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PostPosted: Wed Nov 19, 2014 9:31 am
by TriStates
Ayreonia wrote:Hi. I've been wanting to do a realistic-ish modern military tragicomedy for a while. I say "military" instead of "war," because I'd like to portray the conflict in question in a particular way: poor weather, lots of waiting, crappy food, then suddenly pant-shitting combat. The players would all be conscripts, too (or in this particular case, levies), so everybody would rather be somewhere else. Anywhere else, in fact.

Here's part of the OP I had up a while back. It didn't really go anywhere, mostly due to my own limited time and interest.

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, Bravo Platoon. You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You've seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The unit in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the 4th Armored spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.

There are four squads in the platoon, each identical except for the 1st. Ideally, we'll first fill up the first squad so that players can have as much interaction with each other as possible, then proceed to accept people into the others. However, if you really want a specific position and it's already taken in the 1st, you can be a member of another squad.

Levy -- drafted with no or minimal training. Only deployed in emergencies.
Recruit -- a soldier in service for six months or less. Pretty rare on the front
Private -- the most common enlisted rank
Lance Corporal -- granted to long-serving enlisted personnel, often held by IFV crewmen and other specialists

Corporal -- lowest NCO rank, usually squad leaders and decorated non-commanding enlisted
Sergeant -- promoted squad leaders, vehicle tactical commanders
Staff Sergeant

Lieutenant 2nd class
Lieutenant 1st class

Doesn't go higher than that in our unit.

Platoon Leader ("BRAVO master"): a junior officer. Commands from his infantry fighting vehicle. Played by me.
Platoon XO ("BRAVO bitch"): the leader's right-hand man. Runs with the infantry.
IFV commander (in the case of the 1st squad, the platoon leader)
IFV driver
IFV gunner

Squad leader (NCO)
Squad SIC
Anti-tank troop x 2
Machine gunner & assistant
Marksman

Work in progress!
The Antediluvian Armed Forces supplies each soldier with the following:

Model 174 assault rifle
-- An idiot-proof 7.62 mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Virtually waterproof.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

IFV crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to IFV crews, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of the storage hold while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV crewmen (or "tankers") wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.


Everything's, of course, in progress and subject to change. I posted this mostly to ask for advice and slash or interest.


Runs along a similar vein of RP I had been a part of a ways back. I would definitly be interested :)

As far as advice goes:

Have you considered implimenting a skill point tree? I find it gives an extra level of uniqueness to characters that RPers create, and might give them added stake in an RP.

PostPosted: Wed Nov 19, 2014 10:50 am
by Ayreonia
TriStates wrote:
Ayreonia wrote:Hi. I've been wanting to do a realistic-ish modern military tragicomedy for a while. I say "military" instead of "war," because I'd like to portray the conflict in question in a particular way: poor weather, lots of waiting, crappy food, then suddenly pant-shitting combat. The players would all be conscripts, too (or in this particular case, levies), so everybody would rather be somewhere else. Anywhere else, in fact.

Here's part of the OP I had up a while back. It didn't really go anywhere, mostly due to my own limited time and interest.

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, Bravo Platoon. You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You've seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The unit in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the 4th Armored spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.

There are four squads in the platoon, each identical except for the 1st. Ideally, we'll first fill up the first squad so that players can have as much interaction with each other as possible, then proceed to accept people into the others. However, if you really want a specific position and it's already taken in the 1st, you can be a member of another squad.

Levy -- drafted with no or minimal training. Only deployed in emergencies.
Recruit -- a soldier in service for six months or less. Pretty rare on the front
Private -- the most common enlisted rank
Lance Corporal -- granted to long-serving enlisted personnel, often held by IFV crewmen and other specialists

Corporal -- lowest NCO rank, usually squad leaders and decorated non-commanding enlisted
Sergeant -- promoted squad leaders, vehicle tactical commanders
Staff Sergeant

Lieutenant 2nd class
Lieutenant 1st class

Doesn't go higher than that in our unit.

Platoon Leader ("BRAVO master"): a junior officer. Commands from his infantry fighting vehicle. Played by me.
Platoon XO ("BRAVO bitch"): the leader's right-hand man. Runs with the infantry.
IFV commander (in the case of the 1st squad, the platoon leader)
IFV driver
IFV gunner

Squad leader (NCO)
Squad SIC
Anti-tank troop x 2
Machine gunner & assistant
Marksman

Work in progress!
The Antediluvian Armed Forces supplies each soldier with the following:

Model 174 assault rifle
-- An idiot-proof 7.62 mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Virtually waterproof.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

IFV crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to IFV crews, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of the storage hold while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV crewmen (or "tankers") wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.


