#Anowa2017 #DownWithGrestin
Advertisement

by The United Remnants of America » Mon Aug 21, 2017 7:37 pm

by New Grestin » Mon Aug 21, 2017 8:30 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 Naval Monte » Mon Aug 21, 2017 8:56 pm
Zanera wrote:Naval Monte wrote:Okay this sucks, after doing some research I found that I can't have Wysgmouth be in the Uskmouth area and it's not because of the power plants there alone but because a lot of Newports railway systems would be destroyed if I place the city there so I'm forced to change the location of the city because I don't want to make drastic changes to the real world locations when adding in fictional ones. But this would suck because now I can't call the city Wysgmouth anymore and the university can't be called Afon Wysg University or Usk University. Great I have to start all the way back on step one on major parts for my city.
Well while this development is annoying I can still fix this by either changing it to another location in Wales that has both a river and is either empty or has small villages that I can ruthlessly wipe off my setting or go fully into the Arkham influences and make a fictional river for equally fictional city and university or I can do what The Secret World did and make a fictional island off the coast of Wales just like what they did with Solomon Island.
Which of these methods do you think would be better for my city?
You could just make up some fake location.

by Zanera » Mon Aug 21, 2017 9:08 pm
Naval Monte wrote:Zanera wrote:
You could just make up some fake location.
True and that could have the advantage of me making up the geography and climate of where the city is located which in a creative stand point makes that option very tempting but keeping it in a real world locations would help make the fictional city feel believable. Luckily for me I have been thinking on all of the possible angles and for the real location bit I have an idea on what can be good possible candidate.
http://www.teifiriverstrust.com/wp-cont ... iation.gif
I think I found two possible locations if I have to place the city in a real location. Either have the city be located between Llandysul and Llanybydder or I can go and take the larger area that comes after Tregaron and long before Lampeter. Actually the second seems much easier to work with. Also changing the location to the River Teifi does have one benefit in that it is consider to be one of the longest and beautiful rivers in Wales.
Still not to sure if to go with this or with the idea of making it be on a fictional island.

by Naval Monte » Mon Aug 21, 2017 9:14 pm
Zanera wrote:Naval Monte wrote:
True and that could have the advantage of me making up the geography and climate of where the city is located which in a creative stand point makes that option very tempting but keeping it in a real world locations would help make the fictional city feel believable. Luckily for me I have been thinking on all of the possible angles and for the real location bit I have an idea on what can be good possible candidate.
http://www.teifiriverstrust.com/wp-cont ... iation.gif
I think I found two possible locations if I have to place the city in a real location. Either have the city be located between Llandysul and Llanybydder or I can go and take the larger area that comes after Tregaron and long before Lampeter. Actually the second seems much easier to work with. Also changing the location to the River Teifi does have one benefit in that it is consider to be one of the longest and beautiful rivers in Wales.
Still not to sure if to go with this or with the idea of making it be on a fictional island.
Go with the riverside one and you have river-based folklore alongside a lot of land for land-based folklore to work with as well. Go with the island and you'll have much more limited land-based folklore, but then there's all the ocean folklore you can have going.

by Zanera » Mon Aug 21, 2017 9:24 pm
Naval Monte wrote:Zanera wrote:
Go with the riverside one and you have river-based folklore alongside a lot of land for land-based folklore to work with as well. Go with the island and you'll have much more limited land-based folklore, but then there's all the ocean folklore you can have going.
True, for one option I take I lose options in others. Of course because I have to move my city from Uskmouth that means it lost the name Wysgmouth so now it is nameless again along with the university though I can easily give it the name of whatever river is in the city cause either on Wales or a island near Wales the city will have a river going through it. That is one feature I want with it.

by Naval Monte » Mon Aug 21, 2017 9:44 pm
Zanera wrote:Naval Monte wrote:
True, for one option I take I lose options in others. Of course because I have to move my city from Uskmouth that means it lost the name Wysgmouth so now it is nameless again along with the university though I can easily give it the name of whatever river is in the city cause either on Wales or a island near Wales the city will have a river going through it. That is one feature I want with it.
I'd just shoddily slide a city in wherever and name it whatever.
Depends on whether you think it would be easier to RP going out to the ocean-side to explore that folklore rather than rambling inland.

by Zanera » Mon Aug 21, 2017 9:54 pm
Naval Monte wrote:Zanera wrote:
I'd just shoddily slide a city in wherever and name it whatever.
Depends on whether you think it would be easier to RP going out to the ocean-side to explore that folklore rather than rambling inland.
I don't have much plan on the players going to the ocean to do much even if I go with the island idea since my idea was something from the ocean appearing on land.
by Tayner » Tue Aug 22, 2017 8:21 pm
Federation of Terrans wrote:So I have an RP I've been thinking about writing. It's basically about a group of human conscripts as they go on a Band of Brother/Starship Troopers-esque journey through the known Galaxy. It will be somewhere between PMT and FT so enough bullsh*t will exist where we don't have to go hard sci-fi.
Anyone interested?

