NATION

PASSWORD

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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

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

Postby New Grestin » Tue Jan 17, 2017 7:58 pm

I also just lost an entire four pages worth of post for the ZONE because Word just decided not to save it.

I'm kind of beyond words right now.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
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- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

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Ontorisa
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Posts: 8672
Founded: Feb 13, 2013
Ex-Nation

Postby Ontorisa » Tue Jan 17, 2017 8:13 pm

New Grestin wrote:I also just lost an entire four pages worth of post for the ZONE because Word just decided not to save it.

I'm kind of beyond words right now.


I have ice cream if you need it.

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Vacif
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Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Tue Jan 17, 2017 8:15 pm

New Grestin wrote:I also just lost an entire four pages worth of post for the ZONE because Word just decided not to save it.

I'm kind of beyond words right now.

Anowa can relate, so head into the discord if you need to,
Looking for help on Pub-lishing your RP? Come check us out!
Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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Forest State
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Posts: 4445
Founded: Aug 23, 2016
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Postby Forest State » Tue Jan 17, 2017 8:55 pm

Here's the first very rough version of my thread. I'm going to make a real banner instead of having the placeholder text up top, and the bottom part will be filled with all the info plus pictures, but you can see the basic concept from what I have now. Any feedback? Or interest? Right now I mainly just want to know what people think of the idea of merging a superhero and special forces type RP.



ECHO TEN

"We are the best of the best. We are the first and strongest line of defense between the West and its enemies. You don't know our names, and if you did, we would be doing our jobs wrong. We operate from the shadows, and we don't seek fame. Our families never see us; we spend months at a time away from them, and when we do get to see them, we're rarely allowed to tell them of our work. We toil to protect you, but to you, we don't exist. We aren't people to you, we're a faceless organization that serves the status quo. Those of you who are aware of our work don't appreciate it, and they often protest it. But that's okay. We aren't looking to be loved or to be famous. We only care about doing our jobs. We are the one percent of humanity, and our job is to protect the ninety nine percent from themselves. We are Echo Ten, and in the shadows, we work."


The 1990s were a decade known for a lot of things. New fashion trends, the rise of the internet, the fall of the Soviet Union, the breakup of Yugoslavia. But one thing that became the most notable thing of the decade was the rise of superpowered people known as metahumans. The story of Echo Ten begins in 1990, when something of a still unknown origin caused some people, approximately one percent of humans, to develop superhuman abilities. The first ones were seen in Europe, but they soon spread across the globe, and by 1991, nearly every country on the planet had at least a few metahumans that were publicly known, and even more that kept under the radar by not publicly using their abilities.

During the years of 1991 and 1992, the metahumans were entirely unregulated and unrestricted, as their governments didn't fully understand their nature yet and were satisfied with observing them from a distance to see how their abilities worked and how widely their abilities ranged. A few people began to use their powers to become real life 'superheroes', and these people were mostly accepted by police forces as allies who could help them in the fight against crime. The United States government began secretly studying some metahumans, but they didn't come out with any legislation about them until later, after much of the world had done the same. The Post-Soviet bloc and China were the first countries to use metahumans in an official capacity, bringing them into their special operations units in late 1992.

Everything changed for the metahuman population in 1993, however, which was the first year that regulations and restrictions arrived. 1993 was the year when the 5th of October Attack occurred in Jerusalem. It was soon after the end of the First Intifada, and while American diplomats were meeting with Israeli leaders to discuss the future of both countries, the meeting was interrupted by an attack from a disgruntled Palestinian metahuman. The man was very powerful when it came to abilities, and on his way to the building where the diplomatic talks were being held, he went on a rampage that killed eighty five citizens and a dozen law enforcement officers. He would then kill twenty soldiers at the building, before the Israeli forces were able to take him down by distracting him and then attacking him at range. While only two of the diplomats died in the incident, it showed how dangerous these abilities could be if they belonged to the wrong people.

Almost immediately after the 5th of October Attack, the United States proposed an organization to its allies in NATO that would be responsible for managing metahumans in NATO member states and ensuring that they obeyed the law and didn't use their abilities to put others in danger. The idea evolved to become an organization that would also find and recruit powerful metahumans to employ them to work for the member countries. The nations would pledge money to the organization and give equipment and buildings and other things, and in return they would receive access to an elite special forces unit made entirely of these superhumans. The proposal was approved within two weeks of being suggested, and in January 1994, the proposal went into effect.

The organization that would be created would be housed by the United Kingdom, with smaller bases in the United States and in Germany, and would be codenamed Echo Ten. Despite the publicity it gained after the 5th of October opened the eyes of the world to the threat of metahumans, Echo Ten was very much a secret organization. Only the people who were paying for it knew exactly what it did, who worked for it, and the details of the operations. When a NATO member wanted to use Echo Ten for themselves, they would make a donation and then give the details of the mission to the organization secretly, without telling the other member nations. In one case, Echo Ten even spied on two countries for each other, and both countries had no idea because of the high level of secrecy.

The new agency would specialize in dealing with other metahumans, and throughout the years, they detained or killed numerous super powered criminals and amateur supervillains, as well as vigilantes that put the public at risk. The arresting of vigilantes is perhaps the most controversial element of their operations, but after seeing how much damage an uncontrolled or even just an untrained metahuman can do, the public didn't complain much about the anti vigilantism laws that rolled out in the United States and across Western Europe in 1994. The most powerful vigilantes living in Echo Ten territory mostly moved away to less restrictive areas, namely East Europe and Asia, even though they still periodically pop up in NATO territory, and many continue their work underground.

Since its formation in 1993, Echo Ten has been the most effective American and European organization for preventing crime and terrorism from both metahumans and normal humans, foiling numerous plans and making hundreds, or maybe even thousands, of arrests over the years. The organization still operates in secret, and is still very much a black budget program, but in more recent years, it has done more to improve its public image, even employing a few of its members to act as real life superheroes in certain cities. Still, it's one of the most controversial organizations on the entire planet. After all, they've been known to bend the laws to conduct their operations, and have left a trail of bodies stretching from the United States to Romania and back. In 2016, they began their most ambitious undertaking; expansion. Five new units were created, to be filled with new recruits.
don't tread on me

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Tue Jan 17, 2017 8:59 pm

Ithalian Empire wrote:
Free Traders


Welcome the the Frontier, the edge of civilised 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?


