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Bioshock Reboot RP [Interest/Worldbuilding]

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Main Nation Ministry
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Founded: Sep 28, 2016
Psychotic Dictatorship

Bioshock Reboot RP [Interest/Worldbuilding]

Postby Main Nation Ministry » Sun Aug 19, 2018 10:20 am

Around 2016, I made a world building and interest thread to make a RP based on the Bioshock series with the RP being set in a city that wasn't Rapture or Columbia. 1.5 years later, I have decided that I wish to revive and reboot the RP, this time creating another world building thread to determine what the city shall be. This thread here is to world build and submit ideas for what the city or failed utopia will have in the official RP. After enough ideas are submitted, I will make a series of polls to determine what feature will be present in the final build of the city. In the original world building thread, I cut it down to 5 ideas. However, I'm willingly to have people submit around 10-15 ideas which I have originally intended in this thread.

Take your time brainstorming for what you wish to add to the code before. It can be set either in an underground city or a space station. Set in 70's or perhaps WW2. Remember that the possibilities are endless, so creativity is encouraged.

Code: Select all
Type of City and Location: (Remember that the possibilities are endless and creativity is encouraged. It can be anything you can think of. Examples can be an underground city, space station, remote island, it can be on the moon, or in the middle of a deserted island, etc. Remember to also make a short description on what your city is and where it is built.)
Year or Decade City was built in: (When was the city built? It can be a specific year or a certain decade.)
The year the RP is set in: (Bioshock 1 was set in 1960, Bioshock 2 was set in 1968, Infinite was set in 1912. What year does the RP take place, as a certain amount of time can be passed or take place around the day the city is opened.)
Beliefs and Purpose: (Why was the city built in the first place? In Rapture, it was built to be a capitalist society free of religious and government. In Columbia, it was intended to be a showcase of American exceptionalism, only to turn into a militantly theocratic and fascist society. This is where you get to choose why the city was built and what beliefs and purpose it has.)
Hostiles: (Adding some new things to the world building thread, you get to choose what kind of enemies or hostiles roam your city. In the original Bioshock, we got the Splicers who are mutated and disfigured citizens of Rapture. In Columbia, we have both Columbia police officers and Vox Populi soldiers who both want you die. Choose what kind of hostiles you wish to have in your city and add a backstory on why they are blood-thirsty. Security devices or robots can be added, if you wish.)
Source of Powers: (In Rapture, we gotten Plasmids and Eve, where injecting yourself with a Plasmid will give you whatever powers stored in it. In Columbia, we got Vigors and Salts, where simply a vigor can give you powers. In your city, it is optional to have technology that can change the genes of your character for throwing fireballs at hostiles or electrifying water nearby. If your city hasn't developed the technology for having citizens be with powers, feel free to put N/A.)
Heavy-Hitters: (Heavy-Hitters is a term to describe advanced enemies in Bioshock: Infinite. In Infinite, we got the Handyman, Fireman, Motorized Patriot, Zealot, Beast, Siren, and the Boys of Silence. In Rapture, we got the Big Daddies that protect the Little Sisters. In your city, have a Heavy-Hitter or more that is more feared than the other hostiles.)


Polls will start after 10-15 ideas have been submitted.
Local 22 year old Diet Coke Addict College Student Ruins Everything

Quote of the Week: "A NEW STORY ON WRITING THREAD FOR HALLOWEEN!! MYSTERY MINE AVAILABLE NOW!"

RPs I do
- How do you do fellow kids? You want to see something violent? - Artemis: Deimos Trafficking League (Horror/Mature)
- Descend into the forgotten tourist traps of Florida on this transgressive RP! - The Community (Mature/Black Comedy/Slice-of-Life)

My overall account that I use for P2TM and even for international roleplaying! MNM is a mysterious and extremely dangerous dictatorship filled with supernatural oddities, demons, militarized soldiers everywhere, and a misanthropic nihilistic dictator who doesn't give a damn. It's basically if the SCP Foundation got mixed with 1984.

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Ort
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Posts: 881
Founded: Nov 24, 2013
Ex-Nation

