woah there buddy, put that rocket launcher away for a second. We need to make sure that we set down some ground rules so we don’t have a cocaine addicted raider setting off a complicated chain of nuclear meltdowns in the nation’s largest powerplant.
  • You make all the choices, and decide throughout the RP what your character does. No one else can tell you how to play. However, the I, The Capital Commonwealth, decide the outcome of all your decisions. Think of me as the world telling you whether that chest of there is gonna have that automatic rifle you’ve wanted since you were a little boy. Don’t think of this as a barrier though. I will make things as fun for you and for everyone else as possible.
  • Hand in hand with the rule above, no godmodding. I make the outcomes, so no, ”I find chest and it has three suitcase nukes in it!”
  • Please, make your posts intelligent. No offense to our younger players, but posts that do not follow the guidelines, cannot be read due to the excessive misuse of the English language, or incredibly small posts can lead to that player’s dismissal from the RP. Now, if you are having a conversation with someone, whether it be another player or a character in the world (me), these posts can be smaller since it would just be dialogue.
  • You cannot go outside the map until you get through the proper plot points that give you access to the capital city of Spencton. The Western Commonwealth is surrounded by mountain ranges caused by nuclear blasts, minefields laid by the government to protect the capital region from people like you, and radiation areas that will kill you within .45323 milliseconds.

But other than that, have fun with it! Steel some money, explore old buildings, kill that bitch at the bar that tried to spike your drink!

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Skills are a way to customize your character and alter your experience. Initially, your character is granted 100 skill points. The maximum of skill points you can have is 300. You may be given more skill points as you go along, but every skill has a cap of 100 points. Don’t be disheartened if you have a 10 in Diplomacy and a 5 in Engineering. Not only can you improve on this, but having low points in a skill will not ruin your experience. You can still access what is associated with this skill, but your outcome will be altered. Here are the skills you can put points into. No matter what, your character will always start out with at least a 5 in a category, even if you didn’t put points into it. The description of certain skills will determine what equipment or things you can use in your world.
- Firearm Proficiency:
>0: You have no weapons training. You can only use less-than-lethal firearms and maybe a .22 rifle.
>10: You have a little experience in your background with your father’s pistol. You can use small caliber pistols and simple shotguns.
>20: Alright, you spent a night reading a weapons magazine. You can use a revolver and semi-automatic weapons.
>30: You have a little practice at shooting, you can unjam your weapon but nothing more than that. Reloading takes less than a minute. You can use automatic weapons (submachine guns, 5.56mm assault rifles).
>40: You can clean a gun's barrel and chamber, unjam effectively and reload in under 30 seconds. You can use battle rifles (7.62mm caliber).
>50: You have good aim, clean a gun's barrel and chamber, unjam effectively and reload in under 25 seconds. You can use battle rifles with telescopic optics on them (Such as a Dragonov, or an M14).
>60: You have great aim, repair rifles, shotguns and handguns with the right parts, unjam efficiently and reload in under 25 seconds. You can use all small arms and energy weapons (plasma and laser), but you aren’t as good at it.
>70: You have a deadly aim and can repair automatics with less than enough parts. You can also use anti-material and heavy sniper rifles such as a M108 Barrett or a L115A1.
>80: You barely miss, can repair heavy weapons with useless scrap and reload in under 10 seconds. You can use heavier stuff, like rocket launchers.
>90: Missing is not an option, you can one-arm fire an anti-material rifle while riding a bull, repairing an RPG with toothpicks in your other hand. You can use any weapon with a trigger.

- Melee Proficiency:
>0: You miss when you throw a punch. Enough said.
>10: Maybe if you were up against Stephen Hawking you would win in a fistfight. Probably.
>20: You did boxing back at elementary school and you remember how to punch.
>30: You can block a few, and throw a few, but you lack the power to knock someone out.
>40: You can use a knife fairly effectively, and can beat the usual thug in a one-on-one fight.
>50: You know some good martial arts, and can disarm an opponent carrying a melee weapon. You can also use your gun as a melee weapon effectively.
>60: You can wield a sword, take down a city gang and punch through wooden walls.
>70: People wonder if your mother was a ninja, you fight with speed and agility and hardly ever take a hit in a melee fight. You can disarm foes of their guns before they shoot you, even when they are pointed right at you.
>80: You could take down a Spetsnaz patrol with a razor. Maybe even a beard trimmer.
>90: Chuck Norris fears your fists of iron and your flip-kicks of doom.

- Engineering:
>0: That's called a spanner. Stupid.
>10: Trial and error with a hammer is your idea of fixing an engine.
>20: With an instruction manual and enough time, you could probably make a pulley.
>30: You have a basic knowledge of engineering, and can diagnose faults in most machinery although you have a hard time fixing anything.
>40: With enough tools you can repair faults to simple engines.
>50: You're a regular handy-man, and you can build machines that have applied use to your current situation.
>60: You know what a circuit is and can fix minor electrical faults, and can repair engines if you have the right bits and construct complex custom mechanisms. You know how to hack inside of security systems with only 70% chance detection rate.
>70: You understand basic electronics and can produce and repair them, you know your way around an engine like it’s your home.
>80: You can build complex electronics out of raw materials, and a fixing a car engine is a walk in the park.
>90: Did you just fix that nuclear reactor with a pocket knife?

- Diplomacy:
>0: Your dog ate your homework... Nice try bucko.
>10: You can convince small children to get into your van, and even they have more diplomatic skills than you.
>20: People will listen to what you say, but will not always believe it.
>30: You are confident with your speech, but you still lack actual speech techniques.
>40: You're charming and charismatic. People will befriend you if you talk to them long enough.
>50: You're great with the opposite sex and people find themselves drawn to your words.
>60: People hang off your every word and you can work a crowd, although you may still struggle on the political scene.
>70: You're a public speaker born and bred, you can debate properly and will have a huge sway in political issues.
>80: Persuasion is less work than raising a finger to you, and you never lose at poker.
>90: These are not the droids we're looking for.

