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The Occult War of 2040 (OOC, Sign-Up)

A staging-point for declarations of war and other major diplomatic events. [In character]
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Trace
Secretary
 
Posts: 27
Founded: Jan 01, 2018
Ex-Nation

The Occult War of 2040 (OOC, Sign-Up)

Postby Trace » Sat Dec 01, 2018 4:47 pm

IC Thread

In 2016 the United Nations formed TRACE (Tactical Rescue & Anti-Corruption Echelon) as a means of legally inspecting UN member nations for corruption either through legal channels or via espionage and to provide critical assistance in times of foreign aide or military rescue operations. It was initially brought up around a period of rising populism and a fear of it, with governments demanding some means of controlling it. Unknown to the TRACE founder in the beginning, who created this organization on peaceful intentions, the world governments intended to keep their status quo and keep populism out. Due to multiple sabotages and failures brought about by bureaucratic red tape and operations gone wrong, the UN deemed TRACE a failure, and sought to disband the organization around late 2017 when it was made apparent large quantities of wealth had seemingly disappeared, as did the founder himself.

In 2018 TRACE's founder suddenly resurfaced, as did numerous controlled regions stepping forward to reveal their existence. This time the group is no longer a part of the United Nations, or even just an organization. Now they refer to themselves as "Trace," an inter-regional country similar in function to the United States of America. They wish to continue their operations, though this time without the messy red tape of the UN. This consequentially also meant Trace forces everywhere trying to claim territory and overthrow nearby governments they deemed corrupt. The war lasted until 2019 with almost all Trace bases destroyed and their founder confirmed to be deceased.

In 2020, the nations of the world finally realize the damages to the world's climate is not only real, but possibly too late. In a desperate effort to keep themselves alive, they overturn a long-kept hidden agreement among world goverments. They would legalize the public acknowledgement and use of all magic and occultism. This allowed the humans of Earth to survive for another 16 years, but at what cost?

It is now 2040. Despite the best efforts of magic practitioners, it is not enough. The world as they know it is about to kill itself in an all-out war for resources. What kind of resources? All resources. Gold, oil, water, food. Anarchy is on the rise. The Soviet Union has been re-established. The Nazi occult is spreading across Europe and the Americas like a pox. Atheists, religious and occultists war against each other day-in and day-out.

Despite all this, an organization known only by the name "Mainicksto" has called for select groups of people from governments and people they can either trust or believe are capable of helping them out with a particularly suicidal task. Information from their own occult worshipers confirm the nature of Saint Lucifer and eldritch abominations working together for one distinct purpose: The absolute colonization of Earth at the expense of humanity and all other creatures currently existing. To make matters worse: The remaining armies of Trace have allied with these evil entities. Desperate to buy more time for humanity, daredevil heroes are being called to help locate artifacts from around the world to help ensure the invasion of Earth is not made a reality...


~~~~~~~~


For anyone familiar with Charon's Curse, the gameplay is back! Sadly because I am in quite a rush, more details cannot be included at this time, but I am starting this page right now as a head-start! What you should know:

1: The canon of Charon's Curse is irrelevant. You need not know the full details of that game to understand what is happening here.
2: This game primarily focuses not on armies, but on squads. You will command either a lone soldier, or a team of four heroes. The choice is yours, and each decision can make the game easier or harder on your people. Additional characters beyond the restriction of four members can be achieved under certain conditions, such as achievements.
3: A character-creation list will be added very soon, which will be critical as features such as attributes and inventory management will come into play.
4: No godmodding. Obvious rule, but still worth bringing up.
5: Just as with normal gameplay: No killing off other player characters unless you have permission to war with them. NPCs are a different topic.
6: Almost all NPCs can be killed unless strictly detailed otherwise. However, do make sure you detail exactly how your characters are killing them, so they aren't just blazing through everything with ease.
7: Violence and nudity are fine so long as they follow the guidelines of NationStates. More specifically: No detailed gore or sex scenes, and certainly no pictures! And side note: Keep racism to a minimum. Racist themes will appear, maybe prominently, but that doesn't mean we should go around promoting it.
8: Due to the RPG-based nature of this game, the OP may kill off other player characters, but only under certain conditions including the "lottery system," overwhelming circumstances within the immediate situations at hand, or just because one character made a really stupid decision!
9: The lottery system activates every once per new page, but can be avoided IF a "boss character" is successfully encountered and killed beforehand.
10: Do not double-post. Please wait for others to chime in. If you need to, edit your latest post instead. See rule 11 for why.
11: The exact level of your characters depends on the current page number the roleplay is on. That means if the IC game is on page 5, all characters are level 5, including newcomer players. This allows everyone to enter the game at the same level with the only real requirement being a reminder on the events currently happening and what they need to know. With that being said...
12: If you are a latecomer, we will still welcome you, so long as you are respectful to both the OP, the other players, NationStates as a whole, and of course these rules I've laid out.

More details will be added soon as I've stated, so just welcome yourselves for the moment!