Postby Ort » Sun Aug 19, 2018 11:31 am

I was working on an RP about a post-apocalyptic underground civilisation. I’d worked out some details before I abandoned it. I know it’s not all relevant but feel free to use anything here.
Overview:
Earth’s surface is an inhospitable desolate hellscape but mankind marches on … albeit below ground. Subterranean colonies, connected by a vast tunnel network, host humanity’s remnants; struggling to survive underground. This RP’s aesthetic is a retro futuristic, ’70s tone; emphasised by its low-fi sci-fi, utilitarian designs (including chunky IBM-style keyboards, flickering CRT monitors, and reel-to-reel tape players). Imagine Alien but more industrial.
Factions:
Mole Men or Moles: some people, lost in that vast tunnel network and driven mad by darkness and starvation, degenerated into a feral state. Cannibalistic and rabid, these Mole Men have poor eyesight, but their remaining senses are heightened. They’ve been known to launch suicidal attacks on smaller colonies.
Sappers: bandits that tunnel into colonies and undermine passenger or freight trains.
Allied Boring & Excavation (ABE) or “Abbie”: a joint venture between mining magnates to monopolise Under-Earth’s tunnel boring and excavation industries by consolidating their respective operations into a single, monolithic entity. They levy hefty tolls and tariffs on traffic in their tunnels.
Tunnel Security Forces (TSF): ABE’s private army, whose official purpose is to defend their tunnels from Sappers and Mole Men but really only exists to bully and extort travellers. They’re currently engaged in a conflict against the Under-Earth Cooperative.
Blackrock: Under-Earth’s preeminent colony, this subterranean city is host to Abbie’s headquarters and functions as an important railway junction. Its name is derived from a black-coloured mineral (I haven’t decided on any one mineral in particular) that covers its cavern walls.
Silver City: a colony named for its abundant silver ore deposits, Silver City is an extravagant mining metropolis that’s utilised its considerable income to indulge vice; catering to Under-Earth’s denizens’ more debauched desires.
Free Colonies: these are colonies that haven’t joined any particular faction and, though they’re supposed to be independent, they’re essentially under ABE’s jurisdiction.
Under-Earth Cooperative or “The Co-op”: a pseudo-state constituting those colonies that resent Abbie’s punitive tunnel fees, believing their use should be free. They routinely launch attacks on TSF positions and toll stations and have managed to capture or construct new tunnels.
Agarthans: a zealous, fundamentalist, probably-Christian cult (or maybe they’re Nazis?).
Blackrock & Silver City Subsurface Railroad Company or “The Subway”: an ABE subsidiary, the Subway is Under-Earth’s largest passenger and freight hauling railroad company.
Deep-Downers: people who’ve established small colonies deep beneath our planet’s surface to mine precious minerals and locate new water sources. Because they’re required to frequently use ABE’s tunnels, many colonies have joined the Co-op to avoid Abbie’s exorbitant fees.

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Harbertia
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Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Sun Aug 19, 2018 6:25 pm

Type of City and Location: Sheltered Plymouth (Underground in Ohio)
Year or Decade City was built in: Construction began in the 1900 with completion around 1913.
The year the RP is set in: 1914
Beliefs and Purpose:
From the History of Jehovah's Witnesses;

He (Russel) believed the "time of the end" in Daniel 12 ran from 1799 to 1914, that Christ had returned to earth in 1874, began his reign in 1878 and that from that date the anointed had been resurrected to heaven at their death. He initially taught that Armageddon had begun in 1874, which would culminate in worldwide anarchy and the overthrow of all political rulership in 1914 at the conclusion of the "times of the Gentiles", but by 1897 began to teach that Armageddon would instead begin in 1914. The earthly part of God's kingdom would be administered from Jerusalem in a re-established nation of Israel and under the control of the resurrected ancient Jewish prophets. All of mankind would over time be resurrected to earth in reverse order of death, Adam and Eve being the last, and be given the instruction and guidance necessary to prove themselves obedient to God in order to attain eternal life. Early in the resurrection, "ancient worthies" including Abraham, Isaac and Jacob would be raised to occupy positions of overseers and representatives of the invisible heavenly government ruling from Jerusalem. The Millennial Age, which he believed had begun in 1874, would run to 2874 or 2914 AD, when a test of earth's inhabitants would decide their ultimate destinies, to life or everlasting death.

Founder was influenced by the words of Russell but was not a Witness himself; only a scholar. His name is Richard Crowely. The city has been built to wait out Armagedon which the inhabitance believes has started with War, the Horseman, having arrived in Europe. It's sealing it's self off from the world waiting for the time of judgement and reward.

Hostiles:
  • ????
Source of Powers: Glow Worm relative of Rapture's sea slugs. Secretion administered as an ointment.
Heavy-Hitters:
  • Giants - "Giants in the Earth" ; tall troglodyte humans of a tribal nature resembling native Americans who first used the secretion of the glow worms for ritual purposes. Territorial, with some peaceful interaction and some not so peaceful interation. Neutral until provoked by transgression into the caverns below the city.
  • Mamoth Moles - (akin to those of the Ice Age)- again leave them be and it's fine.

.... perhaps... undead? This certain can be made workable.
Last edited by Harbertia on Sun Aug 19, 2018 6:28 pm, edited 3 times in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Lunas Legion
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Posts: 30808
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Aug 19, 2018 7:34 pm

I made a Bioshock RP years back, I think I'll bring that place back since it was... Interesting.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Harbertia
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Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Mon Aug 20, 2018 1:40 pm

Lunas Legion wrote:I made a Bioshock RP years back, I think I'll bring that place back since it was... Interesting.

From the look of what's been posted on this thread- if it's underground- you may have our interest.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Main Nation Ministry
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Posts: 13014
Founded: Sep 28, 2016
Psychotic Dictatorship