- Fitness:
>0: You need to lay off the cheeseburgers man.
>10: You ran 100m? Good job!
>20: You can run for about a kilometer non-stop.
>30: You can run for two kilometers non-stop.
>40: You can run for 5 kilometers non-stop.
>50: You can run 7 kilometers non-stop.
>60: You can run for 10 kilometers non-stop.
>70: You can run a half-marathon, and it will hurt in the morning.
>80: You can run a marathon, and with very little physical consequences.
>90: You are somewhere between a marathon runner and Usain Bolt.

- Medical Proficiency:
>0: You took biology lessons from Professor Oak.
>10: You can use a band-aid to patch up your booboo.
>20: You can use bandages and morphine.
>30: You're able to do full basic first-aid
>40: You can handle safely and cleanly digging out a bullet and prescribing medicines for common ailments.
>50: You can amputate a limb and safely perform basic surgery.
>60: Skin-grafting is all in a day's work for professor-awesome.
>70: You can perform heart surgery in a field-hospital.
>80: You're a medical genius and can diagnose any disease and treat it. Your surgical skills are top-notch.
>90: Dr Frankenstein would be impressed. You're two brain cells away from curing cancer.

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All guns will have an image, of either a real life gun, PMG gun, Google sketch up gun or whatever. I don't mind the craziness of the gun, BUT its reciever must line up with its barrel, its magazine must line up with its receiver and its ammunition must fit into its magazine.
Other than that, go ahead and make a fabulous gun!
Weapon sheets will read like this:
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Weight: 3kg
Length: 600mm
Damage: 4.5
Accuracy: 6.0
Fire Rate: 8.2
1.5x Optical Zoom
As you can see: Damage, Accuracy and Fire Rate are judged by a rating out of 10 instead of with actual measurements. This is so they are easier to compare. When making your gun consider that only a gun with enormous firepower will have 10 damage. Only a bolt-action ultra-high tech sniper will have 10 accuracy and only a minigun will have 10 fire rate. Fire rate is better for close range fighting, Accuracy and damage as a combo is good for long range fighting and a balance of all three makes for good medium range shooting.

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Well here you go! Here’s the Application. Now go Padawan. Make the character of your dreams, and prosper in the warzone!

Nation Name:
Character Name:
Gender:
Age:
Appearance (Pic if possible):
Firearms: (Firearm sheet for each gun in seperate spoilers please)
Inventory (Can include anything your character carries on them that you want to specify):
Faction (If any. New factions should include a Faction application):
Skills (Point Allocation):
Personality:
Backstory:

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Oh, and if you want to get your friends together and fornicate rough women and acquire monetary gain, fill out this Faction Application:

Faction Name:
Leader of Faction:
Background of the Faction:
What Type of Faction Is It?: (Raider? Mercenary?)
What Are The Goals of Your Faction?:
How Many People Are In Your Faction? (Max. 1500):
Where Do You Want Your Spawn Point?:

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Here is a short summary of the characters participating in this RP for quick reference.

Character NameNationFactionPoint Allocation
David KingstonThe Capital CommonwealthCommonwealth Knight BattalionTotal Skill Points: 250
Firearms: 80
Melee Weapons: 50
Engineering: 20
Diplomacy: 20
Fitness: 70
Medicine: 30
Dr. Ted LivingstonThe Capital CommonwealthCommonwealth Research TeamTotal Skill Points: 230
Firearms: 5
Melee Weapons: 5
Engineering: 100
Diplomacy: 40
Fitness: 5
Medicine: 80
Roger PennyThe Capital CommonwealthCommonwealth Federal GovernmentTotal Skill Points: 125
Firearms: 5
Melee Weapons: 5
Engineering: 5
Diplomacy: 100
Fitness: 15
Medicine: 5
Pedro Ignacio + Tech ServitorsJormengandLone Wanderer (Milpitas)Total Skill Points: 130
Firearm Proficiency: 10
Melee Proficiency: 20
Engineering: 65
Diplomacy: 5
Fitness: 20
Medical Proficiency: 10
Michael DecuiralisEscalan Corps-Star IslandThe Escalan ObserversTotal Skill Points: 120
Firearm Proficiency: 20
Melee: 15
Engineering: 25
Diplomacy: 15
Fitness: 25
Medical Proficiency: 20
Tara KingCamiconCommonwealth Knight BattalionTotal Skill Points: 142
Firearm Proficiency: 43
Melee Proficiency: 5
Engineering: 5
Diplomacy: 5
Fitness: 23
Medical Proficiency: 61
Jezebel "Machete Jean" DumiaCeannairceachLone Wanderer (Portside)Total Skill Points: 130
Firearm Proficiency: 15
Melee Proficiency: 50
Engineering: 5
Diplomacy: 0
Fitness: 35
Medical Proficiency: 25
Sofia 'Crimson' WestonNorth BanrodesiaLone Wanderer (Portside)Total Skill Points: 130
Firearms: 70
Melee: 5
Engineering: 5
Diplomacy: 5
Fitness: 25
Medical: 10
RedThe Western ReachesLone Wanderer (The Citadel)Total Skill Points: 160
Firearms: 60
Melee: 50
Engineering: 10
Diplomacy: 5
Fitness: 30
Medical: 5
Paul DonnellySulamalikLone Wanderer (Portside)Total Skill Points: 120
Firearm Proficiency: 30
Engineering: 20
Diplomacy: 50
Medical Proficiency: 20
Fitness: 10
Mikhail SolosovThe Mizarian EmpireDragonia ArmsTotal Skill Points: 135
Firearm Proficiency: 60
Melee Proficiency: 0
Engineering: 0
Diplomacy: 55
Fitness: 20
Medical Proficiency: 0
Victor "Dead eye" KrazvirThe Mizarian EmpireLone WandererTotal Skill Points: 115
Firearm Proficiency: 30
Melee Proficiency: 30
Engineering: 20
Diplomacy: 5
Fitness: 25
Medical Proficiency: 5
Fredrick Jenkins-The Desert RangersLone Wanderer (Portside)Total Skill Points: 110
Firearms: 45
Melee: 10
Engineering: 10
Diplomacy: 30
Fitness: 10
Medical: 5
Anthony 'Ant' BothwellGurudaLone Wanderer (Portside)Total Skill Points: 100
Firearm Proficiency: 35
Melee Proficiency: 10
Engineering: 10
Diplomacy: 35
Fitness: 5
Medical Proficiency: 5
Theodore "Teddy" KeyeSoviet Ruk-TsanCommonwealth Federal GovernmentTotal Skill Points:
Firearms: 10
Melee: 5
Engineering: 5
Diplomacy: 100
Fitness: 5
Medical: 5
Marcus HershalNumerThe SorrowsTotal Skill Points: 130
Firearms: 20
Melee: 10
Engineering: 5
Diplomacy: 65
Medical: 10
Fitness: 20

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Now, what’s a man without his allegiances? This is a current List of Factions from which you can join. Or maybe you want to make your own?

