NATION

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Favorite RP Genre

Action / Adventure
19
27%
Thriller
3
4%
Horror
4
6%
Science Fiction
20
28%
Nation
13
18%
Doki Doki Literature Club
12
17%
 
Total votes : 71

User avatar
Altito Asmoro
Post Czar
 
Posts: 33371
Founded: May 18, 2012
Ex-Nation

Postby Altito Asmoro » Sun Jan 22, 2017 7:55 pm

New Grestin wrote:

I wasn't a huge fan initially, but I've kind of warmed up to the look of this. A bit more noir than I intended, but I think it turned out pretty well.


Mate, that's a fancy one.
Stormwrath wrote:
Altito Asmoro wrote:You people can call me...AA. Or Alt.
Or Tito.

I'm calling you "non-aligned comrade."

A proud Nationalist
Winner for Best War RP of 2016

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

AFTERMATH (Working in Progress)

Postby New Grestin » Sun Jan 22, 2017 8:46 pm

A good chunk of the fluff material like the banner and such is just placeholder, but here's what I've managed to cook up in a few hours.

Will likely tweak the faction mechanics, but those are mostly intended to be methods of constraining players from becoming big blue/green/red etc blobs and killing everyone.

Still working on applications and developing how combat will function, so I'll update this soon enough.


“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein

Image

    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?

Image

    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.
Image

Image

[WORK IN PROGRESS]

Image

    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:

Image

- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(1 / 3)
Image

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(0 / 2)
Image

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(0 / 5)
Image

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)
Image

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Tayner
Powerbroker
 
Posts: 7913
Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Sun Jan 22, 2017 8:51 pm

New Grestin wrote:A good chunk of the fluff material like the banner and such is just placeholder, but here's what I've managed to cook up in a few hours.

Will likely tweak the faction mechanics, but those are mostly intended to be methods of constraining players from becoming big blue/green/red etc blobs and killing everyone.

Still working on applications and developing how combat will function, so I'll update this soon enough.


“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein


    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?


    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.


[WORK IN PROGRESS]


    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:


- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(1 / 3)

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(0 / 2)

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(0 / 5)

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)

Dibbs on a tribal confederation

Cue ceasars legion
Last edited by Tayner on Sun Jan 22, 2017 8:55 pm, edited 1 time in total.
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

User avatar
Kassaran
Postmaster-General
 
Posts: 10872
Founded: Jun 16, 2013
Ex-Nation

Postby Kassaran » Sun Jan 22, 2017 8:56 pm

Beware: Walls of Text Generally appear Above this Sig.
Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.

"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
The Knockout Gun Gals wrote:
The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG...

bloody hell, mate.
that's a real deal. We just don't buy the license rights.

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New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Sun Jan 22, 2017 9:00 pm

Tayner wrote:Dibbs on a tribal confederation

Cue ceasars legion

That's the idea. A fallout-style faction RP based on the design tenants of a Paradox game and A World Ablaze, but not constrained to the Fallout-style or universe.

I'm trying to allow people to be as freeform as possible, while maintaining regulations on preventing large-scale conquest in the first month.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Ex-Nation

Postby Ithalian Empire » Sun Jan 22, 2017 9:02 pm

New Grestin wrote:
Tayner wrote:Dibbs on a tribal confederation

Cue ceasars legion

That's the idea. A fallout-style faction RP based on the design tenants of a Paradox game and A World Ablaze, but not constrained to the Fallout-style or universe.

I'm trying to allow people to be as freeform as possible, while maintaining regulations on preventing large-scale conquest in the first month.

If I join when every you put this up I call a kingdom in Wisconsin for obvious reasons.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

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Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:02 pm

New Grestin wrote:
Tayner wrote:Dibbs on a tribal confederation

Cue ceasars legion

That's the idea. A fallout-style faction RP based on the design tenants of a Paradox game and A World Ablaze, but not constrained to the Fallout-style or universe.

I'm trying to allow people to be as freeform as possible, while maintaining regulations on preventing large-scale conquest in the first month.

MARvelous

I am interested.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Tayner
Powerbroker
 
Posts: 7913
Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Sun Jan 22, 2017 9:04 pm

New Grestin wrote:
Tayner wrote:Dibbs on a tribal confederation

Cue ceasars legion

That's the idea. A fallout-style faction RP based on the design tenants of a Paradox game and A World Ablaze, but not constrained to the Fallout-style or universe.