So what is this? Simply put this is a rp in part by Firlefly, 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.



History is done. Going to work on stuff for the Frontier next. Anything else that should be added?



I like the idea very much. I really have wanted to do an RP where everyone is a crewmember of a ship. Count me interested. When do you plan to post the OP? Do you need help with development at all?

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Tue Jan 17, 2017 9:01 pm

Achesia wrote:
Ithalian Empire wrote:
Free Traders


Welcome the the Frontier, the edge of civilised 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?


So what is this? Simply put this is a rp in part by Firlefly, 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.



History is done. Going to work on stuff for the Frontier next. Anything else that should be added?



I like the idea very much. I really have wanted to do an RP where everyone is a crewmember of a ship. Count me interested. When do you plan to post the OP? Do you need help with development at all?

Well, the interest is nice. For the most part, I have things down, I just need to write them. The only thing I can think of giving me problems is coming up with guns and other equipment.
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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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Tue Jan 17, 2017 9:03 pm

Ithalian Empire wrote:
Achesia wrote:

I like the idea very much. I really have wanted to do an RP where everyone is a crewmember of a ship. Count me interested. When do you plan to post the OP? Do you need help with development at all?

Well, the interest is nice. For the most part, I have things down, I just need to write them. The only thing I can think of giving me problems is coming up with guns and other equipment.


Well tbh is the juice worth the squeeze listing out every gun or piece of equipment in that "universe"? Why not just let players come with their own weapon? Maybe just outline the technological limitations, whether it be kinetic weapnry or plasma or directed enegry?
Last edited by Achesia on Tue Jan 17, 2017 9:03 pm, edited 1 time in total.

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Tue Jan 17, 2017 9:06 pm

Achesia wrote:
Ithalian Empire wrote:Well, the interest is nice. For the most part, I have things down, I just need to write them. The only thing I can think of giving me problems is coming up with guns and other equipment.


Well tbh is the juice worth the squeeze listing out every gun or piece of equipment in that "universe"? Why not just let players come with their own weapon? Maybe just outline the technological limitations, whether it be kinetic weapnry or plasma or directed enegry?

I would like to show what the most common weapons there would be. Stuff that you would see every day in this world.
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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Imperial Idaho
Senator
 
Posts: 4066
Founded: Oct 10, 2015
Ex-Nation

Postby Imperial Idaho » Tue Jan 17, 2017 10:55 pm

Image
IN PRESERVATION OF THE DREAM

These are in anyway listed in levels of importance simply listed. If you are asked to leave, you will be required to leave if you don't want the mods being involved.
    1. No Godmodding/Meta-Gaming: This can be defined as playing your character without limitations or having your character know things they couldn't possibly know.
    2. Don't be a dick in the OOC: You can have your character be an aggressive and smarter version of a certain political candidate in the IC. But the moment you act like a dick in the OOC thread you'll get a warning.
    3. No One Liners: Three full lines of text/a paragraph per each IC post, anything less is frowned upon and is generally laziness and will not be accepted. Anything greater is acceptable and is smiled upon.
    4. No 'Dick measuring' contests: The moment two of you start arguing over which character is better, and it doesn't contribute to goings on in the IC. You'll both get a warning.
    5. No multicolor or odd dialogue: No colored text, it's a legitimate health risk to those with photosensitive epilepsy and you will be reprimanded for doing so (This may actually be punished harsher than godmoding depending on the circumstance). And no italicized/bolded/underlined paragraphs, reserve them for actual use instead of using them for everything.
    6. If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a Co-op's attention. Do not turn the OOC thread into chaos.
    7. You have a 72 hour grace period to post if you're holding someone back, after that your character will be forced to move on by the OP or Co-Op. Failure to return will result in character death or other incapacity.
    8. Have fun!
Primary Classes
Assault: Assault Rifle/Shotgun, pistol.
Support: PDW/SMG, Pistol.
Sniper: Sniper rifle/DMR, Pistol/PDW.
Tank Hunter: Rocket Launcher, Assault Rifle, Pistol.
Combat Engineer: SMG, Demo Charges, Pistol
Medic: Carbine, Med Kit, Pistol
Heavy Infantry: LMG/GPMG, pistol.

Secondary Classes
Juggernaut: HMG, pistol.
Flame Trooper: Flamethrower, Pistol.
Knight: BFS, PDW.

Placeholder Theme Song


OPERATIONS

1. Lone Star
2. Tzardom
3. Nomad
4. Midnight Sun
5. Forefathers
6. Los Frontera
7. Iron Horse
8. All Union
9. Fremont's Ghost
10. Mobilize
11. Seminole
12. Rocky Mountain Showdown
13. Unión Creciente
14. Paul Bunyan
15. El Dorado
16. Whistleblower
17. Esto Perpetua
18. Setting Sun
19. Kaiserschlacht
20. Continental
21. Hearts and Minds
22. Bay of Blood
23. Failed Legacy
24. Boiling Point
25. Land of the Free OR Home of the Brave
Last edited by Imperial Idaho on Thu Jan 26, 2017 8:11 pm, edited 3 times in total.
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.

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Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Wed Jan 18, 2017 7:55 am

[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Wed Jan 18, 2017 8:27 am

EDIT: Here's the second and maybe final draft of Echo Ten.

Image

"We are the best of the best. We are the first and strongest line of defense between the West and its enemies. You don't know our names, and if you did, we would be doing our jobs wrong. We operate from the shadows, and we don't seek fame. Our families never see us; we spend months at a time away from them, and when we do get to see them, we're rarely allowed to tell them of our work. We toil to protect you, but to you, we don't exist. We aren't people to you, we're a faceless organization that serves the status quo. Those of you who are aware of our work don't appreciate it, and they often protest it. But that's okay. We aren't looking to be loved or to be famous. We only care about doing our jobs. We are the one percent of humanity, and our job is to protect the ninety nine percent from themselves. We are Echo Ten, and in the shadows, we work."


Image
Two Echo Ten operatives chase a dangerous metahuman in Afghanistan, in 2002. Both agents possess the ability of telekinesis, but would be overpowered by their stronger foe, who has eluded capture down to this day.