Everything's, of course, in progress and subject to change. I posted this mostly to ask for advice and slash or interest.


Runs along a similar vein of RP I had been a part of a ways back. I would definitly be interested :)

As far as advice goes:

Have you considered implimenting a skill point tree? I find it gives an extra level of uniqueness to characters that RPers create, and might give them added stake in an RP.

I do like powergrids, but don't think one would fit this particular RP.

PostPosted: Wed Nov 19, 2014 11:17 am
by Grenartia
Ayreonia wrote:Hi. I've been wanting to do a realistic-ish modern military tragicomedy for a while. I say "military" instead of "war," because I'd like to portray the conflict in question in a particular way: poor weather, lots of waiting, crappy food, then suddenly pant-shitting combat. The players would all be conscripts, too (or in this particular case, levies), so everybody would rather be somewhere else. Anywhere else, in fact.

Here's part of the OP I had up a while back. It didn't really go anywhere, mostly due to my own limited time and interest.

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, Bravo Platoon. You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You've seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The unit in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the 4th Armored spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.

There are four squads in the platoon, each identical except for the 1st. Ideally, we'll first fill up the first squad so that players can have as much interaction with each other as possible, then proceed to accept people into the others. However, if you really want a specific position and it's already taken in the 1st, you can be a member of another squad.

Levy -- drafted with no or minimal training. Only deployed in emergencies.
Recruit -- a soldier in service for six months or less. Pretty rare on the front
Private -- the most common enlisted rank
Lance Corporal -- granted to long-serving enlisted personnel, often held by IFV crewmen and other specialists

Corporal -- lowest NCO rank, usually squad leaders and decorated non-commanding enlisted
Sergeant -- promoted squad leaders, vehicle tactical commanders
Staff Sergeant

Lieutenant 2nd class
Lieutenant 1st class

Doesn't go higher than that in our unit.

Platoon Leader ("BRAVO master"): a junior officer. Commands from his infantry fighting vehicle. Played by me.
Platoon XO ("BRAVO bitch"): the leader's right-hand man. Runs with the infantry.
IFV commander (in the case of the 1st squad, the platoon leader)
IFV driver
IFV gunner

Squad leader (NCO)
Squad SIC
Anti-tank troop x 2
Machine gunner & assistant
Marksman

Work in progress!
The Antediluvian Armed Forces supplies each soldier with the following:

Model 174 assault rifle
-- An idiot-proof 7.62 mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Virtually waterproof.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

IFV crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to IFV crews, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of the storage hold while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV crewmen (or "tankers") wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.


Everything's, of course, in progress and subject to change. I posted this mostly to ask for advice and slash or interest.


I must say I do like the idea. Though I have to ask why they don't go out during the winter, if the tech is MT? Like, I can't think of a modern military that doesn't have winter capabilities. Also, need a map?

PostPosted: Wed Nov 19, 2014 12:17 pm
by Rupudska
Grenartia wrote:I have no clue what Valkyria Chronicles is, though.


Fantasy dieselpunk JRPG game set in fantasy dieselpunk World War II, that actually deals with the darker parts of WWII that many games set in that era skim over. Like racism and genocide, for example.

PostPosted: Wed Nov 19, 2014 1:29 pm
by Ayreonia
Grenartia wrote:
Ayreonia wrote:Hi. I've been wanting to do a realistic-ish modern military tragicomedy for a while. I say "military" instead of "war," because I'd like to portray the conflict in question in a particular way: poor weather, lots of waiting, crappy food, then suddenly pant-shitting combat. The players would all be conscripts, too (or in this particular case, levies), so everybody would rather be somewhere else. Anywhere else, in fact.

Here's part of the OP I had up a while back. It didn't really go anywhere, mostly due to my own limited time and interest.

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, Bravo Platoon. You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You've seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The unit in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the 4th Armored spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.

There are four squads in the platoon, each identical except for the 1st. Ideally, we'll first fill up the first squad so that players can have as much interaction with each other as possible, then proceed to accept people into the others. However, if you really want a specific position and it's already taken in the 1st, you can be a member of another squad.

Levy -- drafted with no or minimal training. Only deployed in emergencies.
Recruit -- a soldier in service for six months or less. Pretty rare on the front
Private -- the most common enlisted rank
Lance Corporal -- granted to long-serving enlisted personnel, often held by IFV crewmen and other specialists

Corporal -- lowest NCO rank, usually squad leaders and decorated non-commanding enlisted
Sergeant -- promoted squad leaders, vehicle tactical commanders
Staff Sergeant

Lieutenant 2nd class
Lieutenant 1st class

Doesn't go higher than that in our unit.