I'm trying to allow people to be as freeform as possible, while maintaining regulations on preventing large-scale conquest in the first month.

I'm sure if you start on the beginnings of winter, many nations will face restrictions due to the environment, therefore making immediate expansion difficult.
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Sun Jan 22, 2017 9:07 pm

Tayner wrote:I'm sure if you start on the beginnings of winter, many nations will face restrictions due to the environment, therefore making immediate expansion difficult.

Exactly, and with only foot infantry and cavalry, military campaigns should take longer and be more costly, therefore curbing imperialistic expansionism overall.

Sure, you could fight a long grueling conflict against a Kingdom or some such, but at the cost of a couple hundred valuable soldiers and a lotta dosh.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Tayner
Powerbroker
 
Posts: 7913
Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Sun Jan 22, 2017 9:13 pm

New Grestin wrote:
Tayner wrote:I'm sure if you start on the beginnings of winter, many nations will face restrictions due to the environment, therefore making immediate expansion difficult.

Exactly, and with only foot infantry and cavalry, military campaigns should take longer and be more costly, therefore curbing imperialistic expansionism overall.

Sure, you could fight a long grueling conflict against a Kingdom or some such, but at the cost of a couple hundred valuable soldiers and a lotta dosh.

Yeah, I plan to spend the first few months/years building up my might, and raiding surrounding territories for supplies and weapons.

But I plan on using human wave tactics, and have a large slave population, with the only civilians being farmers and other manual laborers.
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Ex-Nation

Postby Ithalian Empire » Sun Jan 22, 2017 9:15 pm

Image


Welcome the the Frontier, the edge of civilized space. A place where people attempt to create new lives for them selves after the horrors of the War, a place for those for whom the was never really ended. For every upstanding farmer, mineral prospector, hab wife and doctor there are bandits, desperados, pirates and mercenaries. It's a rough life out here on the Frontier. A place where the long arm of the law is not long enough. That's were people like me and you come in.

We are Free Traders. We are neither criminals or the law. Neither light nor dark, but grey. We can be protecting a trade convoy one day to raiding those same ships the next. All depends on who pays us the most. We are mercenaries, old soldiers, men running from there past. We are guns for hire, ships for rent. We do what we do for credits and damned what the Authority says about it.

So, you with us?


General Information

So what is this? Simply put this is a rp in part by Firefly, Star Wars to a degree and some other old time western movies and obscure 80's cartoons. You will be apart of a group of former soldiers, mercenaries, bounty hunters and other such kinds of people who must work together as the crew of the Vanguard. As a Free Trader you will be completing various missions ranging from simple VP protection to the shady business of large corporations.
History relevant to the Frontier and the Free Traders begins in the 2070's with the Great War. Fought between the People's Republic of China and the United States of America over mineral rights on the moon to was the first was to utilize space as one of its battlefields. Nearly all the decisive battles that took place in the 6 year long war were fought either on the moon or in low earth orbit. From the years 2073 to 2079, 500 million people were killed and much of Asia and part of the continental US were heavily damaged by war. After the war a new international organization was formed. The United Nation Space Authority (UNSA) was formed to govern the various colonies of humanity across the sol system.

By the year 2230 humanity has colonized most of the sol system, with nearly four billion human living on a planet other than earth, and nearly 9 billion human calling earth home. Then came the Separatist War. The colonies on Mars, the moons of Jupiter, and the moons of Saturn all declared their independence from the UNSA in the year 2259. The decade long war the followed would be one of the bloodiest wars ever fought by humanity, with nearly a billion dead and a decade of war. Once more, a new organization was formed to administer the ever growing colonies. The Federal Earth Authority was formed to govern both the Earth, and the colonies. Humanity was united under a single banner.

The next major milestone would happen in the year 2278 with the invention of the FTL drive. Humanity spread across the stars in a rate the boggled the mind. By the year 2314 humanity has colonized hundreds of worlds and had come into contact with a vast number of alien races, from the reptilian Shanxi to the marid of races that make up the Tagali Federation. Over the next hundred or so years piece would be years of relative peace.

Then they came. The Rivvoith Imperium. Commeing from the fringe of the galactic south they had been ignored by the various powers of the galactic north, the Rivvoith came like a thief in the night. Never seen, never heard, they killed all in there path. Four twelve years they swept up nation after nation in there bloody conquest of the galactic north. In the thirteenth year of their conquest the Rivvoith began their attack in the Federal Earth Authority. A cascade of alliances and pacts formed up and the Alliance was formed. With the FEA, the Tagali Federation, the Shanxi Empire, and the United Antivarian Republic all banded together to fight of the aggression of these invaders.