The 1990s were a decade known for a lot of things. New fashion trends, the rise of the internet, the fall of the Soviet Union, the breakup of Yugoslavia. But one thing that became the most notable thing of the decade was the rise of superpowered people known as metahumans. The story of Echo Ten begins in 1990, when something of a still unknown origin caused some people, approximately one percent of humans, to develop superhuman abilities. The first ones were seen in Europe, but they soon spread across the globe, and by 1991, nearly every country on the planet had at least a few metahumans that were publicly known, and even more that kept under the radar by not publicly using their abilities.

During the years of 1991 and 1992, the metahumans were entirely unregulated and unrestricted, as their governments didn't fully understand their nature yet and were satisfied with observing them from a distance to see how their abilities worked and how widely their abilities ranged. A few people began to use their powers to become real life 'superheroes', and these people were mostly accepted by police forces as allies who could help them in the fight against crime. The United States government began secretly studying some metahumans, but they didn't come out with any legislation about them until later, after much of the world had done the same. The Post-Soviet bloc and China were the first countries to use metahumans in an official capacity, bringing them into their special operations units in late 1992.

Everything changed for the metahuman population in 1993, however, which was the first year that regulations and restrictions arrived. 1993 was the year when the 5th of October Attack occurred in Jerusalem. It was soon after the end of the First Intifada, and while American diplomats were meeting with Israeli leaders to discuss the future of both countries, the meeting was interrupted by an attack from a disgruntled Palestinian metahuman. The man was very powerful when it came to abilities, and on his way to the building where the diplomatic talks were being held, he went on a rampage that killed eighty five citizens and a dozen law enforcement officers. He would then kill twenty soldiers at the building, before the Israeli forces were able to take him down by distracting him and then attacking him at range. While only two of the diplomats died in the incident, it showed how dangerous these abilities could be if they belonged to the wrong people.

Almost immediately after the 5th of October Attack, the United States proposed an organization to its allies in NATO that would be responsible for managing metahumans in NATO member states and ensuring that they obeyed the law and didn't use their abilities to put others in danger. The idea evolved to become an organization that would also find and recruit powerful metahumans to employ them to work for the member countries. The nations would pledge money to the organization and give equipment and buildings and other things, and in return they would receive access to an elite special forces unit made entirely of these superhumans. The proposal was approved within two weeks of being suggested, and in January 1994, the proposal went into effect.

The organization that would be created would be housed by the United Kingdom, with smaller bases in the United States and in Germany, and would be codenamed Echo Ten. Despite the publicity it gained after the 5th of October opened the eyes of the world to the threat of metahumans, Echo Ten was very much a secret organization. Only the people who were paying for it knew exactly what it did, who worked for it, and the details of the operations. When a NATO member wanted to use Echo Ten for themselves, they would make a donation and then give the details of the mission to the organization secretly, without telling the other member nations. In one case, Echo Ten even spied on two countries for each other, and both countries had no idea because of the high level of secrecy.

The new agency would specialize in dealing with other metahumans, and throughout the years, they detained or killed numerous super powered criminals and amateur supervillains, as well as vigilantes that put the public at risk. The arresting of vigilantes is perhaps the most controversial element of their operations, but after seeing how much damage an uncontrolled or even just an untrained metahuman can do, the public didn't complain much about the anti vigilantism laws that rolled out in the United States and across Western Europe in 1994. The most powerful vigilantes living in Echo Ten territory mostly moved away to less restrictive areas, namely East Europe and Asia, even though they still periodically pop up in NATO territory, and many continue their work underground.

Since its formation in 1993, Echo Ten has been the most effective American and European organization for preventing crime and terrorism from both metahumans and normal humans, foiling numerous plans and making hundreds, or maybe even thousands, of arrests over the years. The organization still operates in secret, and is still very much a black budget program, but in more recent years, it has done more to improve its public image, even employing a few of its members to act as real life superheroes in certain cities. Still, it's one of the most controversial organizations on the entire planet. After all, they've been known to bend the laws to conduct their operations, and have left a trail of bodies stretching from the United States to Romania and back. In 2016, they began their most ambitious undertaking; expansion. Five new units were created, to be filled with new recruits.
Goals

The primary goal of Echo Ten is still to protect the public, the supposedly ninety nine percent of the population that possess no special abilities, from the rest of the one percent that do. Anyone living in a country under Echo Ten's jurisdiction, that possesses superhuman abilities but isn't registered with the organization, is considered a threat. This group includes people who don't have bad intentions but are unable to control their abilities, people who have used their abilities for crime or terrorism, and vigilantes who put the public in danger through their attempts at fighting crime. Echo Ten does this by keeping a database of known metahumans, and a network of agents in the more far flung corners of their jurisdiction, who can quickly respond to a metahuman showing up in any of the NATO member countries. If there's an especially big incident, or if the target evades capture, then one of the main units will be dispatched from a major base to find and apprehend the target. In cases like this, law enforcement officers and first response agents will attempt to contain their target and wait for Echo Ten to get a full team together.

The secondary goal of the organization, and the shadier one that is far less public, is to act as a tier one special forces unit for the nations that fund it. While Echo Ten initially only dealt with protecting the public, they later began conducting black operations as a counter to the Chinese and Belorussian units that used metahumans in their operations. China was the first to adopt this style of unit, and Belarus and a few other Post-Soviet countries came after, but the Western European nations and the United States quickly realized that they were at a disadvantage if they didn't do the same. Echo Ten has conducted a wide range of operations, ranging from counter terrorism to organizing counter revolutions. These operations have widely remained a secret, with only a few of them becoming declassified.

Finally, the third goal of Echo Ten is to find and recruit powerful metahumans before they can join rivals, cause trouble, or go off of the radar to avoid being recruited. The organization watches most of the metahumans on its database through a network of informants, and if the informants believe that one of them has the right qualities to work as an agent, they'll give an official offer to join. If the person accepts the offer, they'll be taken to an undisclosed location(rumored to be in South Africa) where they will go through a three month training program. The instruction that they receive is a combination of special forces training, and training to teach them how to control and use their abilities. While this has been denied by the organization itself, Echo Ten has also recruited children as young as four and raised them on-base in England, with the goal of making them full members when they turn eighteen. The parents of these children typically agree in exchange for a large financial contribution.