Platoon Leader ("BRAVO master"): a junior officer. Commands from his infantry fighting vehicle. Played by me.
Platoon XO ("BRAVO bitch"): the leader's right-hand man. Runs with the infantry.
IFV commander (in the case of the 1st squad, the platoon leader)
IFV driver
IFV gunner

Squad leader (NCO)
Squad SIC
Anti-tank troop x 2
Machine gunner & assistant
Marksman

Work in progress!
The Antediluvian Armed Forces supplies each soldier with the following:

Model 174 assault rifle
-- An idiot-proof 7.62 mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Virtually waterproof.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

IFV crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to IFV crews, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of the storage hold while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV crewmen (or "tankers") wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.


Everything's, of course, in progress and subject to change. I posted this mostly to ask for advice and slash or interest.


I must say I do like the idea. Though I have to ask why they don't go out during the winter, if the tech is MT? Like, I can't think of a modern military that doesn't have winter capabilities. Also, need a map?

For tech, I was thinking post-WW2, fifties or sixties or the like, so winter gear exists, but isn't very good or widespread. Besides, this would be a fantasy realm, with super winters á la A Song of Ice and Fire. One of my inspirations is the Finno-Russian Winter War, which was extremely cold and hard.

PostPosted: Wed Nov 19, 2014 1:37 pm
by Agritum
Ayreonia wrote:
Grenartia wrote:
I must say I do like the idea. Though I have to ask why they don't go out during the winter, if the tech is MT? Like, I can't think of a modern military that doesn't have winter capabilities. Also, need a map?

For tech, I was thinking post-WW2, fifties or sixties or the like, so winter gear exists, but isn't very good or widespread. Besides, this would be a fantasy realm, with super winters á la A Song of Ice and Fire. One of my inspirations is the Finno-Russian Winter War, which was extremely cold and hard.

I absolutely love the " postindustrial fantasy realm" trope.

Say, do things run on diesel like in our world?

PostPosted: Wed Nov 19, 2014 1:56 pm
by Ayreonia
Agritum wrote:
Ayreonia wrote:For tech, I was thinking post-WW2, fifties or sixties or the like, so winter gear exists, but isn't very good or widespread. Besides, this would be a fantasy realm, with super winters á la A Song of Ice and Fire. One of my inspirations is the Finno-Russian Winter War, which was extremely cold and hard.

I absolutely love the " postindustrial fantasy realm" trope.

Say, do things run on diesel like in our world?

Yeah, but it probably won't be called that. Mr Diesel didn't exist in this world, after all.

PostPosted: Wed Nov 19, 2014 2:06 pm
by Agritum
Ayreonia wrote:
Agritum wrote:I absolutely love the " postindustrial fantasy realm" trope.

Say, do things run on diesel like in our world?

Yeah, but it probably won't be called that. Mr Diesel didn't exist in this world, after all.

Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

PostPosted: Wed Nov 19, 2014 3:06 pm
by Ayreonia
Agritum wrote:
Ayreonia wrote:Yeah, but it probably won't be called that. Mr Diesel didn't exist in this world, after all.

Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.

PostPosted: Wed Nov 19, 2014 3:29 pm
by Agritum
Ayreonia wrote:
Agritum wrote:Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.

Good

God.

This is beautiful!

*Agritum Mark of Worldbuilding Approval*

PostPosted: Wed Nov 19, 2014 3:30 pm
by Rupudska
Ayreonia wrote:
Agritum wrote:Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.


I was unaware I needed this.

PostPosted: Wed Nov 19, 2014 3:40 pm
by Zeinbrad
Agritum wrote:
Ayreonia wrote:Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.

Good

God.

This is beautiful!

*Agritum Mark of Worldbuilding Approval*

If only I could show you I do in fact know how to worldbuild.

PostPosted: Wed Nov 19, 2014 3:41 pm
by Agritum
Zeinbrad wrote:
Agritum wrote:Good

God.

This is beautiful!

*Agritum Mark of Worldbuilding Approval*

If only I could show you I do in fact know how to worldbuild.

You'd be better if you slapped "Ragon" in less places, though.

PostPosted: Wed Nov 19, 2014 3:44 pm
by Zeinbrad
Agritum wrote:
Zeinbrad wrote:If only I could show you I do in fact know how to worldbuild.

You'd be better if you slapped "Ragon" in less places, though.