by Tagali Federation » Tue Aug 22, 2017 11:18 pm

Tech
FTL Capabilities
Plasma Weaponry (Expensive)
Personal Shields (Expensive and Rare)
Cybernetic augmentations and genetic modification
Artificial Intelligence
Mecha
Hovercraft
Railgun technology
Power Armor
Cloaking Technology (Various in efficiency against certain species)
Psionics (Limited number of people)
gunpowder and kinetic weaponry
Weapons and Vehicles
Kinetic Weapons (Human)- While not the most powerful weaponry in the Traverse, weapons like the Neo-Kalashnikov-32,Type-120 Zhu Feng Assault Rilfe, and the [url=https://vignette1.wikia.nocookie.net/titanfall/images/c/cb/Volt_render_2.jpg/revision/latest/scale-to-width-down/185?cb=20170621144950[/url]have become common sights across the Traverse as Humans spread across the Region. Ranging from Assault Rifles to Shotguns, Human made weaponry is a favorite among Human Militias and Raiders on a budget, who's main targets are alien wildlife or unsuspecting civilian settlements.
Kinetic Weapons (Alien)- The most common type of weapons in the Traverse. Kinetic weaponry made by aliens are often more advanced than their Human counterparts, and often pack a bigger punch. These are the perfect weapons for anyone wanting something less primitive then Human weapons, and not wanting to break the bank with plasma weaponry.
Plasma Weaponry- A rare and expensive type of weaponry capable of inflicting massive damage on a target. As capable against shields as they are against armor and organic material. There is little that these weapons can't tear or melt through. Unfortunately, Those that can produce such weaponry are reluctant to hand them out to just anyone due to the cost of manufacturing such weapons, especially to people in the Traverse. Those that do make their way into the Traverse are those from past invasions, left behind by the retreating forces, or smuggled out of their nation of origin by gun runners, often at high risk, only adding to the price.
Contracts
A description of current Contracts as well as a list of past assignments.
Contract 01: Chabra Industries Weapons Trade
"The Vespira Crew has been contracted to move a shipment of Tagali [url=https://www.halopedia.org/images/9/9d/H4-StormRifle.png]DER-2582 Rifles[/url] they procured. From the size of the crates they're liaisons loaded into our hangar, we've probably got a couple hundred or so, way more than I've ever seen. I don't know how they got their hands that many, and I don't think I want to know. All I know is we're getting paid handsomely for this. We've been able to minimize the risks by only making necessary stops at ports and keeping anyone who doesn't need to be there out of Hangar. We only have one more jump until our drop off point. Hopefully things will continue going smoothly." - Vespira Captain
Traverse Factions
The Vespira Crew- The Vespira Crew is a Mercenary Group in the Traverse. They are a diverse group of individuals of various backgrounds, from bounty hunters and former soldiers to pilots and criminals.
Chabra Industries- While based firmly in Human space out of the Alpha Centauri, Chabra Industries has been conducting mining operations on the fringes of the Traverse for decades. They have gained a negative reputation among both Traverse Humans and Aliens alike, as they've been known to use hostile force against the inhabitants of planets with large quantities of valuable resources.
The Vespira
Originally manufactured in the Shipyards of Titan, the Vespira is a Yi-Class Frigate stolen by Adama and his fellow freedom fighters in their escape from Anansi. Since then, it has been the transport, base, and home for the Vespira Crew. The Vespira is armed with four Type-40 Rudra Point Defense turrets and a Mark 2687 Hughes MAC Cannon. The Vespira can hold 200 occupants and 21,000 cargo capacity. It may not be the strongest or fastest vessel, but it will do its job well.
Ship Compartments:
Bridge: Houses the Piloting Controls and Combat Information Center
Hangar Bay: Houses the ship's vehicles and cargo.
Current Inventory:
2 Wombat Armored Troop Transport Vehicle
1 Ordwell-Class Dropship
1 Kukri-Class Multipurpose Star Fighter
1 MBS-Golem Mark III
Armory: The Store room for the weapons of the Crew.
Crew Compartment: This is where the crew spend its time when not working.
-Mess Room: This is a part of the crew compartment, this is were crew can go and get a bit to eat and generally blow some steam.
-Medbay: the Doctor's quarters. Take caution during missions or you'll find yourself here.