Organization

After the latest reorganization, which was approved in July 2016 and was put into effect in January of 2017, Echo Ten's main force is made from four Brigades which are each made up of five units. The size of a unit varies, but each Brigade is housed in its own base and all units of a Brigade live together in that base. This is the current list of Brigades, with the Fourth being the newest:
  • First Brigade: Alexandria, Virginia
  • Second Brigade: Hamburg, Germany
  • Third Brigade: Athens, Greece
  • Fourth Brigade: Birmingham, England

There are also smaller detachments of varying sizes, including the first response units and the informant units. While Echo Ten only recently built a base in England, it has always had a large presence there through its Metropolitan Detachment in London, and its headquarters, which are located in Reading. There are also many detachments operating in large countries, such as the United States and Canada, which deal with situations before the main teams can arrive. While unit sizes vary, the vast majority of units contain less than ten agents, with the largest one on record having twelve in it at its height.

Fourth Brigade

The Fourth Brigade(or the Fighting Fourth, as it's known colloquially) is the newest one in Echo Ten, and it was created to finally give the nation of England a full sized unit that could take the pressure off of the Metropolitan Detachment, which was previously responsible for the entire country. The creation of the Fourth also took the pressure off of Hamburg's Second Brigade, which was responsible for dealing with major events in England due to it using the closest base to Great Britain. Like the others, it's made up of five units, each one led by a Master Sergeant. In addition to the five units, there is one Command Unit for the Brigade that is responsible for planning, logistics, and administration, and this unit is led by a Major.

The Brigade lives in the Birmingham base, where they are accompanied by non superpowered support staff. Being the newest unit, the majority of their members have either just transferred from other ones, or have just passed basic training and have just been assigned. As of January, the Fourth Brigade hasn't conducted any full missions yet, but has taken up the role of being responsible for both the Midlands and Northern regions of England, as well as Wales. These are the five units that make up the Brigade, listed by their codenames and nicknames:
  • Alpha-4: The Spades
  • Bravo-4: The Diamonds
  • Charlie-4: The Hearts
  • Foxtrot-4: The Fools
  • Golf-4: The Kings

Additionally, here is the list of ranks at the unit level:
  • Colonel
  • Major
  • Master Sergeant
  • Staff Sergeant
  • Corporal
  • Private
Image
An Echo Ten trainee at the South African academy practices elemental control by shooting fire.


There's a wide range of superhuman abilities that have been documented since 1990, but the majority of them can be fit into a specific category. These categories also represent certain strengths and weaknesses, with the users of the abilities suffering from predictable side effects that are common to each category. These are the major categories, as documented by Echo Ten's informant network.

Psychic Type

People with psychic type powers have more powerful minds than normal humans, and are able to do things with their minds that were previously believed to be impossible. It's unknown what the cause of this is, but scientists believe that it has to do with different brain structure at the sub cellular level. Whatever the cause, these metahumans have abilities that range from telekinesis to telepathy, and someone is classified as psychic if they are able to use their ability without acting physically. For example, a telekinetic metahuman can move things without touching them. Precognition, mind control, clairvoyance, and hypercognition also fit under the category of psychic type abilities. Users of these abilities, however, almost always suffer from at least one kind of mental problem, often relating to the personality and sometimes appearing as a form of schizophrenia or even in a more subtle way, as severe depression.

Shifter Type

Metahumans who have shifter type abilities, known by Echo Ten as shifters, are able to change their reality to varying degrees. Some of them can do this by changing their bodies, while others change the world around them by altering the laws of physics or by reshaping things that are near them. Both groups are extremely dangerous, for drastically different reasons. Form shifters can impersonate important people almost exactly, while reality shifters can cause tremendous destruction within a small area around them. Scientists still don't understand the nature of these abilities, but they do know that shifter types rarely, if ever, have complete control of their abilities. Lack of control is the main drawback of this ability category, and even experienced agents suffer from it.

Elemental Types

Elemental types draw their abilities from the main elements of the world. Fire, water, earth, and air. These abilities are useful in combat, but not as much for intelligence work, leading to most elementals specializing in combat and fighting in the front line of a battle. This type is also rarer than most, but the ones who do have these abilities typically have more control over them than shifters or psychic types. The drawback, though, is that the personality traits of the element that someone controls carry over into the personality of the user. Fire elementals are prone to aggression and often have authority problems, water and earth elementals are detached and unfeeling, rarely being able to care about anyone at all, and air elementals are all around unstable and often suffer from bipolar like symptoms or from insanity.

Magic Types

Magic types can overlap with psychic types, except the difference between the two is that magic types have abilities that would usually be classified as occult. This is a wide range of abilities, ranging from the ability to summon constructs to help in battle or with other tasks, to the ability to draw from and manipulate magical energies or spirits. This type is completely misunderstood by scientists, and because of the wide and unpredictable nature of the category, they have the shortest leash in Echo Ten. Their weaknesses are similar to that of air elementals; magic users always have unstable personalities, with very few exceptions. Most would be diagnosed as bipolar, but the truth is, it has less to do with them and more to do with the side effects of their abilities.

Organic Types

Organics are those whose abilities aren't visible, but who are superhuman by every other definition of the word. People that naturally have extreme athleticism fit under this category, as do those who have superpowered strength or body-based abilities. It's the rarest category and sometimes it's hard to determine whether someone has a superhuman ability or if they're just extremely athletic, but it's easy to spot when someone who isn't athletic is able to perform a feat that should be impossible for them. That's how most organic types are spotted. The drawback to this type is a big one, because most organic types won't live past twenty five. They live short lives in general, and scientists believe that this has to do with different cellular structure, the same thing that gives them their abilities in the first place.