Faction NameBrief DescriptionPurposeSize
Commonwealth Knight BattalionThe Knight Battalion is a special forces quality Marine Corps detachment out of the Capital Commonwealth. Trained in desert and nuclear survival, fire arms, and combat operations, these are the military forces that patrol Gridiron and respond to emergencies. The Legendary Io Detachment protects high status politicians entering the area.Provide a military force in Gridiron40,000
Commonwealth Federal GovernmentThe Commonwealth Government governs the territories of the Capital Commonwealth, including the arid Gridiron region.Provide a government, albeit useless in some instances.50 (officials)
Commonwealth Research TeamThe Commonwealth Research Team in Gridiron has one mission: the research and development of energy and other technologies. Among these technologies include miniature thorium nuclear reactors, super high-capacity batteries, and energy weapons.Research & Development of Tech250
Independent TownsThere are towns scattered across Gridiron, providing shelter, resources, challenges, and hookers.Settlements around Gridiron100-500
RaidersRaiders are drug, wealth, and pussy addicted barbarians, equipped with makeshift armor, stolen weapons, and whole heaps of drugs.They are menaces around Gridiron, often shaking down and killing caravans and raiding settlements10,000-30,000
The Escalan ObserversA force of three sent by the Escalan Corps to gain intelligence about the area. They are all qualified commandos. Airdropped into the warzone silently by night. They must assess the situation and get out. Working with Commonwealth Knight Battalion.Neutral. Not supportive of any raider group, but seeking to find a way to nullify the danger of the situation that they can report to Escalan HQ on Star Island.3
Dragonian ArmsA collection of both legal and illegal arms dealers and smiths, Dragonia arms offers small arms of all shapes and sizes from the crude zip guns for people who can't afford a real weapon and still need protection to some limited anti-tank weapons (although these are off record)Profit800
The SorrowsBased on the teachings of Marcus Hershal, this nomadic religious group seeks to spread their faith to Gidiron. They were formed after the slave revolt against a tribal group in the ruins of a major city. Since then, they have been helping all those who have "seen the way" and converted, whether through medical or military aid.To spread the faith, convert others150
Last edited by The Capital Commonwealth on Wed Jun 13, 2012 9:13 am, edited 20 times in total.

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The Capital Commonwealth
Spokesperson
 
Posts: 179
Founded: Jun 03, 2012
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Postby The Capital Commonwealth » Sat Jun 09, 2012 3:42 am

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Now, Spawning is what happens at the beginning of the RP, and if your character gets seriously injured. If your character is killed or close to being killed, the closest thing your faction has to a medical specialist will carry you back to your home base and patch you up. Each faction has their own spawn point in various environments.

FactionSpawn Point
Commonwealth Federal GovernmentCheckpoint Delta
Commonwealth Knight BattalionFirebase Phoenix
Commonwealth Research TeamResearch Station Io
RaidersParking Lot Ruins
Independent TownsPortside
The Escalan ObserversFirebase Phoenix
Dragonia ArmsBetween The Citadel & Milpitas
The SorrowsPortside
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Portside – A small town at the mouth of the Dover River, this town has everything anybody would ever need. A doctor, a general store, an underground arms dealer, and an armed caravan which takes dozens of passengers to the towns, even up to the borders of raider territory. It has a strategic placement in Gridiron, the source of all trade from foreign territories into the country, using its roads into the Capital Commonwealth proper to gain massive profits in the form of tariffs and caravan fees. All characters who do not have a faction start here.
The Citadel – A fortified coastal town which survived the nuclear holocaust decades ago, is the home to one of the best private police forces in the country. Led by a mysterious Desert Lance Marine named Red, it uses its 105mm howitzers and massive armory which was left behind before the war to maintain a strong presence around the city. This, with Firebase Phoenix make the western parts of Gridiron relatively safe, even with Murder Isles just off the coast.
Milpitas – A casino town that cut a deal with The Citadel and Firebase Phoenix for safety, Milpitas is the place to go when you want booze, babes, and coke. And maybe some black jack when you’re done with those things.
Research Station Io – A complex research facility, at Io, the Commonwealth Research Teams work night and day developing new medical, energy, and weapons technologies. All characters in the Commonwealth Research Team spawn here.

Firebase Phoenix – Armed with 4 howitzers, three guard towers, one vertibird aircraft, and 200 horny Marines, Phoenix serves as the Guardian Angel for central and Eastern Gridiron, tasked with keeping the raider infested west from spilling over. If you are a member of the Commonwealth Knight Battalion, you spawn here.
Checkpoint Delta – This place is a cozy stop. It is mainly for soldiers being transported to Gridiron, politicians commuting the area, and prisoners being dumped by the government. It’s complete with its own motel, guard tower, and detainment cell. If you are a member of the Commonwealth Federal Government, you spawn here.
Checkpoint Gamma – Gamma is armed to the teeth with automated plasma and laser defense turrets, 10,000 Marines, its own complement of low-yield nuclear weapons, artillery, anti-aircraft weaponry, and even a squadron of 5 Vertibirds. No one makes it past this point unless cleared by the administration. This place, combined with the intense radiation of the areas surrounding Gridiron provide enough barrier to prevent anything from reaching Spencton.
Saint Clair Nuclear Power Plant – This place is a restored nuclear power plant, powering much of Gridiron with its six Thorium reactors. It is heavily guarded by 15,000 Marines and their own artillery. It serves as a base to attack the Raider Headquarters of the Parking Lot Ruins.