Engine Bay: The working heart of the ship. This is where all the mechanical apparatus of the ship are kept. This is the undisputed realm of the ship's mechanic.
Apps
- Code: Select all
[b]General Information[/b]
[b]Name:[/b]
[b]Species:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Bio:[/b]
[hr][/hr]
[align=center][b]Other Information.[/b][/align]
[b]Skills:[/b]
[b]Strength/Weaknes:s[/b]
[b]Equipment:[/b]
[b]Psionic Abilities? (Yes, No):[/b]
[b]Role in the crew:[/b]
- Code: Select all
[b]Species Name:[/b]
[b]Species Appearance:[/b]
[b]Height/Weight:[/b]
[b]Lifespan:[/b]
[b]Biological Information:[/b]
[b]Culture:[/b]
[b]Other information:[/b]General Information
Name: Adama "Adam Sabaleh
Species: Human
Age: 31
Gender: Male
Appearance: Adama
Bio:
Adama was born on the World of Anansi, an arid and hostile world in the Traverse. The Planet was the battleground for many various factions, duking it out over fertile land and water sources. For Adama's small home village, things were no different. Both the young and old were brought along Raids of nearby villages to boost numbers. One day, on one such raid when he was 17 years old, Adama was captured by a rival village, forced to do hard labor for their people. During his internment, he fell in love with the daughter of the local Village Leader, who in turn returned the feelings. As time went on, Adama fell into the good graces of his captors, eventually gaining freedom and permission to marry the Village Leader's Daughter. This marriage served as a bridge for the two groups, bringing peace after decades of war. With a child on the way, Adama and his Wife became prominent members of both communities and helping to establish peaceful relations with other neighboring groups.
Things would change three years later, however. From off world, the Earth Government affiliated Gordon Corporation, a company specializing in mining in the Traverse, came to the planet to mine the vast mineral deposits, mostly left alone by the locals. When conflict arose between the Gordon Corp Security Forces and the Anansi natives, Adama rallied a defense in his region, waging a guerrilla war, eventually becoming the leader of his region in a global resistance against the corporation. He and his people continued to resist for a whole year with success until Gordon Corp brought in the Mercenary Group "Totenkopf", a violent but efficient band that quickly decimated not only the Resistance Forces, but the entire Anansi population. Within months, the resistance was shattered and entire populations were wiped out or enslaved. With the fight lost, Adama and his family found their way off planet, leaving their doomed planet behind. Since then, Adama has formed his own Mercenary Group, the Vespira Crew in order to provide for his family.Other Information.
Skills:
Former Warlord:
Organization
Weapons training
Strength/Weakness:
Anansi Upbringing:
+Resistance to Inhospitable Environments
+Weapons Repair (Kinetic Weapons)
-short temper when provoked
-Possible Hostage Targets (Family)
Equipment: NK-32 with a charm made by his daughter attached, Anansi Short sword (think a more modern version of this, binoculars
Psionic Abilities? (Yes, No): No
Role in the crew: Captain
Species Name: Humans
Species Appearance:Human
Height/Weight:5' (152.4 cm)–6' (182.9 cm) ,135 lbs (61.2 kg)–200 lbs (90.7 kg)
Lifespan:75-120 Years
Biological Information: Pretty much the same as humans today.
Culture:
Humans arrived in the Traverse over a hundred and fifty years ago in 2542. While still one the newest species to find themselves in the Traverse, they've wasted no time making in establishing themselves as major players. The first waves of Human Settlers came to the Traverse as refugees fleeing from a Civil War raging in Sol and other Human Colonies. While things back home have stabilized, the Traverse Humans have little to no sense of connection to the old Earth Government as almost all of the Human Colonies have repeatedly rejected the pleas of the old Government to rejoin the Greater Human Community.
Other information: N/A
Rules:
My word shall be law, the word of my Co-OP's will be considered law unless I say otherwise
No godmodding or metagaming, doing so will be unpleasant for you.
There is a two character limit.
Flaming in the OOC will not be tolerated, if your character is a arse, than by all means portray them as such in the OOC.
Characters have a chance to die. In certain missions, conditions will lead to not everyone getting out alive. Please keep this in mind.