Null Types

Nulls are valuable to Echo Ten because they have an ability that's more subtle but extremely useful against metahumans; they can neutralize the abilities of others. Mental strength is the key to neutralizing ability, and in a battle between a metahuman and a null, a battle of wills will occur that's draining for both parties and often results in the null being able to remove the abilities. But because of the mental exertion required, most nulls can only hold this for a minute or two before having to stop from the strain. Passing out can occur if they continue. There's no real drawbacks to this ability, but that's because the null type is a reactive ability and not an active one.
Image
The Fort, the home of the Fourth Brigade and the new home of Echo Ten operations in Great Britain


The newest of Echo Ten's bases, which house its main units, is officially named the Echo Ten Complex at Birmingham. However, the place is known to everyone that lives there as The Fort. It's a large complex to the north of the English city of Birmingham, designed to look inconspicuous and to fit in with the surroundings and the suburbs that aren't that far away from the base. Don't let the looks fool you, though. It's one of the most heavily guarded places in the country, with an entire barracks worth of guards keeping an eye on the place in addition to the superpowered inhabitants that live there. The majority of the buildings are used by the support staff, however, there are a couple that are used by the primary inhabitants to live and work in.

Baumann Hall

Named after one of the founders of Echo Ten, Baumann Hall is the place where the agents of the Fourth Brigade live and sleep in. The four story building is large enough to house all five units, plus the command staff, and each agent has their own room that's about the same size as a medium priced English flat would be. All of the rooms have a bedroom, living room, small kitchen, and a bathroom, and everything that the agents need is stocked by the Fort's staff twice a week. The rooms come with an alright amount of furnishings, but agents are also allowed to bring in their own stuff to make the rooms feel a bit more like home. After all, they live in this place for months at a time without getting to see their families. On the fourth floor of the building, there's a few other rooms that have been converted to other purposes due to being unoccupied; there's a gym, a storeroom with old equipment that isn't currently being used, and a library that's been filled with spare books from different agents.

The Quad

The area outside the Baumann Hall is known as the Quad, and it's an open air plaza where the agents and everyone else that lives on base can mingle. Sometimes, there's outdoor parties here to celebrate victories on missions. On quieter days, there's plenty of benches and seating to relax and take in the surroundings. Aside from the plaza, this is where you will likely go if you want to get to the other important buildings for agents. The Mess Hall, where all the prepared food is served, is directly across from Baumann Hall. On days when there isn't a mission, there's a breakfast bar there every day as well as a good sized dinner later in the day. The chefs are from all over Echo Ten's jurisdiction, so there's likely something for everyone at the Mess Hall.

To the right of the Mess Hall and the Baumann Hall is the training center, which is a multi purpose indoor training complex where agents can keep their skills up while they're off duty. There's open spaces for them to practice their abilities, and a shooting range for learning how to use guns, as well as a space for fitness workouts to stay in shape. While not too much training is required, because everyone at the Fort has already passed basic training, there's a certain level of fitness that's demanded by the staff. Being out of shape can result in being suspended without pay, so most agents work out on off days at the training complex.

The Armory

A wide range of weapons are used, because while the special abilities of the agents are useful, they aren't always used in combat directly. There's no 'official' loadout, and the gear that each agent carries depends on their role and how much they use their abilities. For example, a flame elemental that fights using fire won't need more than a pistol when it comes to weapons, but a clairvoyant with no combat related ability would use a rifle instead. Everyone goes through weapons training before arriving, and the armory is where they can find those weapons before missions. There's also a team of engineers that works here, and they work on upgrading weapons, creating loadouts for the agents, and building top of the line equipment designed for combat against metahumans.

Jail

At an underground location to the north of the Quad, there's a prison where captured metahumans are kept. The prison is very rarely anywhere close to full, because most enemies die in battle or escape from Echo Ten and stay around to fight another day. Those that are kept here are usually studied by the science staff that lives on base, and this research has given scientists much of their understanding about metahumans. Sometimes, the prisoners are turned over to higher security prisons across the country. Other times, they stay here because of their research value. This is the most secure location on the base, and there has only been one prison break at an Echo Ten facility in the history of the organization.
Image
Shade agents train in North Korea, as photographed by an Echo Ten informant inside the unit


Echo Ten isn't the only organization of metahumans. There's other rival organizations that have competed with and sometimes have clashed with Echo Ten. These range from other national organizations to groups of vigilantes or criminals who are known to use metahumans prominently. Here's a list of the most notable ones, from the Echo Ten database.

Yinying(Shade)

Shade is the largest rival organization of metahumans, and is run by the Chinese government. It's also the oldest metahuman organization, and initially started as a special forces unit. However, it has grown significantly since its creation, and Shade agents now play a role in law enforcement by accompanying SWAT teams. They also handle counterintelligence and counterterrorism, and Echo Ten believes that they have conducted numerous black operations across Asia. Shade is known to have bases in Mongolia and North Korea, and they also have attempted to push their influence westwards by beginning to work with the Pakistani government in addition to the Chinese one. Shade and Echo Ten are in something of a cold war, and have clashed in black operations multiple times, most prominently in Tibet.

The Union of Vigilantes

The vigilantes that have went underground in the United Kingdom and the United States have mostly banded together under the banner of the Union of Vigilantes, and while these people are well meaning, they have caused countless injuries and deaths through accidents involving their powers and collateral damage. They've been branded an illegal organization and don't really operate online, instead meeting in person for all purposes and making the streets their home. Most of the time, they aren't too dangerous for Echo Ten, but they are hard to pin down.

Special Abilities Unit(Belarus)

Belarus is home to the second oldest military unit that uses metahumans, and these days, the SAU acts as a Russian puppet and has conducted black operations in Ukraine and the Post-Soviet Bloc. Unlike Shade or Echo Ten, they don't conduct operations dealing with other metahumans, and they instead focus only on secret operations. Not much is known about them other than that, because they've done a very good job of keeping their information a secret and keeping spies out of their organization. Echo Ten ranks them as the second biggest threat, behind the obvious threat of Shade.
At it's core, Echo Ten is an RPG that combines the superhero and military genres, or more specifically, the special forces genre. You'll play as an agent in Echo Ten's new Fourth Brigade, and you'll go on missions and battle with metahumans and with other nations. You'll also have down time to hang around the base and interact with your squadmmates, and to reflect on the latest events. On top of the missions, your character may find themselves affected by their conscience, as they make the transition from normal citizen to elite soldier. They'll have to do things that they might not agree with morally, such as arresting vigilantes, and they also will have to leave their family commitments behind.