Ruined Parking Lot – The bombed out above ground parking lot of an old shopping center has been converted into a safe haven for slavers, raiders, and other low lifes. All raiders and slavers spawn here.
Murder Isles – Nothing is known about this place except it has raider markings and the recon teams never sent out a second transmission.
Woodward Park Raiders – An old town similar to Portside, only occupied by Raiders who make fun with the Marines by shelling the shit out of them.
Redwood Cave – A cave… full of raiders… with drugs and guns and stuff… yeah… DANGER.
Last edited by The Capital Commonwealth on Tue Jun 12, 2012 10:38 pm, edited 3 times in total.

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Dussianrepublic
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Founded: Jun 01, 2012
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Postby Dussianrepublic » Sat Jun 09, 2012 4:23 am

Nation name dussia
Name Gotham sixtimepop
Gender male
Age 30-46 top secret
Appearance (sorry can't copy and paste stuff at the moment) Afro american skin shoved hair about 5ft9 red hoodie gold bling diamond ring Gray track suit trousers

M9 silenced
Gotham found this on his first kill when he was just 13 over the years it has claimed meny more lives he is the best damn man with this gun you'll ever see

Golden combat knife
He also got this from his first kill he doesn't use it much he says it just looks like dope
Skills

Firearms 70
Melee 40
Engineering 40
Diplomassiy 90
Fitness 30
Medical 20

Personality violent hyper addicted to drugs sex lover
Backstory born at the scene of a war zone and now living in one at the age of 7 both his parents were killed by the army he swore revenge he found solidarity if it can be sed in weed crack sex and the word beginning with w at the tender age of thirteen he shot a man who was havin it with his girlfriend and the violence followed on
Faction radir
ADHD is not a funny and is not a excuse

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Soviet Ruk-Tsan
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Posts: 1994
Founded: Dec 02, 2011
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 4:55 am

One thing 'fore I apply, my computer has an invisible character limit glitch for text boxes. I might need to post twice or even three times if it starts cutting me off.
Nation: Soviet Ruk-Tsan
Name: Theodore "Teddy" Keye
Gender: Male
Age: 29
Appearance: Pale skin, well kept hair, short beard, surprisingly clean suit.
Weapons:
9mm pistol, or equivalent. (Really sorry, not good with guns, best I could do.) He doesn't like to get his hands dirty, though.
Skills:
Firearms: 10
Melee: 5
Engineering: 5
Last edited by Soviet Ruk-Tsan on Sun Jun 10, 2012 2:28 am, edited 2 times in total.
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Soviet Ruk-Tsan, bringing peace to the world through senseless violence.

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Soviet Ruk-Tsan
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 5:06 am

Diplomacy: 100
Fitness: 5
Medical: 5
Personality: Nervous around battle, but otherwise very charismatic, a likable guy
Faction: Commonwealth Federal Government
Backstory: From the capital, he was a popular politician, and a strong figurehead in the government. He originally mentioned gridiron in a press conference, and after much insistence from other members of his party, he travelled out to fufil his promise. Clean this place up. Note that he has a badge (Or equivalent) of his government position.
Last edited by Soviet Ruk-Tsan on Sun Jun 10, 2012 2:30 am, edited 2 times in total.
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Jormengand
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Postby Jormengand » Sat Jun 09, 2012 5:44 am

Nation Name: The Imperium of Jormengand
Character Name: Pedro Ignacio
Gender: Male
Age: 28
Appearance (Pic if possible):
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Firearms:
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Weight: 1 KG - The bolt pistol was originally designed to be held by superhumans, but it is still manageable by humans (Although a character will need, say, 20 combined melee proficiency and fitness to hold it and 30, and 10 firearm proficiency to fire it.)
Length: 175 mm
Damage: 6/2.5 - it has explosive bolts, part of the reason why you need to sink so many points into it to fire it. It is also very solid, so it can be used to pistol-whip with a damage of 2.5.
Accuracy: 6/4/?. Pedro's bolt pistol is fitted with a laser sight. Those who are unfamiliar with laser sights, or wish to increase the rate of fire, must contend with a reduced accuracy of 4. Those wishing to use the pistol as a melee weapon must divide their melee proficiency by 10, and subtract 2 - a lump of metal is hardly a good weapon. Thus it requires 21 melee proficiency to use the pistol as a melee weapon at all.
Fire rate: 3/5/? - The laser sight requires focus, reducing the pistol's fire rate. However, those eschewing the laser sight can fire at the increased rate of 5.
(Note: the servo-arm is not really a firearm, but is hardly a conventional melee weapon either. As such, it uses the wielder's engineering skill, not his melee proficiency skill)
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Weight: 10 KG, although much of the weight is supported by Pedro's armour.
Length: 1 metre
Damage: 10/7/4 - the servo arm is slow, but it is designed to destroy vehicles as easily as build them. It also has a plasma cutter and flamer built into it, and these are fired at damage 7 and 4 respectively. Armour is no defence against the servo-arm or the plasma cutter. Cover is no defence against the flamer. Forcefields will work, however. (OOC: The Servo-arm was originally from warhammer 40k, and was the main reason you did not get into combat with a techpriest. It always struck last, but when it did strike it could kill genetically engineered superhumans in one attack. Just sayin')
Obviusly, the axe is a melee weapon. Duh.
(In Pedro's appearance picture)
Weight: 3 KG. Using it one handed is a ridiculous feat which Pedro isn't even capable of.
Length: 1 metre
Damage: ? - The amount of damage is the user's melee proficiency, divided by 10 (or 40 if used one handed), plus 1. Thus, anyone can use it 2-handed but it is very difficult to use 1-handed. Armour is no defence against the power axe. Forcefields will work, however.
Accuracy: ? - This is the same as the axe's damage.
Fire rate: ? - This is also the same as the axe's damage.