And so the bloodiest war in recorded history began in earnest. The Rivvoith were winning in the early part of the war, storming world after world in both the FEA and the Tagali Federation with little signs of the Rivvoith stopping. And than the tides turned as the Rivvoith neared the human home world. In a massive battle at Proxima Centauri, the combined fleet of the Alliance turned back the invasion.

Eight years of bloody liberation would follow as the Rivvoith were pushed out of human and Tagali territory. In the year 2457 the Rivvoith found themselves defending their home territory. Both sides, exhausted by the long war decided that peace was the best option. The peace treaty was signed and the rebuilding of many worlds would begin.

The year is now 2462, the FEA is still liking it wounds after the War and millions of former soldiers, war refugees and poor are leaving the safety of the built up central systems for the promise of a new start in the Frontiers.
The Frontier has always been around, lawless and sparsely populated. Out on the the Frontier you have to be strong willed and have the the skills to carve out a life on the wild planets that dot the wild space of the Frontier.

For the most part life on the Frontier is free from the influences of government, with even planetary governments being limited in their ability to maintain control of the vast regions they govern. This lack of governance does not mean that there is complete anarchy. Settlers govern them selves as best as they can, corporations are almost governments in and of themselves, far from the intervention of the Authority. Criminal gangs, pirates and mercenaries find plenty of work and the opportunity to exert the influence of the less fortunate settlers of the various worlds in the Frontier.

Then there are the Free Traders. Unattached to any form of governing, the Free Traders do as they please. Hired by Planetary Governors to take care of piracy to being hired by those pirates the next day. Their only allegiance is to Credits and each other. They are neither criminals nor the law, neither good nor evil, they just do what the can to stay alive and make some Credits.
The Vanguard

This will be your home now that you've signed on to be one of us. The Vanguard started life of as a run of the mill A-09 cargo ship manufactured by Breaters and Sons Shipyard. That of course has changed. No longer a defenseless little cargo ship she has been retrofitted with three 80mm Twin Linked MAR Cannons, her power unit has been beefed up and the engines have been replaced from the standard G series plasma thruster to a faster more efficient A series thruster.

All told the Vanguard can carry up to 80 people and haul nearly 17,000 tons of cargo before reaching capacity.

Parts of the Ship

Bridge: The Bridge is located in the front of the ship this is were the communication gear and pilot are housed.

Cargo Hold: A large mostly empty section of the ship that is used to store the legal good the Vanguard and her crew are transporting, there are however many little hidden compartment hidden throughout the ship for storing weapons and illicit goods.

Crew Compartment: This is where the crew spend its time when not working.
Mess Room: This is a part of the crew compartment, this is were crew can go and get a bit to eat and generally blow some steam.

Engine Bay: The working heart of the ship. This is where all the mechanical apparatus of the ship are kept. This is the undisputed realm of the ship's mechanic.
Ballistic Rifle
Ballistic Rifle: Used and produced for their ruggedness and ease of maintenance, ballistic rifles are still a common staple in the weaponry of the 25th century. During recent years most ballistic rifle manufacturers agreed that a commonplace cartridge for such firearms would help protect civilian worlds with smaller garrisons should a war reignite, said round is the 8x77mm Hagan round. Not so much a wounding round from the 20th and 21st centuries, it’s main goal is to simply kill whatever it hits. Magazines for the cartridge are also universal, found in 10, 20, or 30 round denominations. The most common model on the Frontier is the Sinoviet B-22C (pictured above) for their resilience, barrel life, and low cost.

Ballistic Pistol
Ballistic Pistol: Much with all ballistic firearms, they remain popular for their lack of finicky parts, and ease of replacement. Every pistol manufactured in a gunpowder configuration fired the 12.7x40mm round, capable of stopping some of the largest game on the Frontier, they are popular with civilian shooters, hunters, and colonial garrison alike. The most common model is the Duchamp 16 (pictured above), for it’s streamlined design and relatively lightweight and high capacity (14 rounds).

Ballistic Shotgun
Ballistic Shotgun: Much like their less powerful cousins, ballistic shotguns have a stopping power yet to be replicated with magnetic and laser based weapons. That being said, very few manufacturers actually produce scatterguns anymore, especially with the nigh monopoly that Hanlon Ind. has on the market, as expected the most common round is the 8 Gauge magnum buck, and the pump action, 18 round drum magazine fed Model 660 (above) from said company.