A few of the characters may have applied to Echo Ten because they want to use their abilities for something useful, but the majority of them would have been recruited and pressured into joining. Whatever their reason for being here, they'll have to deal with both going on dangerous missions and with adapting to their new life. Speaking of missions, these will make up much of the RP and will be where you really get a chance to use your abilities. Each one will have a specific goal or series of goals, like capturing a powerful metahuman or destroying a target belonging to a rival faction, but there will be multiple ways to approach each one, which will affect the plot differently. There will be an overarching story, also, which will be revealed through information gradually gained in missions.

There's more than one way to play this game. You can either operate entirely from the shadows and aim for complete secrecy, or you can choose to use more force and take a direct approach at the expense of having to cover more up and possibly face public scorn for your actions. It's up to you, but remember, your choices will matter and will impact the plot.
Credit to Galdius for coding most of the application.

Code: Select all
[box]FILE CLASSIFIED: LEVEL: TOP SECRET: [b][i]Information marked as top secret is that whose release is liable to cause considerable loss of life, international diplomatic incidents, or severely impact ongoing intelligence operations[/i][/b]
    ITEM CODE: #TANGOALPHAGOLF (DO NOT ALTER OR MODIFY IN ANY WAY.) [/i][/b]

    [floatright][img]INSERT%20AGENTS%20PHOTO;%20FACE%20SHOULD%20BE%20READILY%20IDENTIFIABLE%20AND%20NOT%20CONCEALED%20BY%20ANY%20OBJECTS[/img][/floatright]

    • [b][i]NAME:[/i][/b] (Delete everything in parenthesis when writing application)
    • [b][i]PREVIOUS PROFESSION:[/i][/b]
    • [b][i]NATIONALITY:[/i][/b] (Most agents should be from NATO countries, but exceptions can be made if there's a good reason why they were recruited if they're from somewhere else)
    • [b][i]GENDER:[/i][/b]
    • [b][i]ABILITY:[/i][/b]
    • [b][i]ABILITY CATEGORY:[/i][/b] (See the abilities section for information on this)
    • [b][i]RANK:[/i][/b] (Master Sergeant will be a limited position, please ask beforehand before asking for a rank higher than Staff Sergeant. You'll be able to get promoted later, though)

    • [b][i]AGE & DOB:[/i][/b]
    • [b][i]EDUCATION & OCCUPATIONAL HISTORY:[/i][/b] (Any kind of college education can be listed here, and previous jobs should be listed too)

    • [b][i]SKILLS:[/i][/b] (Aside from their ability, obviously. You should mainly list skills relevant to Echo Ten's work, but other skills can be listed too)
    • [b][i]EQUIPMENT:[/i][/b] (Should include the weapon(s) they commonly use as well as any other useful items they'll bring on missions)
    • [b][i]PHYSICAL DESCRIPTION:[/i][/b] (Include ethnicity, height and weight. Any identifiable marks & physical ailments)
    • [i][b]PSYCHOLOGICAL ASSESSMENT:[/b][/i] (Personality, mental disorders, motivations)
    • [b][i]PERSONAL RELATIONSHIPS[/i][/b]: (Should include anyone that they were close to before joining Echo Ten. Family, friends, and romantic partners are all acceptable)
    •[b][i] BIOGRAPHY AND BACKGROUND INFORMATION[/i][/b]: (Should be a few paragraphs log at least)[/box]
1: NS rules still apply. No trolling and flaming other players, or letting arguments get out of hand. Try to avoid arguing in the OOC.
2: Good writing is expected. You don't have to spell everything perfect or write a thousand words every post, but posts should be at least a couple of paragraphs. There's exceptions of course, like when characters are just talking, but you should try for length when posting. Also, try to give your writing partners something to work with when you post. If you don't give any details, they won't have much to respond to. One liners are absolutely forbidden.
3: This should be obvious, but no godmodding or metagaming. Your character will take damage at times, also. And they're expected to have weaknesses, instead of being Mary Sues.
4: One power category per character. You can have multiple abilities within a category, but you can't pick powers from across the categories.
5: The OP has final say in decisions, and the word of the Co-OPs is law too. Co-OPs can also accept and reject applications or move missions along if the need arises.
Last edited by Forest State on Wed Jan 18, 2017 3:19 pm, edited 2 times in total.
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Imperial Idaho
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Founded: Oct 10, 2015
Ex-Nation

Postby Imperial Idaho » Wed Jan 18, 2017 4:33 pm

Join the discord if you want to count down the half hour until Senegal invades Gambia IRL.
I'm from the land of Coeur D'alene Idaho.
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> Idaho is tossing out nukes like a cold war Oprah

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Next up on the Sopranos...

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Ithalian Empire
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Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Wed Jan 18, 2017 4:38 pm

Free Traders


Welcome the the Frontier, the edge of civilised 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?


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 great open spa
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.



Thanks for Anowa for the current weapons and descriptions.
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Achesia
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Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Wed Jan 18, 2017 9:31 pm

Ithalian Empire wrote:
Free Traders


Welcome the the Frontier, the edge of civilised 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?


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 great open spa
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.



Thanks for Anowa for the current weapons and descriptions.


Coming along well, do you see this being very combat focused though?

On another note, Whats good? I have an itch to join a new RP.

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Thu Jan 19, 2017 4:26 pm

Free Traders


Welcome the the Frontier, the edge of civilised 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?


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.
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.



Almost done. Just have to write stuff up for the factions, a description of the Vanguard, get an application format up, some rules in there, possibley get some cool banner art or something, and ask if anyone want to Co-OP.
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
Anowa
Post Marshal
 
Posts: 17631
Founded: Jul 29, 2014
Left-wing Utopia

Postby Anowa » Thu Jan 19, 2017 5:06 pm

Ithalian Empire wrote:
Free Traders


Welcome the the Frontier, the edge of civilised 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?


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.
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.



Almost done. Just have to write stuff up for the factions, a description of the Vanguard, get an application format up, some rules in there, possibley get some cool banner art or something, and ask if anyone want to Co-OP.

I'll finish up the energy weapons descriptions in a bit.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Thu Jan 19, 2017 7:12 pm

Some of you might be interested in the fact that I have a new RP. It's kind of a mix between the superhero and military genres with a bit of the spy genre thrown in too. I'm looking for both players and for one more Co-OP at the time.