Nephilim's, known by many different names in the various societies of the galaxy, are mortal beings granted with almost unlimited powers waiting to be unlocked by their user. Psychic beings are treated much better than non-psychics, considered to be superior in every way. Which is why in the vast space beyond the Orion Arm Ragon Lords for example born without Psychic powers take powerful drugs or implants to give them at least some power over the metaphysical "Three Rooms". In the Orion Arm, Psychic powers played a more limited role with most being priests of the Jrovaist faith or mental patients.

Of course this Psychic might has it's side effects. Depending on the mental prowess of the user many things can happen. Most report hearing voices in their head, sometimes foreseeing the future or bringing up past events in the persons live. Others are more....hellish. Multiple people, from Ragon Lords to street beggars have gone....insane simply put. They begin to come to much in contact with the "Three Rooms" which leads to hallucinations, mood swings and sometimes demonic possession. The Three Rooms do exist. They are the Rending,The Nether and The Aether. The Nether, the realm of Angst as he is called in Gaian religion, is comparable to hell, limbo and purgatory in Christian belief (I am not knowledgeable in other religions). Most mortals once they die go here, for various sentencing. Angst decides if the mortal goes to the Rending, stays at the Nether or ascends to the Aether.

The Rending is the realm of Hrova, the god of Chaos and Discord. The evil twin brother of Jrova, Hrova first action was to destroy and conquer with his Hora 'children'. The Rending is comparable to hell in Christian belief, if a more extreme one. The Rending is chaotic and appears as a black void to most. To others, which have no official name, the Rending is like a LSD trip, random and strange. These are immensely powerful mortal beings that can live for eons.

The Aether is heaven and the realm of Jrova, the good twin brother of Hrova. Jrova is a vague topic as not much as been written about him besides some rites and commandments from his prophet,Jal. The Aether is a paradise and keeps the universe alive. Rarely a mortal can connect with the Aether, making them powerful beyond comprehension and some say, immortal.

Of course, as I have mentioned, mental defects are common. Inside the mind of a psychic mortal is a constant battle between the forces of good and evil. Some manage to stay in the neutral room, The Nether, such as Joeda thanks to mental prowess,others, such as Nicholas Drake often...tip into both rooms. Nicholas is known for having mental breakdowns, like most psychic individuals, mood swings and even sadistic tendencies and even downright disturbing thoughts, dreams and nightmares.
Of course, the Psychic drugs and implants user do not experience this.

PostPosted: Wed Nov 19, 2014 3:47 pm
by Rupudska
Grenartia wrote:Anywho. An idea I had a few minutes ago.

Basically, an alt-history RP where the Western Hemisphere (the Americas and Pacific Islands east of the International Date Line) of 2010 gets sort of temporally transferred to the world of 1940 (likewise, the Western Hemisphere of 1940 gets temporally transferred to the world of 2010). I'm thinking some sort of alien (who won't show up, but that's the OOC explanation) wormhole drive miscalculation.


So when do you plan on putting this up, Gren?

PostPosted: Wed Nov 19, 2014 3:51 pm
by Nature-Spirits
Ayreonia wrote:
Agritum wrote:Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.

Yes.

Just... yes.

PostPosted: Wed Nov 19, 2014 3:51 pm
by Lavan Tiri
Rupudska wrote:
Grenartia wrote:Anywho. An idea I had a few minutes ago.

Basically, an alt-history RP where the Western Hemisphere (the Americas and Pacific Islands east of the International Date Line) of 2010 gets sort of temporally transferred to the world of 1940 (likewise, the Western Hemisphere of 1940 gets temporally transferred to the world of 2010). I'm thinking some sort of alien (who won't show up, but that's the OOC explanation) wormhole drive miscalculation.


So when do you plan on putting this up, Gren?

Soon………………

For your own safety.

PostPosted: Wed Nov 19, 2014 3:53 pm
by Alleniana
Ayreonia wrote:Hi. I've been wanting to do a realistic-ish modern military tragicomedy for a while. I say "military" instead of "war," because I'd like to portray the conflict in question in a particular way: poor weather, lots of waiting, crappy food, then suddenly pant-shitting combat. The players would all be conscripts, too (or in this particular case, levies), so everybody would rather be somewhere else. Anywhere else, in fact.

Here's part of the OP I had up a while back. It didn't really go anywhere, mostly due to my own limited time and interest.

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, Bravo Platoon. You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You've seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The unit in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the 4th Armored spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.