Inventory: Power armour - this level of armour will potentially provide defence against autocannons and equivalent or lower. It will not provide any defence against missile launchers, plasma weapons, power weapons, heavy lasers and ion cannons. Pedro also carries supplies in the form of food and drink, and spare ammo for the bolt pistol, as well as power packs for the power axe and servo arm.
Faction: None. Pedro will always respawn at Milpitas, his home town.
Skills:
- Firearm Proficiency: 10
- Melee Proficiency:20
- Engineering: 65
- Diplomacy: 5
- Fitness:20
- Medical Proficiency:10
Points total: 100 (Plus 30 basic)
Personality: Never speaks unless he has to, and treats everyone else with utter contempt unless they prove their worth to him.
Backstory: Born in Milpitas, Pedro learnt engineering skills so that he could make money patching up people's rides. He's also had to patch a few people up, but has been forced to refer to the manual a couple of times. He plays a lot of poker and blackjack, and has worked out how to do it successfully. No-one dares suggest that he might be counting cards. Over his time, he has acqired several... er, power tools, and, um, oh yes, a weapon for shooting practice, as well as some protective gear. Well, I suppose that's all technically true. Pedro didn't waste his explosive bolt rounds, of course, but used the pistol to minorly practice with.

He doesn't really care about this civir war, all it means is the odd jeep or tank driver requesting his services.
Last edited by Jormengand on Tue Jun 12, 2012 2:26 pm, edited 2 times in total.
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Jormengand
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Postby Jormengand » Sat Jun 09, 2012 5:46 am

The Capital Commonwealth wrote:Initially, your character is granted 100 skill points.

You people with more than this may want to bear this in mind...
Jormengand wrote:It would be really meta if I sigged this.

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Soviet Ruk-Tsan
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 5:55 am

Ah, sorry. Was confused after the first guy.
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Soviet Ruk-Tsan, bringing peace to the world through senseless violence.

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Jormengand
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Postby Jormengand » Sat Jun 09, 2012 5:56 am

Soviet Ruk-Tsan wrote:Ah, sorry. Was confused after the first guy.

It's fine, just apply the edit button.
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Soviet Ruk-Tsan
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 6:00 am

K. Not sure if it was good point placement, but it represents the character.
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Soviet Ruk-Tsan, bringing peace to the world through senseless violence.

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Jormengand
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Postby Jormengand » Sat Jun 09, 2012 6:01 am

Soviet Ruk-Tsan wrote:K. Not sure if it was good point placement, but it represents the character.

So, you can't do anything except convince people to do it for you? Works...
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Soviet Ruk-Tsan
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 6:17 am

Thats the basic idea. I had to put SOMETHING in fitness, 'cause I'm not some 80 year old fat guy, and I needed SOME weapon training, for emergencies, but other then that, what I can't do, I can convince someone else to.
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Jormengand
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Postby Jormengand » Sat Jun 09, 2012 6:25 am

Soviet Ruk-Tsan wrote:Thats the basic idea. I had to put SOMETHING in fitness, 'cause I'm not some 80 year old fat guy, and I needed SOME weapon training, for emergencies, but other then that, what I can't do, I can convince someone else to.

I'm just hoping that I get accepted with my weapon that is based on your engineering rather than your melee/firearm proficiency. Because that does make sense, to be fair.
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Soviet Ruk-Tsan
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 6:59 am

Fair enough, seems pretty good to me.
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Escalan Corps-Star Island
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Postby Escalan Corps-Star Island » Sat Jun 09, 2012 7:42 am

Nation Name: Escalan Corps-Star Island
Character Name: Lt. Michael Decuiralis
Gender: Male
Age: 22
Appearance: Longer brown hair, rugged appearance with one cheek scarred with a bullet wound, short and wiry, faded gray combat jacket and pants, black cast-off Marine boots.
Firearms:
Weight- .9lb
Length- 9 in.
Damage- if fired accurately, 5
Accuracy- 7
Fire Rate- normally 5, burst=9

Inventory: B-standard Escalan Corps composite flak armor, comprised of panels fashioned from carbon-fiber and Kevlar-like crosswoven synthetics. Electronic pistol with a 17-shot clip and a rapid-fire toggle switch rigged to enable three-shot bursts with .02 second separation. One box (20) of gamma-ray high-emission grenades guaranteed to incapacitate and blind unshielded targets. Helment with built-in zoomscope and analysis screen, also made of reinforced carbon-fiber. Thin stiletto balanced to throw or stab. Satellite radio to talk to Escalan HQ.
Faction: The Escalan Observers
Skills (Point Allocation):
Firearm Proficiency- 30 (Near-perfect aim with his pistol even at long distance. Uses handguns with deadly speed and accuracy, but poor with automatics and rifles)
Melee- 10
Engineering- 20 (knows more about electronics than engines)
Diplomacy- 10
Fitness- 25 (He's just not that big. Poor runner, only area he excels in is rock climbing)
Medical Proficiency- 15

Backstory: Born and educated in Terenquel, he applied for the Escalan military at 18 and traveled to Star Island for training. Fresh out of the Special Forces program, he has been sent to the warzone because of his coolheadedness and intelligence.

Faction Name: The Escalan Observers
Leader of Faction: Michael Decuiralis
Background of the Faction: A force of three sent by the Escalan Corps to gain intelligence about the area. They are all qualified commandos. Airdropped into the warzone silently by night. They must assess the situation and get out. Working with Commonwealth Knight Battalion.
What Type of Faction Is It?: Neutral. Not supportive of any raider group, but seeking to find a way to nullify the danger of the situation that they can report to Escalan HQ on Star Island.
What Are The Goals of Your Faction?: Understand the situation while remaining neutral and trying to prevent excessive violence
How Many People Are In Your Faction?: 3
Where Do You Want Your Spawn Point?: Firebase Phoenix
Last edited by Escalan Corps-Star Island on Sat Jun 09, 2012 9:11 am, edited 2 times in total.

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Camicon
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Postby Camicon » Sat Jun 09, 2012 1:13 pm

This looked so good, I couldn't resist joining now. Though time constraints, and other responsibilities, may make my posting less frequent then some others, I won't drop out half-way through. Also, if you want me to expand the backstory, just say so.

Character Application:
Nation Name: The Non-Sensical Hyperbole of Camicon
Character Name: Tara King
Gender: Female
Age: 24
Height: 5'3"
Weight: 115lbs
Hair: Blonde, shoulder length, fine/straight.
Eyes: Pale blue
Not possible. Sorry.