Also, Ithalian, I probably won't be joining Free Traders, because I do my FT RPing in II(I know, I know. FT is better than MT in II, though), but if you want, I can redo the formatting for you so it looks a bit more polished. Formatting makes a pretty big difference in people taking notice of a thread and writing it off soon after clicking on it, tbh.
don't tread on me

User avatar
Galdius
Negotiator
 
Posts: 5772
Founded: Sep 26, 2012
Ex-Nation

Postby Galdius » Thu Jan 19, 2017 8:13 pm

Forest State wrote:Some of you might be interested in the fact that I have a new RP. It's kind of a mix between the superhero and military genres with a bit of the spy genre thrown in too. I'm looking for both players and for one more Co-OP at the time.

Also, Ithalian, I probably won't be joining Free Traders, because I do my FT RPing in II(I know, I know. FT is better than MT in II, though), but if you want, I can redo the formatting for you so it looks a bit more polished. Formatting makes a pretty big difference in people taking notice of a thread and writing it off soon after clicking on it, tbh.

Looking pretty good. Depending on how things go I might app up, although I'm already committing to two other RPs.
Ave Alea Necis

Life's but a walking shadow. Honor. Love. Friends. But in there's death. Curses.

User avatar
Anowa
Post Marshal
 
Posts: 17631
Founded: Jul 29, 2014
Left-wing Utopia

Chronicles of Los Santanas (Superhero|Reboot)

Postby Anowa » Thu Jan 19, 2017 8:22 pm

Chronicles of Los Santanas
Image

>>IC<<
Theme


Los Santanas, California. Founded in the late 1700s by Spanish Colonials, it has a long and rich history, culminating in becoming the most populous city in North America in the year of 1975. Coincidentally the same year in which Meta-Human populations started to balloon. As of current, there were an assumed 18 Meta-Humans for every 200 US citizens. Enough to be an everyday occurrence in most places in the US, but not enough to be so common as to be a worry. At least it shouldn't have.

In late 1989, a small group of Meta-Humans broke in to a Nuclear Silo near Bismarck North Dakota with the intent of launching the Minuteman within at the USSR. Though the US government was not capable of responding in time for to prevent launch, they didn't need to. In their stead, an anonymous team of Meta-Humans raided the facility in time to stop the launch from continuing, and simultaneously detaining everyone involved with the plot within the silo. Although the US never learned their names, the radio transmissions between the team were recorded, Atlas, Jaeger, Nexus and Chrono. Four heroes who stopped the apocalypse, and disappeared just as quickly.

It was this event that lead to the UN signing of 'The Bismarck Accords', a binding resolution outlining the difference and regulations between Meta-Human Vigilantism and Policing. Legally allowing Meta-Humans to use their powers to assist law enforcement in the capturing and detainment of criminals, with the exchange of being held to the same rules and regulations as normal law enforcement officers.

Over the next five years, the four heroes who saved the world from a nuclear holocaust reappeared across the continental US, none of them becoming member of organized law enforcement, but their reputation stopping them from being arrested. Until they stopped showing up completely at the turn of the century. No appearances were made by any of the quartet. Until 2012 when Chrono finally revealed herself and signed on as a member of the Los Santana's Meta-Regulation Department. It's where she remains, tight lipped as ever on the location of her former friends.

Yet all around stand men, women, and children spurred on by their example, ready to fight and serve for justice, vigilante or not, Meta-Human or not, they all stand for a common goal. The cessation of villainy and crime within their home. But they aren't the only ones with plans, those with their own goals stand to test both their own and the city's mettle. In an attempt to simply change the world to their own view, or through societal detachment, they wish ill on the heroes of a new age.


Welcome to Chronicles of Los Santanas, an attempt by myself to use the experience I gained over the past few years, to revisit and recapture the first RP I ran in a new light. Taking place in the fictional expy of Los Angeles, you will play as either a hero villain, or someone in between vying for their own goals or the general goals of a group. Players are requested to give and take, not even superman was infallible no one should be stomping down everyone in every fight. And while the US Government and the UN like to leave the actual Meta on Meta fighting alone, they are fully capable of fighting and killing any Meta though at a large cost of life.

And while the RP will primarily take place in Los Santanas, there will be possibilities to wander out for small periods of time to pursue objectives that would fit within a metro area, like hidden bunkers or deep sea structures.

But we have more to cover:


  • 1. No Godmodding/Meta-Gaming: This can be defined as playing your character without limitations or having your character know things they couldn't possibly know.
  • 2. Don't be a dick in the OOC: You can have your character be an aggressive and smarter version of a certain political candidate in the IC. But the moment you act like a dick in the OOC thread you'll get a warning.
  • 3. No One Liners: Three full lines of text per each IC post, anything less is frowned upon and is generally laziness and will not be accepted. Anything greater is acceptable and is smiled upon.
  • 4. No 'Dick measuring' contests: The moment two of you start arguing over which character is better, and it doesn't contribute to goings on in the IC. You'll both get a warning.
  • 5. For the love of god keep it PG-13: This is a general site rule, and while PG-13 is a blurred line nowadays, the rules of thumb are: nothing sexually explicit, and nothing overly violent. This is a place to role play as a superhuman, not write out deviant fantasies.
  • 6. No multicolor or odd dialogue: No colored text, and no italicized/bolded/underlines paragraphs. Reserve them for actual use instead of using them for everything (If you must know, it's a health hazard to those with photosensitive epilepsy. So don't do it).
  • 7. If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a CoOP's attention. Do not turn the OOC thread into chaos.
  • 8. You have a 72 hour grace period to post if you're holding someone back, after that your character will be forced to move on by the OP or Co-Op. Failure to return will result in character death.
  • 9. Don't just write for yourself, other want to get involved as well. I realize it's human nature, but try to involve other people's ideas, themes, and characters. A major part in RPing is having other people, don't turn them away or cast a blind eye.
  • 10. Have fun!
  • United States Department of Meta-Human Affairs
  • LSPD
  • Mainland
    • North Las Santanas (Multi-Million dollar housing, golf courses)
      • Evergreen Hills Golf Course
    • Central Los Santanas (Beachfront, High End Housing and Business)
    • Downtown Los Santanas (Financial District)
      • Epoch Tower
    • Southside Los Santanas (Gangland, Slums)
    • Old Town (Small Businesses, Occasional Middle Class Housing, apartment complexes)
      • China Town
      • Korea Town
      • Little Tokyo
    • Southwest District (Docks)
      • LS Shipyard (Shipping Dockyard)
      • Fort Juarez (USN/USMC Base)
  • Gaia Island
    • East Island (Government, Business, Residence)
      • Capital Building
      • US Embassy
    • West Island (Resorts, Tourism)
      • Sunshine Island Resort
    • North Island (Industry)
      • Carbonadium Mines
      • Heartwood Forest
  • Characters should be made in moderation, don't over do it. And don't make endless sidekicks.
  • Try to keep things street level to start out with.
  • The government is fully capable of putting you down, remember that.
  • Yes, magic is acceptable. And yes, there can be different variations of 'vampires'.
  • Remove everything in parenthesis.
[/list]