Postby Main Nation Ministry » Mon Aug 20, 2018 2:04 pm

Ort wrote:I was working on an RP about a post-apocalyptic underground civilisation. I’d worked out some details before I abandoned it. I know it’s not all relevant but feel free to use anything here.
Overview:
Earth’s surface is an inhospitable desolate hellscape but mankind marches on … albeit below ground. Subterranean colonies, connected by a vast tunnel network, host humanity’s remnants; struggling to survive underground. This RP’s aesthetic is a retro futuristic, ’70s tone; emphasised by its low-fi sci-fi, utilitarian designs (including chunky IBM-style keyboards, flickering CRT monitors, and reel-to-reel tape players). Imagine Alien but more industrial.
Factions:
Mole Men or Moles: some people, lost in that vast tunnel network and driven mad by darkness and starvation, degenerated into a feral state. Cannibalistic and rabid, these Mole Men have poor eyesight, but their remaining senses are heightened. They’ve been known to launch suicidal attacks on smaller colonies.
Sappers: bandits that tunnel into colonies and undermine passenger or freight trains.
Allied Boring & Excavation (ABE) or “Abbie”: a joint venture between mining magnates to monopolise Under-Earth’s tunnel boring and excavation industries by consolidating their respective operations into a single, monolithic entity. They levy hefty tolls and tariffs on traffic in their tunnels.
Tunnel Security Forces (TSF): ABE’s private army, whose official purpose is to defend their tunnels from Sappers and Mole Men but really only exists to bully and extort travellers. They’re currently engaged in a conflict against the Under-Earth Cooperative.
Blackrock: Under-Earth’s preeminent colony, this subterranean city is host to Abbie’s headquarters and functions as an important railway junction. Its name is derived from a black-coloured mineral (I haven’t decided on any one mineral in particular) that covers its cavern walls.
Silver City: a colony named for its abundant silver ore deposits, Silver City is an extravagant mining metropolis that’s utilised its considerable income to indulge vice; catering to Under-Earth’s denizens’ more debauched desires.
Free Colonies: these are colonies that haven’t joined any particular faction and, though they’re supposed to be independent, they’re essentially under ABE’s jurisdiction.
Under-Earth Cooperative or “The Co-op”: a pseudo-state constituting those colonies that resent Abbie’s punitive tunnel fees, believing their use should be free. They routinely launch attacks on TSF positions and toll stations and have managed to capture or construct new tunnels.
Agarthans: a zealous, fundamentalist, probably-Christian cult (or maybe they’re Nazis?).
Blackrock & Silver City Subsurface Railroad Company or “The Subway”: an ABE subsidiary, the Subway is Under-Earth’s largest passenger and freight hauling railroad company.
Deep-Downers: people who’ve established small colonies deep beneath our planet’s surface to mine precious minerals and locate new water sources. Because they’re required to frequently use ABE’s tunnels, many colonies have joined the Co-op to avoid Abbie’s exorbitant fees.


While the Bioshock RP will not be faction-based, I will keep note of the overview.

Harbertia wrote:Type of City and Location: Sheltered Plymouth (Underground in Ohio)
Year or Decade City was built in: Construction began in the 1900 with completion around 1913.
The year the RP is set in: 1914
Beliefs and Purpose:
From the History of Jehovah's Witnesses;

He (Russel) believed the "time of the end" in Daniel 12 ran from 1799 to 1914, that Christ had returned to earth in 1874, began his reign in 1878 and that from that date the anointed had been resurrected to heaven at their death. He initially taught that Armageddon had begun in 1874, which would culminate in worldwide anarchy and the overthrow of all political rulership in 1914 at the conclusion of the "times of the Gentiles", but by 1897 began to teach that Armageddon would instead begin in 1914. The earthly part of God's kingdom would be administered from Jerusalem in a re-established nation of Israel and under the control of the resurrected ancient Jewish prophets. All of mankind would over time be resurrected to earth in reverse order of death, Adam and Eve being the last, and be given the instruction and guidance necessary to prove themselves obedient to God in order to attain eternal life. Early in the resurrection, "ancient worthies" including Abraham, Isaac and Jacob would be raised to occupy positions of overseers and representatives of the invisible heavenly government ruling from Jerusalem. The Millennial Age, which he believed had begun in 1874, would run to 2874 or 2914 AD, when a test of earth's inhabitants would decide their ultimate destinies, to life or everlasting death.

Founder was influenced by the words of Russell but was not a Witness himself; only a scholar. His name is Richard Crowely. The city has been built to wait out Armagedon which the inhabitance believes has started with War, the Horseman, having arrived in Europe. It's sealing it's self off from the world waiting for the time of judgement and reward.

Hostiles:
  • ????
Source of Powers: Glow Worm relative of Rapture's sea slugs. Secretion administered as an ointment.
Heavy-Hitters:
  • Giants - "Giants in the Earth" ; tall troglodyte humans of a tribal nature resembling native Americans who first used the secretion of the glow worms for ritual purposes. Territorial, with some peaceful interaction and some not so peaceful interation. Neutral until provoked by transgression into the caverns below the city.
  • Mamoth Moles - (akin to those of the Ice Age)- again leave them be and it's fine.

.... perhaps... undead? This certain can be made workable.


Undead can be allowed as a hostile. Even though I shall accept this idea for the polls, feel free to notify me in OOC if you're planning a different type of hostile.
Local 22 year old Diet Coke Addict College Student Ruins Everything

Quote of the Week: "A NEW STORY ON WRITING THREAD FOR HALLOWEEN!! MYSTERY MINE AVAILABLE NOW!"

RPs I do
- How do you do fellow kids? You want to see something violent? - Artemis: Deimos Trafficking League (Horror/Mature)
- Descend into the forgotten tourist traps of Florida on this transgressive RP! - The Community (Mature/Black Comedy/Slice-of-Life)

My overall account that I use for P2TM and even for international roleplaying! MNM is a mysterious and extremely dangerous dictatorship filled with supernatural oddities, demons, militarized soldiers everywhere, and a misanthropic nihilistic dictator who doesn't give a damn. It's basically if the SCP Foundation got mixed with 1984.