There are four squads in the platoon, each identical except for the 1st. Ideally, we'll first fill up the first squad so that players can have as much interaction with each other as possible, then proceed to accept people into the others. However, if you really want a specific position and it's already taken in the 1st, you can be a member of another squad.

Levy -- drafted with no or minimal training. Only deployed in emergencies.
Recruit -- a soldier in service for six months or less. Pretty rare on the front
Private -- the most common enlisted rank
Lance Corporal -- granted to long-serving enlisted personnel, often held by IFV crewmen and other specialists

Corporal -- lowest NCO rank, usually squad leaders and decorated non-commanding enlisted
Sergeant -- promoted squad leaders, vehicle tactical commanders
Staff Sergeant

Lieutenant 2nd class
Lieutenant 1st class

Doesn't go higher than that in our unit.

Platoon Leader ("BRAVO master"): a junior officer. Commands from his infantry fighting vehicle. Played by me.
Platoon XO ("BRAVO bitch"): the leader's right-hand man. Runs with the infantry.
IFV commander (in the case of the 1st squad, the platoon leader)
IFV driver
IFV gunner

Squad leader (NCO)
Squad SIC
Anti-tank troop x 2
Machine gunner & assistant
Marksman

Work in progress!
The Antediluvian Armed Forces supplies each soldier with the following:

Model 174 assault rifle
-- An idiot-proof 7.62 mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Virtually waterproof.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

IFV crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to IFV crews, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of the storage hold while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV crewmen (or "tankers") wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.


Everything's, of course, in progress and subject to change. I posted this mostly to ask for advice and slash or interest.

oui oui ist gut

PostPosted: Wed Nov 19, 2014 3:57 pm
by Ayreonia
Alleniana wrote:
Ayreonia wrote:Hi. I've been wanting to do a realistic-ish modern military tragicomedy for a while. I say "military" instead of "war," because I'd like to portray the conflict in question in a particular way: poor weather, lots of waiting, crappy food, then suddenly pant-shitting combat. The players would all be conscripts, too (or in this particular case, levies), so everybody would rather be somewhere else. Anywhere else, in fact.

Here's part of the OP I had up a while back. It didn't really go anywhere, mostly due to my own limited time and interest.

The nations of Antediluvia and Precambria had been at each other's throats for as long as anybody could remember. What had started the conflict, nobody knew or really cared. It was almost like an annual sports event. The winters on the continent of Supercentennaria were brutally cold and long, which forced all military operations to halt. It was an unwritten rule that nobody fought in the winter. There were tales of a Precambrian general who had ordered his division to attack after the snows fell, and as a result he was murdered by his own men. True or not, it wasn't far-fetched. But as soon as the snows melted and you could take a piss outside without your dick freezing off, the Antediluvians hopped onto their IFVs and half-tracks, and the Precambrians rode out on theirs to meet them. The frontlines had not changed significantly for thirty years.

You are a soldier of the Antediluvian Armed Forces, Central Army Group, 2nd Army, 4th "the fucking Fourth" Armored Division, 1st Brigade, Mechanized Battalion, 2nd Mech. Infantry Company, Bravo Platoon. You were conscripted one to four years ago, some of your unit you know from wintertime (during which you have a regular civilian job. Or not. Depends on you), while others are new faces. You've seen some combat, but the Fucking Fourth aren't yet considered to be a crack unit.

The unit in its current state has been deployed for seven months now, which is an unusually long time. Autumn is in full swing, which in the Great Forest means lots of rain, warm and humid days and freezing nights. There has been talk of the 4th Armored spending the winter on the front or even advancing, since they have made an unusually successful push deep into Precambrian territory. This has resulted in mixed feelings from the troops: some are upset that they won't be pulled back and will freeze to death in the woods, while some are hopeful that their success means that Antediluvia is winning the war.

There are four squads in the platoon, each identical except for the 1st. Ideally, we'll first fill up the first squad so that players can have as much interaction with each other as possible, then proceed to accept people into the others. However, if you really want a specific position and it's already taken in the 1st, you can be a member of another squad.

Levy -- drafted with no or minimal training. Only deployed in emergencies.
Recruit -- a soldier in service for six months or less. Pretty rare on the front
Private -- the most common enlisted rank
Lance Corporal -- granted to long-serving enlisted personnel, often held by IFV crewmen and other specialists

Corporal -- lowest NCO rank, usually squad leaders and decorated non-commanding enlisted
Sergeant -- promoted squad leaders, vehicle tactical commanders
Staff Sergeant

Lieutenant 2nd class
Lieutenant 1st class

Doesn't go higher than that in our unit.