Firearms: (Firearm sheet for each gun in seperate spoilers please)
The CMC Woodstock
Weight: 3.6kg
Length: 790mm
Damage: 6
Accuracy: 7
Fire Rate: 6.5
Reflex tube, pale-blue dot .
Intergrated suppressor
Underslung Tactical Light/Laser Sight
The CMC Viper
Weight: 825g
Length: 180mm
Damage: 4.5
Accuracy: 5
Fire Rate: Semi-automatic
9mm semi-automatic pistol
Inventory (Can include anything your character carries on them that you want to specify):
- 3xWoodstock magazines
- 3xViper magazines
- 1xKA-BAR combat knife
- 1xPackage of plastic explosive, with remote detonator
- 1xStandard medical kit
- 1xStandard field survival kit

Faction (If any. New factions should include a Faction application): Commonwealth Knight Battalion
Skills (Point Allocation):
- Firearm Proficiency: 43
- Melee Proficiency: 5
- Engineering: 5
- Diplomacy: 5
- Fitness: 21
- Medical Proficiency: 51
Personality: Very empathetic, lacks a decent sense of humour, large sense of loyalty and honour.
Backstory: Tara King is an orphan. At least she assumes so. She was raised at an orphanage in some small unmarked town, that (she later learned) was razed by bandits. Born out of a desire to help people, and protect the shattered remnants of her country, Tara joined the Commonwealth Knight Battalion as soon as she was of age, and went through medical school to become a field medic (a job at which she excels).

Guys, just a bit of an explanation about the skill points (as I interpreted the instructions. I am not the OP, but this is what I believe he meant).

Every skill starts with 5. You then get 100 points to spread as you wish, which should create a combined total of 130 skill points to start. Jormengand and Ruk-Tsan, you both sit at exactly 100 points apiece. Escalan, you sit at 110. You all might want to edit your point allocation accordingly.
Dussianrepublic, you're sitting at 290 allocated points. That 160 points over (more than double the base value). Plus, your weapon sheets are incomplete, and I sincerely doubt that anyone would make a knife of gold, or even gold-plate one, when intending to use it as a combat knife.
Last edited by Camicon on Fri Jun 15, 2012 8:53 am, edited 2 times in total.
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Soviet Ruk-Tsan
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Postby Soviet Ruk-Tsan » Sat Jun 09, 2012 2:45 pm

That sounds about right, after I went through his post again, I'll adjust accordingly.
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Sulamalik
Minister
 
Posts: 3107
Founded: Apr 08, 2012
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Postby Sulamalik » Sat Jun 09, 2012 3:23 pm

Nation Name: Sulamalik
Character Name: Paul Donnelly
Gender: Male
Age: 32
Appearance (Pic if possible):
Image

Firearms:. Smith & Wesson Model 10
ImageWeight: 34 oz
Length: 4"
Damage: 4.5
Accuracy: 7.0
Fire Rate: 2

Inventory (Can include anything your character carries on them that you want to specify): Flashlight, pre-war map, medical supplies, couple tins of food, and an old harmonica.
Faction (If any. New factions should include a Faction application): N/A
Skills (Point Allocation): Firearm Proficiency: 30 (Nowadays you need a gun just to cross the street for milk.)
- Engineering: 20 (What once was junk can spring to life with the right wrack of a wrench.)
- Diplomacy: 50 (Paul's silver tongue has gotten him out of numerous run ins with bandits, not to mention helped him out while bargaining with traders.)
Medical Proficiency: 20 (In a place where a simple cut can lead to the infection that kills you, it pays off to know a bit of first aid.)
Fitness: 10 (A coward runs away from a fight, a smart man makes a tactical retreat.)
Personality: Sullen but still willing to solider on through tragedy. Has seen many of his friends die in the unforgiving wastes and because of it he isn't willing to get attached to people, thinking that will prevent him from mourning the eventual loss. He is wary of the non-natives fo the wastes, preferring the devils he knows to the devils he has yet to meet.

Backstory: After he lost his wife to a bandit raid that destroyed his hometown Paul has been wandering the wastes without a purpose. He makes his living by scavenging the ruins and selling whatever he thinks is useful to traveling traders. Through years of experience Paul has become intimately familiar with much of the area, sometimes he even sees himself as a 'tour' guide of sorts.
Last edited by Sulamalik on Sat Jun 09, 2012 7:08 pm, edited 4 times in total.
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Ceannairceach
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Postby Ceannairceach » Sat Jun 09, 2012 4:44 pm

Nation Name: Ceannairceach
Character Name: Jezebel "Machete Jean" Dumia
Gender: Female
Age: 30
Appearance: Here
Firearms:
Weight: 45 oz
Length: 8"
Damage: 3
Accuracy: 4
Fire Rate: 3

Inventory: Kukri knife, clothes as seen, three magazines plus one loaded, two sets of jeans, three days worth of food and water, dietary supplement pills, a satchel, a holster and sheath, a notepad and pen, a pocket watch, bandages, painkillers, hiking boots, some quarter-powered batteries of various grade, and a roll of duct tape.
Faction: None
Skills:
- Firearm Proficiency: 15
- Melee Proficiency: 50
- Engineering: 5
- Diplomacy: 0
- Fitness: 35
- Medical Proficiency: 25
Personality: A woman of no words, Machete Jean is generally viewed as stoic and apathetic, which she is to a certain degree. Calm under pressure after years of being forced to deal with situations without the ability to call for help has turned the woman into an observer of things left unseen by many.
Backstory: Her father a criminal who was banished to Gridiron and her mother a politician who went "missing" during her stint in the wasteland, Jezebel has lived in the wastes her whole life. Her father having abandoned her mother shortly after conception, Jezebel was raised to be tough, learning how to cook and mend before she could walk across a room. Damage to her Broca's area during her infancy resulted in her lifelong muteness, a inhibition that has troubled her endlessly, as it causes her a number of social troubles.

Abandoned by her mother in a small town when she was twelve as she returned to the capital, she grew up as a bar maid for the remainder of her childhood, before being exiled following a incident in which she hacked the arm off a would-be rapist with his own machete, earning her the nickname "Machete Jean". Since this incident she has been wandering the wastes of her own volition, usually trading salvage or taking mercenary positions to keep herself fed and sheltered.

