Advertisement

by New Grestin » Tue Jan 17, 2017 7:58 pm
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

by 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.

by 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.

by Forest State » Tue Jan 17, 2017 8:55 pm
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. |

by Achesia » Tue Jan 17, 2017 8:59 pm
Ithalian Empire wrote:Free TradersWelcome 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?
by Ithalian Empire » Tue Jan 17, 2017 9:01 pm
Achesia wrote:Ithalian Empire wrote:Free TradersWelcome 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?

by 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.
by 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?

by Imperial Idaho » Tue Jan 17, 2017 10:55 pm
IN PRESERVATION OF THE DREAMThese 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
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.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.

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

by Forest State » Wed Jan 18, 2017 8:27 am
"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."
![]() 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:
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:
Additionally, here is the list of ranks at the unit level:
![]() 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. ![]() 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. ![]() 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.
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. |

by Imperial Idaho » Wed Jan 18, 2017 4:33 pm
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.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.
by Ithalian Empire » Wed Jan 18, 2017 4:38 pm
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?

by Achesia » Wed Jan 18, 2017 9:31 pm
Ithalian Empire wrote:Free TradersWelcome 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 spaBallistic 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.
by Ithalian Empire » Thu Jan 19, 2017 4:26 pm
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?

by Anowa » Thu Jan 19, 2017 5:06 pm
Ithalian Empire wrote:Free TradersWelcome 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.

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

by 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.

by Anowa » Thu Jan 19, 2017 8:22 pm
Chronicles of Los Santanas
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.
[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
by Theyra » Thu Jan 19, 2017 10:48 pm

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:

by Anowa » Fri Jan 20, 2017 7:32 pm
by Ithalian Empire » Sat Jan 21, 2017 1:04 pm
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?
[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]
by Transoxthraxia » Sat Jan 21, 2017 2:22 pm
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste

by Transoxthraxia » Sat Jan 21, 2017 8:47 pm
The Nuclear Fist wrote:Transoxthraxia confirmed for shit taste
Advertisement
Return to Portal to the Multiverse
Users browsing this forum: Korean Proletarians, Naval Monte
Advertisement