Ballistic Sniper
Ballistic Sniper: As with other ballistic weapons, cheapness and ruggedness is key. That being said, the most common rifles available to hunters are those manufactured on the frontier itself. That being said, the cheapest and longest running company to sell them is Grendel Armory, with their Navajo Marksman Rifle (above) firing the exact same cartridge as most automatic rifles, it’s also popular with law enforcement and militia as well. And with a manual bolt action, there’s nothing within the same realm more accurate.

Rail rifle
Rail rifle: Rail rifles technically aren’t railguns, instead they are Gauss weapons, but most people can’t tell the difference. That being said, all alliance models accelerate 5mm tungsten ferric spheres to roughly mach seven, and the most common model being that of the M&Q Model 155 (above) with a manageable firing rate of roughly 600 rounds per minute. They can figuratively and literally turn objects into chum. Firing them in Zero-Gee is not recommended.

Gauss Sniper
Gauss Sniper: Distinctly known as Gauss rifles, there is but one manufacturer of said weapons (at least with a reasonable shipping time): Alliance Dynamics. Yes, all are military grade, and yes they all are equally hard to get your hands on. Firing a 15x145mm ferric tungsten slug at mach 10, the recoil is hard enough to knock one on their ass, and enough to bust through a corvette’s plating.That being said, they are illegal on most planets, simply because they have no purpose but to blow up vehicles and turn organics into a mist.

Plasma Carbine
In the interest of keeping expenses down, most plasma weapons are in the shape of stockless carbines. Using magnetic containment, and using a small tank of hydrogen gas and a fusion cell to induce plasma creation. Plasma weapons are capable of melting anything from metal to bone. On the flip side they are ungodly expensive, and very rare. Unless you literally kill someone for it, you're risking several hundred thousand dollars on a single weapon. And that's not accounting for the fusion cells. The most common variant is that of the HCC Helion (Above), using the over under system of the gas tank above the weapon, and the fusion cell below, it remains a very balanced weapon.

Laser Rifle
Laser Rifle: While not a traditional rifle, Laser rifles are a mainstay in most armed forces units. Using the same fusion cells as plasma weapons to power their respective projectiles. They are chosen not for their destructive capacity, but because they produce no recoil, and are perfect for void combat because of it. Not to mention that the pulse of light they fire travels at the speed of light, requiring almost no leading on a moving target. Their projectile is not the traditional beam that most would expect. Instead the weapon has a safety cut off, allowing a fraction of time for the laser pulse to engage, but keeping things safe enough that there is no collateral damage. To aid in taget acquisition, a laser sight has been added to engage when the pulse is activated, giving a better visual to the projectile laser. The most common variant is that of the Jama Corps PF-11 (above).
All through the Frontier different forces are trying to gain or keep their influence, from the Authority itself to the Mega Corporations that use their wealth and power to run clandestine experiments in the blackest reaches of the Frontier. The following is a list of some of the larger factions in the Frontier. More can and will show up as the RP progresses.

The Authority: The
Espers are bieng that are capable of manipulating forces beyond those generally considered to be physically possible. Esper abilities are extremely rare. These abilities range


Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.


Credits
Anowa: weapon descriptions and contributing an alien race.
Transoxthraxia: Contributing an alien race.
New Grestin: Banner Art
Biearusia: Contributing an alien race.
Theyra: Contributing an alien race
Tagali Federation: For letting me use some of his stuff.


I suppose this will be the final layout for Free Traders. Feel free to give me more races if you want of make suggestions.
Last edited by Ithalian Empire on Sun Jan 22, 2017 10:11 pm, edited 1 time in total.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

User avatar
Altito Asmoro
Post Czar
 
Posts: 33371
Founded: May 18, 2012
Ex-Nation

Postby Altito Asmoro » Sun Jan 22, 2017 9:16 pm

New Grestin wrote:A good chunk of the fluff material like the banner and such is just placeholder, but here's what I've managed to cook up in a few hours.

Will likely tweak the faction mechanics, but those are mostly intended to be methods of constraining players from becoming big blue/green/red etc blobs and killing everyone.

Still working on applications and developing how combat will function, so I'll update this soon enough.


“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein


    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?


    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.