Platoon Leader ("BRAVO master"): a junior officer. Commands from his infantry fighting vehicle. Played by me.
Platoon XO ("BRAVO bitch"): the leader's right-hand man. Runs with the infantry.
IFV commander (in the case of the 1st squad, the platoon leader)
IFV driver
IFV gunner

Squad leader (NCO)
Squad SIC
Anti-tank troop x 2
Machine gunner & assistant
Marksman

Work in progress!
The Antediluvian Armed Forces supplies each soldier with the following:

Model 174 assault rifle
-- An idiot-proof 7.62 mm assault rifle issued to troops fighting in the Great Forest. Good penetration, almost never jams, easy to clean and fix (if you manage to break it in the first place). Also highly modular. Downsides include weight and overall size. It does have a folding stock, though -- which just happens to be its only part that doesn't really work. Not to be used as a crutch or a spade.
Six (6) magazines -- Thirty bullets each. Don't squander them. Return empty magazines to your logistics officer for refill. Don't lose empty magazines.
Rifle cleaning and maintenance set -- A small waterproof plastic pouch with all the tools you need to keep your rifle working! Includes cleaning rod, sight adjusting tool, small oil bottle (don't loan this to your friends, you'll regret it) and cloth. Comes with a paper tag to write your name and rifle S/N on, which is pretty neat.
Model 166 knife/bayonet -- Used mostly as a general purpose cutting tool. Great for carving one's initials into trees. Can also be used to stab enemies, but you should probably not let them that close.
Model 166 fragmentation grenades -- The amount issued varies, usually from zero to two. The classic device every recruit shat their pants practicing with.

Composite helmet -- Standard protective headwear. Stops most shrapnel and the odd bits of wood and rock flying about. Will not stop bullets. Comes with a net that lets you attach a small bush's worth of vegetation to it.
Ballistic combat vest -- For too many years, soldiers had to wear both a ballistic and a combat vest. No longer! The M188 BCV will stop most shrapnel while having those PALS links for attaching pouches and the like. The flap at the bottom is not for protecting your genitals, but the veins down there.
Knee/elbow pads -- Hard plastic pads to protect your joints. While they do look like the pads your mom made you wear when you practiced skateboarding, don't be ashamed to wear them.
Standard woodland camo coat and pants -- Great for making one blend into the surroundings and slightly worse at keeping water out. Still, fairly comfortable and breathe well.
Combat boots -- Black leather. Durable and comfortable even on long marches. Virtually waterproof.
Raincoat -- If it pours like hell, this knee-long hooded raincoat will keep even the worst monsoon out. Kind of hot when it doesn't, so wearing it all the time is not recommended.
Gloves -- Waterproof!
Underwear, socks, t-shirts, etc. -- Assorted pieces of fashionable military clothing. Comes in various sizes and colors like green and darker green.

Canteen -- A handy one-liter plastic bottle. You don't want to get dehydrated, so keep it filled at all times.
Field tin -- For carrying and eating food.
Spork -- Is it a spoon? Is it a fork? It's both! Eating has never been easier.
Entrenching tool -- Basically a small foldable spade, carried in a pouch attached to the tactical vest. Can also be used to hit people.

Assault pack -- A small backpack for storing the most important items. Left in the IFV when dismounted for combat.
Rucksack -- Sleeping bags, spare clothes and other camping gear goes here. Usually rides in a truck behind the main force. Remember to put a name tag on it, lest someone else take it.

Specialist Gear

IFV crewmen:
Model 180 Pistol -- A 9 millimeter pistol issued to IFV crews, worn on a thigh holster. Good for self-defense if dismounted, since it can be a hassle to get your rifle out of the storage hold while being shot at.
Pistol magazines -- Six spares.
Intercom headset -- To be attached to the regular helmet.

IFV crewmen (or "tankers") wear the same ballistic/tactical vest, but stripped of most pouches, since the vehicle can be a bit cramped.

Other:
Portable radio -- For keeping in touch with other squads and vehicles.


Everything's, of course, in progress and subject to change. I posted this mostly to ask for advice and slash or interest.

oui oui ist gut

It's character, Al.

PostPosted: Wed Nov 19, 2014 5:31 pm
by Wolfenium
Zeinbrad wrote:
Agritum wrote:You'd be better if you slapped "Ragon" in less places, though.

Nephilim's, known by many different names in the various societies of the galaxy, are mortal beings granted with almost unlimited powers waiting to be unlocked by their user. Psychic beings are treated much better than non-psychics, considered to be superior in every way. Which is why in the vast space beyond the Orion Arm Ragon Lords for example born without Psychic powers take powerful drugs or implants to give them at least some power over the metaphysical "Three Rooms". In the Orion Arm, Psychic powers played a more limited role with most being priests of the Jrovaist faith or mental patients.