User avatar
Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Mon Aug 20, 2018 2:48 pm

Main Nation Ministry wrote:
Ort wrote:I was working on an RP about a post-apocalyptic underground civilisation. I’d worked out some details before I abandoned it. I know it’s not all relevant but feel free to use anything here.
Overview:
Earth’s surface is an inhospitable desolate hellscape but mankind marches on … albeit below ground. Subterranean colonies, connected by a vast tunnel network, host humanity’s remnants; struggling to survive underground. This RP’s aesthetic is a retro futuristic, ’70s tone; emphasised by its low-fi sci-fi, utilitarian designs (including chunky IBM-style keyboards, flickering CRT monitors, and reel-to-reel tape players). Imagine Alien but more industrial.
Factions:
Mole Men or Moles: some people, lost in that vast tunnel network and driven mad by darkness and starvation, degenerated into a feral state. Cannibalistic and rabid, these Mole Men have poor eyesight, but their remaining senses are heightened. They’ve been known to launch suicidal attacks on smaller colonies.
Sappers: bandits that tunnel into colonies and undermine passenger or freight trains.
Allied Boring & Excavation (ABE) or “Abbie”: a joint venture between mining magnates to monopolise Under-Earth’s tunnel boring and excavation industries by consolidating their respective operations into a single, monolithic entity. They levy hefty tolls and tariffs on traffic in their tunnels.
Tunnel Security Forces (TSF): ABE’s private army, whose official purpose is to defend their tunnels from Sappers and Mole Men but really only exists to bully and extort travellers. They’re currently engaged in a conflict against the Under-Earth Cooperative.
Blackrock: Under-Earth’s preeminent colony, this subterranean city is host to Abbie’s headquarters and functions as an important railway junction. Its name is derived from a black-coloured mineral (I haven’t decided on any one mineral in particular) that covers its cavern walls.
Silver City: a colony named for its abundant silver ore deposits, Silver City is an extravagant mining metropolis that’s utilised its considerable income to indulge vice; catering to Under-Earth’s denizens’ more debauched desires.
Free Colonies: these are colonies that haven’t joined any particular faction and, though they’re supposed to be independent, they’re essentially under ABE’s jurisdiction.
Under-Earth Cooperative or “The Co-op”: a pseudo-state constituting those colonies that resent Abbie’s punitive tunnel fees, believing their use should be free. They routinely launch attacks on TSF positions and toll stations and have managed to capture or construct new tunnels.
Agarthans: a zealous, fundamentalist, probably-Christian cult (or maybe they’re Nazis?).
Blackrock & Silver City Subsurface Railroad Company or “The Subway”: an ABE subsidiary, the Subway is Under-Earth’s largest passenger and freight hauling railroad company.
Deep-Downers: people who’ve established small colonies deep beneath our planet’s surface to mine precious minerals and locate new water sources. Because they’re required to frequently use ABE’s tunnels, many colonies have joined the Co-op to avoid Abbie’s exorbitant fees.


While the Bioshock RP will not be faction-based, I will keep note of the overview.

Harbertia wrote:Type of City and Location: Sheltered Plymouth (Underground in Ohio)
Year or Decade City was built in: Construction began in the 1900 with completion around 1913.
The year the RP is set in: 1914
Beliefs and Purpose:
From the History of Jehovah's Witnesses;

He (Russel) believed the "time of the end" in Daniel 12 ran from 1799 to 1914, that Christ had returned to earth in 1874, began his reign in 1878 and that from that date the anointed had been resurrected to heaven at their death. He initially taught that Armageddon had begun in 1874, which would culminate in worldwide anarchy and the overthrow of all political rulership in 1914 at the conclusion of the "times of the Gentiles", but by 1897 began to teach that Armageddon would instead begin in 1914. The earthly part of God's kingdom would be administered from Jerusalem in a re-established nation of Israel and under the control of the resurrected ancient Jewish prophets. All of mankind would over time be resurrected to earth in reverse order of death, Adam and Eve being the last, and be given the instruction and guidance necessary to prove themselves obedient to God in order to attain eternal life. Early in the resurrection, "ancient worthies" including Abraham, Isaac and Jacob would be raised to occupy positions of overseers and representatives of the invisible heavenly government ruling from Jerusalem. The Millennial Age, which he believed had begun in 1874, would run to 2874 or 2914 AD, when a test of earth's inhabitants would decide their ultimate destinies, to life or everlasting death.

Founder was influenced by the words of Russell but was not a Witness himself; only a scholar. His name is Richard Crowely. The city has been built to wait out Armagedon which the inhabitance believes has started with War, the Horseman, having arrived in Europe. It's sealing it's self off from the world waiting for the time of judgement and reward.

Hostiles:
  • ????
Source of Powers: Glow Worm relative of Rapture's sea slugs. Secretion administered as an ointment.
Heavy-Hitters:
  • Giants - "Giants in the Earth" ; tall troglodyte humans of a tribal nature resembling native Americans who first used the secretion of the glow worms for ritual purposes. Territorial, with some peaceful interaction and some not so peaceful interation. Neutral until provoked by transgression into the caverns below the city.
  • Mamoth Moles - (akin to those of the Ice Age)- again leave them be and it's fine.