Code: Select all
[floatright][img](CHARACTER PICTURE GOES HERE >500X500 PIXELS)[/img][/floatright]
[b]Super Identity:[/b]
[b]Real Identity:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Height:[/b] (Metric AND Imperial)
[b]Weight:[/b] (Metric AND Imperial)
[b]Powers:[/b] (Keep this within reason)
[b]Equipment:[/b] (Same as above)
[b]Weaknesses[/b]: (Your Kryptonite, be it aversion to fire, being entirely human, severe mental illness, magic attacks, low durability, etc. Someone more powerful than you isn't a legitimate weakness, though. I expect a very good balance between powers and weaknesses.)
[b]Personality:[/b]
[b]Background:[/b]

[b]Theme song:[/b] (entirely optional)

[b]RP experience:[/b] A link to a previous RP, if not capable of supplying one, your bio will be used as an example.
[b]423[/b] DO NOT REMOVE THIS
  • Meta-Human Gene: As expected, most cases of Meta-Humans come from genetic mutation. Though not all cases are cut and dry. Some Meta-Humans are born with said powers, some have dormant genes that are only activated in times of very acute stress, some simply receive experimental and dangerous serums to obtain a level of meta-human powers. Of course finding ancient artifacts may trigger something within them to change a person's genetics, as might alien items.

    And though note genetic, the magically inclined are also classed as Meta-Human. Not because of their genetics, but because they do not class as normal human beings.
Last edited by Anowa on Fri Jan 20, 2017 7:13 pm, edited 4 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Theyra
Negotiator
 
Posts: 6173
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu Jan 19, 2017 10:48 pm

Fractured Sol


Image


Summary:

It was in the 22th century that mankind expanded throughout the solar system. From Mercury to Pluto, humans are living there and for a time things were looking good under the United Earth Federation. Dissents began to grow in the outer colonies of system due to both the distance from Earth and the UEF adapting strong pro-earth policies. Earth based companies had better contacts then outer colony companies and there were tariffs that favored Earth then the outer colonies. Plus a protest went horribly wrong and a colony on Saturn was destroyed. The outer colonies rebelled and the war between the UEF and the Outer Planets Alliance began. The war was devastating for the system and left parts of Earth uninhabitable. The war ended in a stalemate and the war left millions dead. Both the UEF and the OPA dissolved soon after the war and most planets and even moons became independent. Now in the hundred years later in the year 2242, the system has seem to recovered from the war. But what does the future hold for the Sol system? Earth once untied, is still divided among it's various nation-states. Mars like Earth is divided among it's colonies but if one of the planets or both of them managed to unite. Then who knows what will happen and for how long will the system stay divided?

Overview:

This is a nation-based rp where the goal is to unite the system or to stay independent. The current year is 2242 and the system had recovered after a devastating war. The system lies divided with most colonies being independent and earth and mars are divided. You can be any body in the system even asteroids if you want too. Earth and Mars generally have higher populations then those on moons and asteroids. So moons can not have a higher pop then Earth nations or Mar colonies.

Technology:

You can be creative with the tech of your nation just keep in mind that it is 23rd century. So nothing that advanced like plasma weapons or fully sentient A.I. If you wonder if something is too advanced just ask me either in the OOC or by telegram.

NS Rules apply
MY word is law as my Co-Ops
No Godmodding.
No One Liners, Min is one paragraph.
No meta gaming.
No raging/flaming.
No spamming in the IC or the OOC either one.
No aliens or magic.
No Op factions
Have Fun.


Nation App:
Code: Select all
Nation Name:
Government Type:
Government leader:
Capital: 
Ruling Ideology:
Main Language:
Religion:
Culture: (One paragraph min)
Map Claim:
Economy: (Capitalist, Socialism, etc...) 
Imports/Exports:
Population: (Nothing over one billion)
Foreign Policy:
Military Doctrine:   
Military Gear:
Military Branches: 
Military Pop:
History:
Special Technology:
Last edited by Theyra on Sun Jan 22, 2017 2:25 pm, edited 11 times in total.

User avatar
Anowa
Post Marshal
 
Posts: 17631
Founded: Jul 29, 2014
Left-wing Utopia

Postby Anowa » Fri Jan 20, 2017 7:32 pm

Chronicles of Los Santanas is up. A Superhero RP that hopefully won't disappear up it's own ass.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Theyra
Negotiator
 
Posts: 6173
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sat Jan 21, 2017 12:40 pm

Can someone make me a banner art for my rp idea? The solar system based one?

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Sat Jan 21, 2017 1:04 pm

Free Traders


Welcome the the Frontier, the edge of civilised 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?


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.



Almost done. I am putting out a general call for races that would be used in this roleplay as NPC's and player characters. Use the format below as a guide to create a race if you want to help.

Code: Select all
[b]Species Name:[/b]
[b]Species Appearance:[/b]
[b]Height/Weight:[/b]
[b]Lifespan[/b]
[b] Biological Information:[/b]
[b]Culture:[/b]
[b]Other information[/b]
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
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sat Jan 21, 2017 2:22 pm

Will put an alien application in when I have the chance.
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
Transoxthraxia
Postmaster of the Fleet
 
Posts: 22115
Founded: Jan 19, 2013
Ex-Nation

Postby Transoxthraxia » Sat Jan 21, 2017 8:47 pm

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.
Other information: Probably nothing. If y'all have a question, I'd be happy to answer.
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

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