by Federation of Terrans » Wed Aug 23, 2017 12:37 pm
by Tayner » Wed Aug 23, 2017 5:36 pm

by Anowa » Wed Aug 23, 2017 7:03 pm
Federation of Terrans wrote:Well SCP RP looks good. Let me know when its up and I'll post an app. Should be fun getting back into it.

by The Knockout Gun Gals » Thu Aug 24, 2017 1:55 am


by Federation of Terrans » Thu Aug 24, 2017 9:28 am

by Achesia » Thu Aug 24, 2017 10:12 am
Sarejo wrote:The sad thing is I'm like one of the few people here that actually manages to juggle a life AND NS

by Sarejo » Thu Aug 24, 2017 10:35 am
OOC | IC
Co-OPs
None yet.
A Pub Sponsored RP
Theme Song
1: OP has final say. No exceptions. 2: OP reserves the right to deny any application deemed not acceptable. 3: No God-modding or Meta-gaming. 4: No directly controlling another player character or faction unless given permission to do so. You can freely control any and all NPC’s that are not central to any major plotline. 5: Posts must be a paragraph minimum. One-liners are highly discouraged. 6: Try to use correct grammar, and no walls of text that are not broken up into paragraphs. 7: Be courteous to one another in the OOC. Feel free to be as much of a dick in the IC as you desire. 8: Be active should you apply. No need to be online 24/7 (as I certainly will not be) but don’t go through the effort of joining and never post anything. If you will be gone for any significant amount of time please leave a message stating that you will be gone. Those who do not risk having their characters killed off. 9: You character cannot be overpowered. Your character can die and every challenge should be just that, a challenge. Any overpowered characters will bring forth the wrath of the OP in the form of even worse obstacles and outcomes. 10: Have fun. |
|

by Federation of Terrans » Thu Aug 24, 2017 10:39 am
Anowa wrote:Federation of Terrans wrote:Well SCP RP looks good. Let me know when its up and I'll post an app. Should be fun getting back into it.
You're in luck.
I just plunked it up there.

by The Knockout Gun Gals » Thu Aug 24, 2017 4:51 pm
Sarejo wrote:(Image)OOC | ICCo-OPs
None yet.
A Pub Sponsored RP
Theme SongA dark shadow has fallen over the city-state of Lannar. The Mist spreads from quarter to quarter, corrupting innocents into foul abominations of nature: beastmen, unholy horrors, creatures of the night, and worse, that prey on any unfortunate soul that was spared the horrific curses of The Mist.
No one knows where The Mist came from, or why it corrupts humans the way it does; all anyone knows is that the abominations are a blight and a threat, and so the local government set up a new department: the Ministry of Protection, to regulate the new class of bounty hunters and mercenaries born out this crisis, known as Wardens, who brave the quarters of the sprawling city afflictef by The Mist, protected by specialized amulets that protect them from corruption, but the dangers of the beasts is still real enough, which is why Wardens rarely travel alone. In return for their bravery, or foolishness, depending on your perspective, Wardens are paid handsomely for each trophy they turn in, proving a kill, at fortified outposts within the afflicted quarters known as Keeps, where Wardens can rest, resupply, repair their equipment, and purchase new equipment when supply runs are made.
1: OP has final say. No exceptions.
2: OP reserves the right to deny any application deemed not acceptable.
3: No God-modding or Meta-gaming.
4: No directly controlling another player character or faction unless given permission to do so. You can freely control any and all NPC’s that are not central to any major plotline.
5: Posts must be a paragraph minimum. One-liners are highly discouraged.
6: Try to use correct grammar, and no walls of text that are not broken up into paragraphs.
7: Be courteous to one another in the OOC. Feel free to be as much of a dick in the IC as you desire.
8: Be active should you apply. No need to be online 24/7 (as I certainly will not be) but don’t go through the effort of joining and never post anything. If you will be gone for any significant amount of time please leave a message stating that you will be gone. Those who do not risk having their characters killed off.
9: You character cannot be overpowered. Your character can die and every challenge should be just that, a challenge. Any overpowered characters will bring forth the wrath of the OP in the form of even worse obstacles and outcomes.
10: Have fun.
- Code: Select all
[size=125][b][u]Ministry of Protection Warden Registry[/u][/b][/size]
[u][b]BASIC INFORMATION[/b][/u]
[b]Name:[/b]
[b]Sex:[/b]
[b]Physical Description:[/b]
[b]Equipment:[/b]
[u][b]INDIVIDUAL PSYCHOLOGICAL FILE[/b][/u]
[b]Personality:[/b]
[b]Skills:[/b]
[b]Weaknesses:[/b]
[b]Fears:[/b]
[b]Autobiography:[/b]
[b]RP Samples (2 Required or a good bio):[/b]
Still a tiny bit WiP, but there you go.

by The Knockout Gun Gals » Thu Aug 24, 2017 4:51 pm
Sarejo wrote:The sad thing is I'm like one of the few people here that actually manages to juggle a life AND NS
Advertisement
Return to Portal to the Multiverse
Users browsing this forum: Empire of Techkotal, Google [Bot], The Empire of Tau
Advertisement