.... perhaps... undead? This certain can be made workable.


Undead can be allowed as a hostile. Even though I shall accept this idea for the polls, feel free to notify me in OOC if you're planning a different type of hostile.

Well I honeslty don't have any real 'hostiles' in mind so this is certainly an idea that needs work but that's what world building is for. ^_^
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Lunas Legion
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Posts: 30808
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Aug 20, 2018 2:57 pm

Harbertia wrote:
Lunas Legion wrote:I made a Bioshock RP years back, I think I'll bring that place back since it was... Interesting.

From the look of what's been posted on this thread- if it's underground- you may have our interest.


Nah, it was Russians in Space.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Ort
Diplomat
 
Posts: 881
Founded: Nov 24, 2013
Ex-Nation

Postby Ort » Tue Aug 21, 2018 6:15 am

I know it’s a bit barebones right now but I’ve cobbled together an idea:

Agartha

Type of City and Location: a hidden underground city, its entrance is located in Antarctica/the Southern Ocean. Something about this city being a refuge for various prominent Nazis. Despite its attempts to keep its existence a secret, foreign agents have found their way in.
Year or Decade City was built in: nineteen-forty-something
The year the RP is set in: nineteen-seventy-something
Beliefs and Purpose: esoteric Nazism and Aryan superiority
Hostiles: mole men (very very WIP)
Source of Powers: some super stimulant, a pill perhaps? Amphetamine use was rampant among Third Reich elites.
Heavy-Hitters: Sappers (maybe give them a German name instead?), similar to Big Daddies; people categorized as “sub-human” who’ve undergone various treatments and effectively had their humanity stripped away. They’re encased in mechanical suits and used for manual labour i.e. tunnelling.
Last edited by Ort on Tue Aug 21, 2018 6:18 am, edited 1 time in total.

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Theyra
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Posts: 6173
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Tue Aug 21, 2018 12:36 pm

I have two ideas for this and here is one while I think to adapt one idea from a rp I thought about doing.

Type of City and Location: Lunar Colony, On the Moon(specifically the Mare Insularum or Sea of Islands region.) Lunar City that was humanity's first colony and might be the only human settlement left after devastating nuclear World War 3 render all contact with Earth gone. In the wake of possibly being the only humans left, The colony has started to fracture on what is the best course to ensure humanity's survival and what future it should take.
Year or Decade City was built in: 2072
The year the RP is set in: 2082
Beliefs and Purpose: The colony’s original purpose was the first step in humanity's expansion into the stars. Later after the colony becoming a sanctuary amiss the increasing turmoil on Earth causing refugees to flee to the colony. Four years ago, the colony becoming humanity’s last safe and maybe only settlement after World War 3 erupted among a large nuclear exchange. Unable to established contact with Earth and not knowing if any humans survived the nuclear war. Survival of humanity and safeguarding it’s future has become the core belief of the colony.

Hostiles: Colony security guards - due to increasing civil strife in the colony because of different thoughts on the best course to safeguard humanity’s survival among the populace since the colony's transition into a authoritarian government. The colony’s security forces has been forced to crack down hard on its citizens to keep them in line with the administration’s laws. Harshly beating anyone that violates its laws no matter how small and if found to be affiliated with any of the rebel groups in the colony. They will not hesitate to use lethal force to handle rebels or any major dissents.

Security Artificial Models or S.A.M for short - SAMs are robotic humanoids that are built for security purposes. Being used to supplement the colony’s security forces in policing with non-lethal equipment in the beginning before being refitted with lethal ordinance. Along with more aggressive programming and tend to to be more trigger happy then the colony guards. The security guards are not the only ones that use SAMs as the rebels factions have managed to reprogram some of them to serve them.

Deformed - the Deformed are the grim result if a human ingests the raw moon rock mineral that gives humans powers. Normally the substance after being liquefy is refined to give a specific mutation and is safe to use. Ingesting in it's raw liquid state causes random and uncontrolled mutations. Often affecting their minds in strange ways. Always a part a Deformed’s body is altered in some horrific way along with gaining a power. Either becoming a Deformed accidentally or on purpose, all Deformed are shunned by the colony for their appearances and are founded in the abandoned parts of the colony. Generally not trusting of anyone not a Deformed and are hostile to anyone that crosses into their territory.

Source of Powers: Rare moon mineral found in meteor impacts sites that can be liquefy and refined. They cause mutations in humans when ingested.

Heavy-Hitters: Protectors of Man - Wearing prototype power armor and using state of art weapons. The Protectors are the elite members of the Colonial Administration that ensure that the Administration’s will is carried out at any cost. Each one absolutely loyal to the Administration and carries out missions with inhuman efficiency and brutally. Never seen without their armor and only talk to members of the Administration leadership. The reason for their demeanor is because the protectors are secretly cyborgs. Augmented with cybernetics that were banned on Earth to increase their combat abilities while destroying their humanity. The Protectors of Man are a feared sight to any that lives in the colony.

Abominations - Abominations are Deformed for whatever the reason. Choose to ingest more raw moon mineral substance to gain more mutations. Altering their appearance more to look more monster than human and their minds becoming fully broken as a result. Speaking a deranged tongue to anyone they unfortunately find. Abomination’s goals are when not killing humans are to force others to ingest the raw moon rock mineral as much as possible. In order to create more of their kind and more disturbing about them. There seems to be a culture developing among the Abominations which born of madness or something else is unknown.