Of course this Psychic might has it's side effects. Depending on the mental prowess of the user many things can happen. Most report hearing voices in their head, sometimes foreseeing the future or bringing up past events in the persons live. Others are more....hellish. Multiple people, from Ragon Lords to street beggars have gone....insane simply put. They begin to come to much in contact with the "Three Rooms" which leads to hallucinations, mood swings and sometimes demonic possession. The Three Rooms do exist. They are the Rending,The Nether and The Aether. The Nether, the realm of Angst as he is called in Gaian religion, is comparable to hell, limbo and purgatory in Christian belief (I am not knowledgeable in other religions). Most mortals once they die go here, for various sentencing. Angst decides if the mortal goes to the Rending, stays at the Nether or ascends to the Aether.

The Rending is the realm of Hrova, the god of Chaos and Discord. The evil twin brother of Jrova, Hrova first action was to destroy and conquer with his Hora 'children'. The Rending is comparable to hell in Christian belief, if a more extreme one. The Rending is chaotic and appears as a black void to most. To others, which have no official name, the Rending is like a LSD trip, random and strange. These are immensely powerful mortal beings that can live for eons.

The Aether is heaven and the realm of Jrova, the good twin brother of Hrova. Jrova is a vague topic as not much as been written about him besides some rites and commandments from his prophet,Jal. The Aether is a paradise and keeps the universe alive. Rarely a mortal can connect with the Aether, making them powerful beyond comprehension and some say, immortal.

Of course, as I have mentioned, mental defects are common. Inside the mind of a psychic mortal is a constant battle between the forces of good and evil. Some manage to stay in the neutral room, The Nether, such as Joeda thanks to mental prowess,others, such as Nicholas Drake often...tip into both rooms. Nicholas is known for having mental breakdowns, like most psychic individuals, mood swings and even sadistic tendencies and even downright disturbing thoughts, dreams and nightmares.
Of course, the Psychic drugs and implants user do not experience this.


*Takes a drink every time Wolf sees 'Ragon' in the text*

Dude, it's not worldbuilding if you're incapable of making one world that has no resemblance or reference to that Gigaverse you keep spouting. People are sick of seeing you rehash that, including me.

PostPosted: Wed Nov 19, 2014 5:43 pm
by Zeinbrad
Wolfenium wrote:
Zeinbrad wrote:
Nephilim's, known by many different names in the various societies of the galaxy, are mortal beings granted with almost unlimited powers waiting to be unlocked by their user. Psychic beings are treated much better than non-psychics, considered to be superior in every way. Which is why in the vast space beyond the Orion Arm Ragon Lords for example born without Psychic powers take powerful drugs or implants to give them at least some power over the metaphysical "Three Rooms". In the Orion Arm, Psychic powers played a more limited role with most being priests of the Jrovaist faith or mental patients.

Of course this Psychic might has it's side effects. Depending on the mental prowess of the user many things can happen. Most report hearing voices in their head, sometimes foreseeing the future or bringing up past events in the persons live. Others are more....hellish. Multiple people, from Ragon Lords to street beggars have gone....insane simply put. They begin to come to much in contact with the "Three Rooms" which leads to hallucinations, mood swings and sometimes demonic possession. The Three Rooms do exist. They are the Rending,The Nether and The Aether. The Nether, the realm of Angst as he is called in Gaian religion, is comparable to hell, limbo and purgatory in Christian belief (I am not knowledgeable in other religions). Most mortals once they die go here, for various sentencing. Angst decides if the mortal goes to the Rending, stays at the Nether or ascends to the Aether.

The Rending is the realm of Hrova, the god of Chaos and Discord. The evil twin brother of Jrova, Hrova first action was to destroy and conquer with his Hora 'children'. The Rending is comparable to hell in Christian belief, if a more extreme one. The Rending is chaotic and appears as a black void to most. To others, which have no official name, the Rending is like a LSD trip, random and strange. These are immensely powerful mortal beings that can live for eons.

The Aether is heaven and the realm of Jrova, the good twin brother of Hrova. Jrova is a vague topic as not much as been written about him besides some rites and commandments from his prophet,Jal. The Aether is a paradise and keeps the universe alive. Rarely a mortal can connect with the Aether, making them powerful beyond comprehension and some say, immortal.