[WORK IN PROGRESS]


    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:


- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(1 / 3)

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(0 / 2)

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(0 / 5)

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)


Okay.
Stormwrath wrote:
Altito Asmoro wrote:You people can call me...AA. Or Alt.
Or Tito.

I'm calling you "non-aligned comrade."

A proud Nationalist
Winner for Best War RP of 2016

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:27 pm

I really would like to play something in or around D.C, or perhaps something in Louisiana somewhere. I'll think about it though.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Imperial Idaho
Senator
 
Posts: 4066
Founded: Oct 10, 2015
Ex-Nation

Postby Imperial Idaho » Sun Jan 22, 2017 9:28 pm

New Grestin wrote:A good chunk of the fluff material like the banner and such is just placeholder, but here's what I've managed to cook up in a few hours.

Will likely tweak the faction mechanics, but those are mostly intended to be methods of constraining players from becoming big blue/green/red etc blobs and killing everyone.

Still working on applications and developing how combat will function, so I'll update this soon enough.


“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein


    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?


    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.


[WORK IN PROGRESS]


    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:


- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(1 / 3)

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(0 / 2)

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(0 / 5)

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)


Nice, looks good. You should probably set it a bit more than 20 years after the collapse, as there would still be people who were alive during it, and may be a hassle to explain it.

Reserve Legitimate Government.
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.
Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.
New Grestin wrote:> can't even get enough superiority to pull off a proper D-day
> Idaho is tossing out nukes like a cold war Oprah

(Image)
Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.

Next up on the Sopranos...

Imperial "Slick" Idaho, the fixer.
Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:29 pm

Imperial Idaho wrote:
New Grestin wrote:A good chunk of the fluff material like the banner and such is just placeholder, but here's what I've managed to cook up in a few hours.

Will likely tweak the faction mechanics, but those are mostly intended to be methods of constraining players from becoming big blue/green/red etc blobs and killing everyone.

Still working on applications and developing how combat will function, so I'll update this soon enough.


“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein


    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?


    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.


[WORK IN PROGRESS]


    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:


- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(1 / 3)

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(0 / 2)

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(0 / 5)

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)


Nice, looks good. You should probably set it a bit more than 20 years after the collapse, as there would still be people who were alive during it, and may be a hassle to explain it.

Reserve Legitimate Government.

Why are you already reserving something when the OP isn't up? :/ seems a tad unfair.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Imperial Idaho
Senator
 
Posts: 4066
Founded: Oct 10, 2015
Ex-Nation

Postby Imperial Idaho » Sun Jan 22, 2017 9:30 pm

Transoxthraxia wrote:
Imperial Idaho wrote:
Nice, looks good. You should probably set it a bit more than 20 years after the collapse, as there would still be people who were alive during it, and may be a hassle to explain it.

Reserve Legitimate Government.

Why are you already reserving something when the OP isn't up? :/ seems a tad unfair.

It's what happens when your part of the Pub Illuminati, hell i'm cooking up a Kaiserreich RP and i'm reserving out land to people in the discord.
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.
Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.
New Grestin wrote:> can't even get enough superiority to pull off a proper D-day
> Idaho is tossing out nukes like a cold war Oprah

(Image)
Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.

Next up on the Sopranos...

Imperial "Slick" Idaho, the fixer.
Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:31 pm

Imperial Idaho wrote:
Transoxthraxia wrote:Why are you already reserving something when the OP isn't up? :/ seems a tad unfair.

It's what happens when your part of the Pub Illuminati, hell i'm cooking up a Kaiserreich RP and i'm reserving out land to people in the discord.

Oh.

Transoxthraxia is partially reminded why he took a break from the Pub
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Imperial Idaho
Senator
 
Posts: 4066
Founded: Oct 10, 2015
Ex-Nation

Postby Imperial Idaho » Sun Jan 22, 2017 9:36 pm

Transoxthraxia wrote:
Imperial Idaho wrote:It's what happens when your part of the Pub Illuminati, hell i'm cooking up a Kaiserreich RP and i'm reserving out land to people in the discord.

Oh.

Transoxthraxia is partially reminded why he took a break from the Pub

It's good for an RP really, shows the OP that people are interested in the concept and already have a bit of a plan on what they will do.
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.
Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.
New Grestin wrote:> can't even get enough superiority to pull off a proper D-day
> Idaho is tossing out nukes like a cold war Oprah

(Image)
Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.

Next up on the Sopranos...