Purifiers - The Purifiers are the most zealous in their group’s beliefs that in order for humanity survive intact. The moon rock substance must be limited severely in use or outright outlaw to prevent the human genome from mutating away from the baseline human genome. Donning heavy duty fire resistant armor and carrying powerful flame throwers. Purifier’s purpose is to cleanse anyone they deem to be tainted with holy fire. Along with burning anyone that stands in the way of their group’s goals.

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Main Nation Ministry
Postmaster-General
 
Posts: 13014
Founded: Sep 28, 2016
Psychotic Dictatorship

Postby Main Nation Ministry » Tue Aug 21, 2018 11:31 pm

Ort wrote:I know it’s a bit barebones right now but I’ve cobbled together an idea:

Agartha

Type of City and Location: a hidden underground city, its entrance is located in Antarctica/the Southern Ocean. Something about this city being a refuge for various prominent Nazis. Despite its attempts to keep its existence a secret, foreign agents have found their way in.
Year or Decade City was built in: nineteen-forty-something
The year the RP is set in: nineteen-seventy-something
Beliefs and Purpose: esoteric Nazism and Aryan superiority
Hostiles: mole men (very very WIP)
Source of Powers: some super stimulant, a pill perhaps? Amphetamine use was rampant among Third Reich elites.
Heavy-Hitters: Sappers (maybe give them a German name instead?), similar to Big Daddies; people categorized as “sub-human” who’ve undergone various treatments and effectively had their humanity stripped away. They’re encased in mechanical suits and used for manual labour i.e. tunnelling.


Theyra wrote:I have two ideas for this and here is one while I think to adapt one idea from a rp I thought about doing.

Type of City and Location: Lunar Colony, On the Moon(specifically the Mare Insularum or Sea of Islands region.) Lunar City that was humanity's first colony and might be the only human settlement left after devastating nuclear World War 3 render all contact with Earth gone. In the wake of possibly being the only humans left, The colony has started to fracture on what is the best course to ensure humanity's survival and what future it should take.
Year or Decade City was built in: 2072
The year the RP is set in: 2082
Beliefs and Purpose: The colony’s original purpose was the first step in humanity's expansion into the stars. Later after the colony becoming a sanctuary amiss the increasing turmoil on Earth causing refugees to flee to the colony. Four years ago, the colony becoming humanity’s last safe and maybe only settlement after World War 3 erupted among a large nuclear exchange. Unable to established contact with Earth and not knowing if any humans survived the nuclear war. Survival of humanity and safeguarding it’s future has become the core belief of the colony.

Hostiles: Colony security guards - due to increasing civil strife in the colony because of different thoughts on the best course to safeguard humanity’s survival among the populace since the colony's transition into a authoritarian government. The colony’s security forces has been forced to crack down hard on its citizens to keep them in line with the administration’s laws. Harshly beating anyone that violates its laws no matter how small and if found to be affiliated with any of the rebel groups in the colony. They will not hesitate to use lethal force to handle rebels or any major dissents.

Security Artificial Models or S.A.M for short - SAMs are robotic humanoids that are built for security purposes. Being used to supplement the colony’s security forces in policing with non-lethal equipment in the beginning before being refitted with lethal ordinance. Along with more aggressive programming and tend to to be more trigger happy then the colony guards. The security guards are not the only ones that use SAMs as the rebels factions have managed to reprogram some of them to serve them.

Deformed - the Deformed are the grim result if a human ingests the raw moon rock mineral that gives humans powers. Normally the substance after being liquefy is refined to give a specific mutation and is safe to use. Ingesting in it's raw liquid state causes random and uncontrolled mutations. Often affecting their minds in strange ways. Always a part a Deformed’s body is altered in some horrific way along with gaining a power. Either becoming a Deformed accidentally or on purpose, all Deformed are shunned by the colony for their appearances and are founded in the abandoned parts of the colony. Generally not trusting of anyone not a Deformed and are hostile to anyone that crosses into their territory.

Source of Powers: Rare moon mineral found in meteor impacts sites that can be liquefy and refined. They cause mutations in humans when ingested.

Heavy-Hitters: Protectors of Man - Wearing prototype power armor and using state of art weapons. The Protectors are the elite members of the Colonial Administration that ensure that the Administration’s will is carried out at any cost. Each one absolutely loyal to the Administration and carries out missions with inhuman efficiency and brutally. Never seen without their armor and only talk to members of the Administration leadership. The reason for their demeanor is because the protectors are secretly cyborgs. Augmented with cybernetics that were banned on Earth to increase their combat abilities while destroying their humanity. The Protectors of Man are a feared sight to any that lives in the colony.

Abominations - Abominations are Deformed for whatever the reason. Choose to ingest more raw moon mineral substance to gain more mutations. Altering their appearance more to look more monster than human and their minds becoming fully broken as a result. Speaking a deranged tongue to anyone they unfortunately find. Abomination’s goals are when not killing humans are to force others to ingest the raw moon rock mineral as much as possible. In order to create more of their kind and more disturbing about them. There seems to be a culture developing among the Abominations which born of madness or something else is unknown.