Jezebel, or rather her identity as Machete Jean, is somewhat of a legend around the trade circuit. Children in many of the small towns tell tales of her exploits, defeating monsters and rescuing helpless refugees as she goes along. She doesn't--or rather can't--dissuade these tales, despite the fact that they kick up challengers to her so-called title and admirers alike.
Last edited by Ceannairceach on Sat Jun 09, 2012 5:11 pm, edited 4 times in total.

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The Capital Commonwealth
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Founded: Jun 03, 2012
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Postby The Capital Commonwealth » Sat Jun 09, 2012 4:45 pm

I'm going through applications right now. Note, I don't really want this to be a huge RP so people with higher quality stuff will be accepted over those with lower quality.

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North Banrodesia
Chargé d'Affaires
 
Posts: 394
Founded: Mar 10, 2012
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Postby North Banrodesia » Sat Jun 09, 2012 4:47 pm

Nation Name: North Banrodesia (NB if you prefer)
Character Name: Sofia 'Crimson' Weston
Gender: Female
Age: 23
Appearance:
Height: 5"5
Weight: 125 lbs
Hair: Shoulder length, Auburn, Wavy.
Eyes: Brown.
Firearms:
Image
Description explains it, Up-sized WWII Springfield, Higher caliber with a few 'modern' touches. Didn't have time to make a PMG one which I probably will do later. She names the rifle 'Crimson'.
Weight: 4.5kg
Length: 870mm
Damage: 8
Accuracy: 6.5
Rate of fire: 1

Weight: 3kg
Length: 500mm
Damage: 4
Accuracy: N/A (Melee)
Rate of fire N/A (Melee)

Inventory: All of the above weapons
1x Pre-nuclear apocalypse Webbing
1x Butterfly knife
2x Flask, Holds 1.5 litres liquid
1x Radio (Although there is no other handset to communicate with)
4x Stripper magazines for the Rifle
30x Single cartridges for the Rifle
362x Whatever the currency is (Either I don't have a keen eye for detail or it isn't there)
Faction: None in particular, But I'd put it as Local towns, although she doesn't enjoy helping the townsfolk.
Skills:
Firearms: 70
Melee: 5
Engineering: 5
Diplomacy: 5
Fitness: 25
Medical: 10
Personality: Independent and secretive, Very hostile and icy to talk to unless well trusted or well-paying. Minimal temper and patience, does not put up with others harrasing her.
Backstory: Sofia was born into a rich family in the capital, A family quite close to some very respected people, as a matter of fact. She was incredibly spoilt and well-cared for until her father and mother received a bullet to the brain at their eldest son Marco's wedding day, shot by the boy himself. Cast out at the age of Fourteen from the city, Sofia wandered till she joined up with a trading caravan for three long years until the caravan was burgled and brutally murdered by a vicous group of raiders known as the Blaspheme. Luckily, Sofia was fishing about half a mile away, And by the time she had reached the gunshots blood was seeping into the sand and a truck of gun-toting crackheads sped away into the distance. She moved into a run-down nearby town where she reluctantly took up a job at a brothel run by a cruel and pedophilic Mister Ranstone who famously kept children as young as eight for his pleasure. For another three years Sofia filled the role as a hooker until she saved up enough money to purchase a working Springfield rifle. Fitting it with a optical scope, She shot Ranstones bollocks off whilst exploiting a 10 year old before putting another round in his eye. Fleeing the town with a bullet in her leg from a Lawmans pistol, Sofia found sanctuary in a small cave beside a pool relatively clear from radiation where she upgraded her rifle in many ways and honed her accuracy on whatever passed, be it man or beast. After a few months, She travelled south to Portside where she now owns a weathered shack east of the main town, As a hired Sniper, Killing raiders and other targets for whoever funds her the most.
Last edited by North Banrodesia on Sat Jun 09, 2012 5:24 pm, edited 1 time in total.

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The Capital Commonwealth
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Founded: Jun 03, 2012
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Postby The Capital Commonwealth » Sat Jun 09, 2012 4:57 pm

Dussianrepublic wrote:
Nation name dussia
Name Gotham sixtimepop
Gender male
Age 30-46 top secret
Appearance (sorry can't copy and paste stuff at the moment) Afro american skin shoved hair about 5ft9 red hoodie gold bling diamond ring Gray track suit trousers

M9 silenced
Gotham found this on his first kill when he was just 13 over the years it has claimed meny more lives he is the best damn man with this gun you'll ever see
Golden combat knife
He also got this from his first kill he doesn't use it much he says it just looks like dope
Skills
Firearms 70
Melee 40
Engineering 40
Diplomassiy 90
Fitness 30
Medical 20
Personality violent hyper addicted to drugs sex lover
Backstory born at the scene of a war zone and now living in one at the age of 7 both his parents were killed by the army he swore revenge he found solidarity if it can be sed in weed crack sex and the word beginning with w at the tender age of thirteen he shot a man who was havin it with his girlfriend and the violence followed on
Faction radir

Denied. Besides there being some grammatical problems and a lack of weapon stats, your skill point allocation is way too high. Each category has 5 by default, and then you add 100 points to those. You have 290 skill points. The only reason my characters have the skill points that they do is because they are integral to the plot, the main good side character and the main bad side character.

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Dussianrepublic
Chargé d'Affaires
 
Posts: 382
Founded: Jun 01, 2012
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Postby Dussianrepublic » Sat Jun 09, 2012 4:58 pm

Ohhh crap dude soz
ADHD is not a funny and is not a excuse

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The Capital Commonwealth
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Posts: 179
Founded: Jun 03, 2012
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Postby The Capital Commonwealth » Sat Jun 09, 2012 4:59 pm