Of course, as I have mentioned, mental defects are common. Inside the mind of a psychic mortal is a constant battle between the forces of good and evil. Some manage to stay in the neutral room, The Nether, such as Joeda thanks to mental prowess,others, such as Nicholas Drake often...tip into both rooms. Nicholas is known for having mental breakdowns, like most psychic individuals, mood swings and even sadistic tendencies and even downright disturbing thoughts, dreams and nightmares.
Of course, the Psychic drugs and implants user do not experience this.


*Takes a drink every time Wolf sees 'Ragon' in the text*

Dude, it's not worldbuilding if you're incapable of making one world that has no resemblance or reference to that Gigaverse you keep spouting. People are sick of seeing you rehash that, including me.

Wolf, I am sorry to break this to you. Firstly, you didn't even have to read that.

Secondly. The reason the Ragon are mentioned (Two) times is because the notes are for a rather Ragon-Gaian focused story. Well more Gaian as the Ragon don't even get called Ragon until reaaaaaaalllly late into the story. The other races are not really mentioned because they really do not play that major of a role in the story to be mentioned in THOSE notes.* I was only showing them to Agritum (Which you didn't have to read) because I wanted to prove I am competent at world building.


*Which by the way aren't for an RP.

PostPosted: Wed Nov 19, 2014 6:54 pm
by Wolfenium
Zeinbrad wrote:
Wolfenium wrote:
*Takes a drink every time Wolf sees 'Ragon' in the text*

Dude, it's not worldbuilding if you're incapable of making one world that has no resemblance or reference to that Gigaverse you keep spouting. People are sick of seeing you rehash that, including me.

Wolf, I am sorry to break this to you. Firstly, you didn't even have to read that.

Secondly. The reason the Ragon are mentioned (Two) times is because the notes are for a rather Ragon-Gaian focused story. Well more Gaian as the Ragon don't even get called Ragon until reaaaaaaalllly late into the story. The other races are not really mentioned because they really do not play that major of a role in the story to be mentioned in THOSE notes.* I was only showing them to Agritum (Which you didn't have to read) because I wanted to prove I am competent at world building.


*Which by the way aren't for an RP.


Fine, fine, I'll let Agri judge. I've seen you rehash this too many times to be able to judge objectively, though I still say I'm unconvinced. -_-

PostPosted: Wed Nov 19, 2014 8:47 pm
by Grenartia
Ayreonia wrote:
Grenartia wrote:
I must say I do like the idea. Though I have to ask why they don't go out during the winter, if the tech is MT? Like, I can't think of a modern military that doesn't have winter capabilities. Also, need a map?

For tech, I was thinking post-WW2, fifties or sixties or the like, so winter gear exists, but isn't very good or widespread. Besides, this would be a fantasy realm, with super winters á la A Song of Ice and Fire. One of my inspirations is the Finno-Russian Winter War, which was extremely cold and hard.


Fair enough. By "modern", I thought you meant current equipment, though. Also, what in particular makes this setting fantasy?

Ayreonia wrote:
Agritum wrote:Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.


Interesting. Also, if you need a map, I'm totally up for making one (or even some).

Rupudska wrote:
Grenartia wrote:Anywho. An idea I had a few minutes ago.

Basically, an alt-history RP where the Western Hemisphere (the Americas and Pacific Islands east of the International Date Line) of 2010 gets sort of temporally transferred to the world of 1940 (likewise, the Western Hemisphere of 1940 gets temporally transferred to the world of 2010). I'm thinking some sort of alien (who won't show up, but that's the OOC explanation) wormhole drive miscalculation.


So when do you plan on putting this up, Gren?


Some indefinite point in the future.

Still not entirely comfortable with having the responsibility of being an OP at the moment.

PostPosted: Wed Nov 19, 2014 9:38 pm
by Altito Asmoro
Ayreonia wrote:
Agritum wrote:Makes sense.

Is Antediluvia modeled on any particular country, military and culture wise?

Feudal Europe. Yes, you read that right. It's a decentralized monarchy with "lords" and "knights" (probably won't call them that) being elected representatives of their communities. In wartime, these act as officers. Their units are raised like feudal levies, so the guys know each other from their civilian lives. All this is mostly for the purpose of having heraldry painted on gear and vehicles. So it's like, a... republican monarchy.


I absolutely will join this.

Absolutely.

Absolutely.

PostPosted: Wed Nov 19, 2014 11:22 pm
by Alleniana
Ayreonia wrote:
Alleniana wrote:oui oui ist gut

It's character, Al.

:p that won't work
I just started a character RP recently-ish based around a vaguely similar concept