Imperial "Slick" Idaho, the fixer.
Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Sun Jan 22, 2017 9:37 pm

Transoxthraxia wrote:Why are you already reserving something when the OP isn't up? :/ seems a tad unfair.

In the case of the Legitimized Governments, their sheer size and power means that I'm more inclined to regulate them to trustworthy folks or Co-Ops that I know won't godmod.

Ergo why the larger factions get bigger penalties for over-extension and such.

When one side has sharpened sticks and another has a Browning Automatic Rifle, I want the person manning the BAR to play fair.
Last edited by New Grestin on Sun Jan 22, 2017 9:38 pm, edited 1 time in total.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Altito Asmoro
Post Czar
 
Posts: 33371
Founded: May 18, 2012
Ex-Nation

Postby Altito Asmoro » Sun Jan 22, 2017 9:39 pm

Transoxthraxia wrote:
Imperial Idaho wrote:It's what happens when your part of the Pub Illuminati, hell i'm cooking up a Kaiserreich RP and i'm reserving out land to people in the discord.

Oh.

Transoxthraxia is partially reminded why he took a break from the Pub

Hmm.

New Grestin wrote:
Transoxthraxia wrote:Why are you already reserving something when the OP isn't up? :/ seems a tad unfair.

In the case of the Legitimized Governments, their sheer size and power means that I'm more inclined to regulate them to trustworthy folks or Co-Ops that I know won't godmod.

Ergo why the larger factions get bigger penalties for over-extension and such.


Probably gonna reserve me a Kingdom, or a Survivor Enclaves. But probably Kingdom, aye.
Stormwrath wrote:
Altito Asmoro wrote:You people can call me...AA. Or Alt.
Or Tito.

I'm calling you "non-aligned comrade."

A proud Nationalist
Winner for Best War RP of 2016

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:40 pm

Imperial Idaho wrote:
Transoxthraxia wrote:Oh.

Transoxthraxia is partially reminded why he took a break from the Pub

It's good for an RP really, shows the OP that people are interested in the concept and already have a bit of a plan on what they will do.

Yeah, but it also disallows people like myself or other good RPers that aren't you from grabbing them.

Anyways, I'll probably sit this one out, then.
Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Jan 22, 2017 9:41 pm

New Grestin wrote:
Transoxthraxia wrote:Why are you already reserving something when the OP isn't up? :/ seems a tad unfair.

In the case of the Legitimized Governments, their sheer size and power means that I'm more inclined to regulate them to trustworthy folks or Co-Ops that I know won't godmod.

Ergo why the larger factions get bigger penalties for over-extension and such.

When one side has sharpened sticks and another has a Browning Automatic Rifle, I want the person manning the BAR to play fair.


Would you mind reserving me a Kingdom slot?

User avatar
Naval Monte
Postmaster-General
 
Posts: 13930
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Sun Jan 22, 2017 9:42 pm

So what do you all think a realistic advanced spaceships would look like?
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

User avatar
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sun Jan 22, 2017 9:43 pm

Where must we go, we who wander this wasteland, in search for our better selves?
In Egypt's sandy silence, all alone,
Stands a gigantic Leg, which far off throws
The only shadow that the Desert knows:—
"I am great OZYMANDIAS," saith the stone,
"The King of Kings; this mighty City shows
"The wonders of my hand." The City's gone,
Nought but the Leg remaining to disclose
The site of this forgotten Babylon.

We wonder, and some Hunter may express
Wonder like ours, when thro' the wilderness
Where London stood, holding the Wolf in chace,
He meets some fragment huge, and stops to guess
What powerful but unrecorded race
Once dwelt in that annihilated place.
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Sun Jan 22, 2017 9:44 pm

Transoxthraxia wrote:Yeah, but it also disallows people like myself or other good RPers that aren't you from grabbing them.

Idaho can pull the Discord Illuminati card as much as he wants, but my reasons for letting him reserve a LG are pretty simple.

A.) I'm scoping him as a Co-Op because of his prior Nation RP Experience.
B.) I know he won't godmod or metagame
C.) I know he'll actually follow the rules set out and not cause trouble.

I'm inclined to potentially raise the number of LG's allowed to four or five, but that's contingent on how much interest I see in the RP.
Elerian wrote:Would you mind reserving me a Kingdom slot?

Sure.

@Trans: My point is that the current limits aren't permanent. If there's a lot of interest and people I know I can trust are involved, I'm going to raise those limits.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

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