Jormengand wrote:
Nation Name: The Imperium of Jormengand
Character Name: Pedro Ignacio
Gender: Male
Age: 28
Appearance (Pic if possible):
Firearms:
Weight: 1 KG - The bolt pistol was originally designed to be held by superhumans, but it is still manageable by humans (Although a character will need, say, 20 combined melee proficiency and fitness to hold it and 30, and 10 firearm proficiency to fire it.)
Length: 175 mm
Damage: 6/2.5 - it has explosive bolts, part of the reason why you need to sink so many points into it to fire it. It is also very solid, so it can be used to pistol-whip with a damage of 2.5.
Accuracy: 6/4/?. Pedro's bolt pistol is fitted with a laser sight. Those who are unfamiliar with laser sights, or wish to increase the rate of fire, must contend with a reduced accuracy of 4. Those wishing to use the pistol as a melee weapon must divide their melee proficiency by 10, and subtract 2 - a lump of metal is hardly a good weapon. Thus it requires 21 melee proficiency to use the pistol as a melee weapon at all.
Fire rate: 3/5/? - The laser sight requires focus, reducing the pistol's fire rate. However, those eschewing the laser sight can fire at the increased rate of 5
Weight: 10 KG, although much of the weight is supported by Pedro's armour.
Length: 1 metre
Damage: 10/7/4 - the servo arm is slow, but it is designed to destroy vehicles as easily as build them. It also has a plasma cutter and flamer built into it, and these are fired at damage 7 and 4 respectively. Armour is no defence against the servo-arm or the plasma cutter. Cover is no defence against the flamer. Forcefields will work, however. (OOC: The Servo-arm was originally from warhammer 40k, and was the main reason you did not get into combat with a techpriest. It always struck last, but when it did strike it could kill genetically engineered superhumans in one attack. Just sayin')Obviusly, the axe is a melee weapon. Duh.
(In Pedro's appearance picture)
Weight: 3 KG. Using it one handed is a ridiculous feat which Pedro isn't even capable of.
Length: 1 metre
Damage: ? - The amount of damage is the user's melee proficiency, divided by 10 (or 40 if used one handed), plus 1. Thus, anyone can use it 2-handed but it is very difficult to use 1-handed. Armour is no defence against the power axe. Forcefields will work, however.
Accuracy: ? - This is the same as the axe's damage.
Fire rate: ? - This is also the same as the axe's damage.
Inventory: Power armour - this level of armour will potentially provide defence against autocannons and equivalent or lower. It will not provide any defence against missile launchers, plasma weapons, power weapons, heavy lasers and ion cannons. Pedro also carries supplies in the form of food and drink, and spare ammo for the bolt pistol, as well as power packs for the power axe and servo arm.
Faction: None. Pedro will always respawn at Milpitas, his home town.
Skills:
- Firearm Proficiency: 10
- Melee Proficiency:20
- Engineering: 65
- Diplomacy: 5
- Fitness:20
- Medical Proficiency:10
Points total: 100 (Plus 30 basic)
Personality: Never speaks unless he has to, and treats everyone else with utter contempt unless they prove their worth to him.
Backstory: Born in Milpitas, Pedro learnt engineering skills so that he could make money patching up people's rides. He's also had to patch a few people up, but has been forced to refer to the manual a couple of times. He plays a lot of poker and blackjack, and has worked out how to do it successfully. No-one dares suggest that he might be counting cards. Over his time, he has acqired several... er, power tools, and, um, oh yes, a weapon for shooting practice, as well as some protective gear. Well, I suppose that's all technically true. Pedro didn't waste his explosive bolt rounds, of course, but used the pistol to minorly practice with.

He doesn't really care about this civir war, all it means is the odd jeep or tank driver requesting his services.

Accepted. Your character will spawn at Milpitas and will have two roads out of town. One leading into The Citadel, and one towards the raider territory. Or you could cross the irradiated central desert to reach the Marine Station, or you could find a boat and cross the irradiated channel to get to the Murder Isles (wouldn't recommend this). Your choice when the RP begins!
Last edited by The Capital Commonwealth on Sat Jun 09, 2012 5:01 pm, edited 1 time in total.

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The Capital Commonwealth
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Posts: 179
Founded: Jun 03, 2012
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Postby The Capital Commonwealth » Sat Jun 09, 2012 5:09 pm

Escalan Corps-Star Island wrote:
Nation Name: Escalan Corps-Star Island
Character Name: Lt. Michael Decuiralis
Gender: Male
Age: 22
Appearance: Longer brown hair, rugged appearance with one cheek scarred with a bullet wound, short and wiry, faded gray combat jacket and pants, black cast-off Marine boots.
Firearms: Weight- .9lb
Length- 9 in.
Damage- if fired accurately, 5
Accuracy- 7
Fire Rate- normally 5, burst=9
Inventory: B-standard Escalan Corps composite flak armor, comprised of panels fashioned from carbon-fiber and Kevlar-like crosswoven synthetics. Electronic pistol with a 17-shot clip and a rapid-fire toggle switch rigged to enable three-shot bursts with .02 second separation. One box (20) of gamma-ray high-emission grenades guaranteed to incapacitate and blind unshielded targets. Helment with built-in zoomscope and analysis screen, also made of reinforced carbon-fiber. Thin stiletto balanced to throw or stab. Satellite radio to talk to Escalan HQ.
Faction: The Escalan Observers
Skills (Point Allocation):
Firearm Proficiency- 30 (Near-perfect aim with his pistol even at long distance. Uses handguns with deadly speed and accuracy, but poor with automatics and rifles)
Melee- 10
Engineering- 20 (knows more about electronics than engines)
Diplomacy- 10
Fitness- 25 (He's just not that big. Poor runner, only area he excels in is rock climbing)
Medical Proficiency- 15

Backstory: Born and educated in Terenquel, he applied for the Escalan military at 18 and traveled to Star Island for training. Fresh out of the Special Forces program, he has been sent to the warzone because of his coolheadedness and intelligence.

Faction Name: The Escalan Observers
Leader of Faction: Michael Decuiralis
Background of the Faction: A force of three sent by the Escalan Corps to gain intelligence about the area. They are all qualified commandos. Airdropped into the warzone silently by night. They must assess the situation and get out. Working with Commonwealth Knight Battalion.
What Type of Faction Is It?: Neutral. Not supportive of any raider group, but seeking to find a way to nullify the danger of the situation that they can report to Escalan HQ on Star Island.
What Are The Goals of Your Faction?: Understand the situation while remaining neutral and trying to prevent excessive violence
How Many People Are In Your Faction?: 3
Where Do You Want Your Spawn Point?: Firebase Phoenix

Accepted. However, you have 110 skill points. You can start with this amount, but you have 20 more skill points you may add.
Last edited by The Capital Commonwealth on Sat Jun 09, 2012 5:09 pm, edited 1 time in total.

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