Purifiers - The Purifiers are the most zealous in their group’s beliefs that in order for humanity survive intact. The moon rock substance must be limited severely in use or outright outlaw to prevent the human genome from mutating away from the baseline human genome. Donning heavy duty fire resistant armor and carrying powerful flame throwers. Purifier’s purpose is to cleanse anyone they deem to be tainted with holy fire. Along with burning anyone that stands in the way of their group’s goals.


Two more ideas that I will accept for the polls. Also, Ort. You can feel free to edit your idea app, if necessary at any time. Just make sure to notify me OOC.
Local 22 year old Diet Coke Addict College Student Ruins Everything

Quote of the Week: "A NEW STORY ON WRITING THREAD FOR HALLOWEEN!! MYSTERY MINE AVAILABLE NOW!"

RPs I do
- How do you do fellow kids? You want to see something violent? - Artemis: Deimos Trafficking League (Horror/Mature)
- Descend into the forgotten tourist traps of Florida on this transgressive RP! - The Community (Mature/Black Comedy/Slice-of-Life)

My overall account that I use for P2TM and even for international roleplaying! MNM is a mysterious and extremely dangerous dictatorship filled with supernatural oddities, demons, militarized soldiers everywhere, and a misanthropic nihilistic dictator who doesn't give a damn. It's basically if the SCP Foundation got mixed with 1984.

User avatar
Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Wed Aug 22, 2018 1:13 pm

So far it looks like there are two camps here- Space and Underground.

I propose we look at similarities between the Space ideas proposed and the Underground ideas proposed in order to generate an amalgamation.

However, only two suggestions have been made regarding Space- one a Space Station built by Soviets the other a Lunar Colony of international design.

Thus there isn't much to draw from with just two suggestions so below I shall detail an Amalgamation of the Underground proposals.

Location: Underground USA (2) / Underground Ohio, USA (1) / Underground Anywhere USA (1) / Underground Southern Ocean or Antarctica (1)
Year of Construction: 1970s (2) / 1900s (1)
Built By: Major Mining Companies (1) / Christians of a sort (1) / Nazis of a sort (1) = No Consensus however Nazis and Christian Cultist appear in 2 of the three proposals thus it seems we'll be dealing with Christian Nazis.
Purpose: Esoteric Nazism (1) / Aryan Supremacy (1) / Wait out the Apocalypse (1) / Profit (1)
Hostiles: Molemen (2)
Powers: Glow Worm Ointment (1) / Pills (1)
Heavy Hitters: Sappers (2) (one listing had them under hostiles but they appear in both so 2 for this)


So it seems we are looking for a Christian Nazi Underground City Built in the 1970s Anywhere in the USA where the people are waiting for the world to end and for them to arise afterwards to repopulate the Earth. This city is assaulted by Molemen and Sappers (raiders deformed mutated or unwanted by the city).

That's... um... what do ya'll think? I personally favor just Nazis but the rest sounds good.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Ort
Diplomat
 
Posts: 881
Founded: Nov 24, 2013
Ex-Nation

Postby Ort » Wed Aug 22, 2018 1:37 pm

Harbertia wrote:So far it looks like there are two camps here- Space and Underground.

I propose we look at similarities between the Space ideas proposed and the Underground ideas proposed in order to generate an amalgamation.

However, only two suggestions have been made regarding Space- one a Space Station built by Soviets the other a Lunar Colony of international design.

Thus there isn't much to draw from with just two suggestions so below I shall detail an Amalgamation of the Underground proposals.

Location: Underground USA (2) / Underground Ohio, USA (1) / Underground Anywhere USA (1) / Underground Southern Ocean or Antarctica (1)
Year of Construction: 1970s (2) / 1900s (1)
Built By: Major Mining Companies (1) / Christians of a sort (1) / Nazis of a sort (1) = No Consensus however Nazis and Christian Cultist appear in 2 of the three proposals thus it seems we'll be dealing with Christian Nazis.
Purpose: Esoteric Nazism (1) / Aryan Supremacy (1) / Wait out the Apocalypse (1) / Profit (1)
Hostiles: Molemen (2)
Powers: Glow Worm Ointment (1) / Pills (1)
Heavy Hitters: Sappers (2) (one listing had them under hostiles but they appear in both so 2 for this)


So it seems we are looking for a Christian Nazi Underground City Built in the 1970s Anywhere in the USA where the people are waiting for the world to end and for them to arise afterwards to repopulate the Earth. This city is assaulted by Molemen and Sappers (raiders deformed mutated or unwanted by the city).

That's... um... what do ya'll think? I personally favor just Nazis but the rest sounds good.

I think just Nazis works better than Christian Nazis but I’m obviously biased, so I don’t know how much my opinion counts on that matter. It also doesn’t really make sense if they’re “classic” Nazis (jackboot-wearing Germans who dress like BDSM fetishists, speak in a silly voice, and have a penchant for genocide) to have them live in an underground city somewhere in the USA. Maybe South America but the US just doesn’t seem like a good fit to me. Then again, if someone can come up with a plausible explanation as to why, I suppose it could work.

User avatar
Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Wed Aug 22, 2018 2:19 pm

Ort wrote:
Harbertia wrote:So far it looks like there are two camps here- Space and Underground.

I propose we look at similarities between the Space ideas proposed and the Underground ideas proposed in order to generate an amalgamation.

However, only two suggestions have been made regarding Space- one a Space Station built by Soviets the other a Lunar Colony of international design.

Thus there isn't much to draw from with just two suggestions so below I shall detail an Amalgamation of the Underground proposals.

Location: Underground USA (2) / Underground Ohio, USA (1) / Underground Anywhere USA (1) / Underground Southern Ocean or Antarctica (1)
Year of Construction: 1970s (2) / 1900s (1)
Built By: Major Mining Companies (1) / Christians of a sort (1) / Nazis of a sort (1) = No Consensus however Nazis and Christian Cultist appear in 2 of the three proposals thus it seems we'll be dealing with Christian Nazis.
Purpose: Esoteric Nazism (1) / Aryan Supremacy (1) / Wait out the Apocalypse (1) / Profit (1)
Hostiles: Molemen (2)
Powers: Glow Worm Ointment (1) / Pills (1)
Heavy Hitters: Sappers (2) (one listing had them under hostiles but they appear in both so 2 for this)


So it seems we are looking for a Christian Nazi Underground City Built in the 1970s Anywhere in the USA where the people are waiting for the world to end and for them to arise afterwards to repopulate the Earth. This city is assaulted by Molemen and Sappers (raiders deformed mutated or unwanted by the city).

That's... um... what do ya'll think? I personally favor just Nazis but the rest sounds good.

I think just Nazis works better than Christian Nazis but I’m obviously biased, so I don’t know how much my opinion counts on that matter. It also doesn’t really make sense if they’re “classic” Nazis (jackboot-wearing Germans who dress like BDSM fetishists, speak in a silly voice, and have a penchant for genocide) to have them live in an underground city somewhere in the USA. Maybe South America but the US just doesn’t seem like a good fit to me. Then again, if someone can come up with a plausible explanation as to why, I suppose it could work.

I agree with your points. Just Nazis (classic Nazis), underground city (maybe South America over the US though like you if someone comes up with an explanation I can buy into I'm open). The proposed New Swabieland type city in Antartica does seem- more probably.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

User avatar
Main Nation Ministry
Postmaster-General
 
Posts: 13014
Founded: Sep 28, 2016
Psychotic Dictatorship

Postby Main Nation Ministry » Wed Aug 22, 2018 6:56 pm

Ort wrote:I think just Nazis works better than Christian Nazis but I’m obviously biased, so I don’t know how much my opinion counts on that matter. It also doesn’t really make sense if they’re “classic” Nazis (jackboot-wearing Germans who dress like BDSM fetishists, speak in a silly voice, and have a penchant for genocide) to have them live in an underground city somewhere in the USA. Maybe South America but the US just doesn’t seem like a good fit to me. Then again, if someone can come up with a plausible explanation as to why, I suppose it could work.


There is a way to make it possible to have Nazi's in the USA. The RP could take place in an alternate history, where the Axis Forces won the war and managed to invade America. However, having them appear in other locations does make more sense.
Local 22 year old Diet Coke Addict College Student Ruins Everything

Quote of the Week: "A NEW STORY ON WRITING THREAD FOR HALLOWEEN!! MYSTERY MINE AVAILABLE NOW!"

RPs I do
- How do you do fellow kids? You want to see something violent? - Artemis: Deimos Trafficking League (Horror/Mature)
- Descend into the forgotten tourist traps of Florida on this transgressive RP! - The Community (Mature/Black Comedy/Slice-of-Life)

My overall account that I use for P2TM and even for international roleplaying! MNM is a mysterious and extremely dangerous dictatorship filled with supernatural oddities, demons, militarized soldiers everywhere, and a misanthropic nihilistic dictator who doesn't give a damn. It's basically if the SCP Foundation got mixed with 1984.

User avatar
Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Thu Aug 23, 2018 3:10 am

Main Nation Ministry wrote:
Ort wrote:I think just Nazis works better than Christian Nazis but I’m obviously biased, so I don’t know how much my opinion counts on that matter. It also doesn’t really make sense if they’re “classic” Nazis (jackboot-wearing Germans who dress like BDSM fetishists, speak in a silly voice, and have a penchant for genocide) to have them live in an underground city somewhere in the USA. Maybe South America but the US just doesn’t seem like a good fit to me. Then again, if someone can come up with a plausible explanation as to why, I suppose it could work.


There is a way to make it possible to have Nazi's in the USA. The RP could take place in an alternate history, where the Axis Forces won the war and managed to invade America. However, having them appear in other locations does make more sense.

Additionally such alternate history scenario wouldn't really explain the underground city... oh- actually since it's the 70s and even in OTL the US built an underground city it still would (upon looking it up it was just a vast fallout shelter with a radio station, restaurant, boarding, gameroom, etc). hmm... but yeah other locations make more sense.

Still I must say I didn't consider the alternate history route- I was trying to devise something that would fit Bioshock's continuity- which while having all of this doesn't seem to diverge greatly from our own on the world stage. Colombia was involved in the Boxer Rebellion but the outcome of that conflict was the same as in OTL; that sort of thing.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

User avatar
Harbertia
Postmaster of the Fleet
 
Posts: 26689
Founded: Apr 30, 2013
Ex-Nation

Postby Harbertia » Thu Aug 23, 2018 2:05 pm

Actually after thinking about it over work such drastic change isn't off at all- seeing how Infinite introduced the multiverse.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.


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