~~~~~~~~

Character Creation List!


Code: Select all
Example Image (Optional):
Race:
Class:
[b]ATTRIBUTE POINTS LEFT (Please delete when done): 25[/b]
STRENGTH 8
DEXTERITY 8
CONSTITUTION 8
INTELLIGENCE 8
WISDOM 8
CHARISMA 8
Intelligence Interests (1 + INT Modifier. If INT mod is -1, skip this.):
Starting Equipment:
Biggest Sin(s):

Backstory:


Step 1: Attributes
Attributes, ability scores, etc.. RPG fans know what these are by now: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Due to this not being a "true" D&D-style game, certain liberties will be taken, such as the lacking dependency on skills. Attributes instead have a more direct role on certain abilities. All of this is to try and make the game feel less uninviting and easy to jump into.

All character attributes start off with a score of 8, and the survivors are permitted to enter 25 remaining points. Decide wisely. Starting attributes may not be lower than 8, and cannot go higher than 18.

STRENGTH determines how much your characters can carry. Default carry weight (10 STR) is 5 "bulks," with each modifier adding or subtracting one. It also makes melee attacks in general stronger, especially with the fists. A higher strength also allows the use of heavier armor and weapons. Certain feats and achievements can improve the load a bit by adding more bulk space or fitting more items into a single bulk spot. Or just reloading your guns sometimes also helps.

Each item usually has a carry of 1 bulk, such as clothes and guns. Ammo, food and other light equipment take up their own bulk space, and exactly how much can fit in one space depends. For examples:
40 handgun ammo takes up 1 bulk.
20 magnum ammo takes up 1 bulk.
60 SMG ammo takes up 1 bulk.
25 sniper ammo takes up 1 bulk.
15 shotgun ammo takes up 1 bulk.
20 arrows take up 1 bulk.
50 scrap parts take up 1 bulk.
2 grenades take up 1 bulk.
1 rocket takes up 1 bulk.
3 mines take up 1 bulk.
3 small medkits take up 1 bulk.
1 large medkit takes up 1 bulk.
5 wartime rations take up 1 bulk. (NOTE: Quality of wartime rations depend on origin nation.)

Backpacks do not take up bulk and are intended to add more bulk space. A small adds 3 bulks, medium 6 bulks, large 9 bulks and a military-grade 12 bulks.

DEXTERITY determines the likelihood of being able to escape certain danger, and also improves general accuracy. A higher dexterity also means you get to move faster than others.

CONSTITUTION determines how much health and stamina you have. Health is critical for reasons that should be obvious. Stamina determines how awake you are. Stamina can be restored by sleeping, eating or drinking. Stamina is lost when performing stressful physical tasks. Finally it determines magicka, which is a pool of energy used for casting magic. All three of these stats can be regenerated from eating, drinking or sleeping. As a minor note: All characters have to consume at least one food item per day. Failure to do so will result in a sudden 5 HP loss. The next day hunger is ignored will result in a loss of 10 HP, even if the survivor ate two days ago. The bonus will gradually worsen, so be sure to scavenge for food!

INTELLIGENCE determines sophistication with reading, accessing computers, and recalling historical events. Bonus modifiers from a higher intelligence means getting boosts in specific fields of knowledge depending on the survivor's choice of interests.

Interests include: Magic, dungeons, engineering, geography, history, politics, celebrities, religion, planes of existence, animals, computers, culture, medicine, bartering, crafting and music.

Furthermore, a high intelligence is required to operate certain vehicles. 10 INT is needed just to drive a car, 12 for a truck, 14 INT for a tank, 16 INT for a mech, and 18 INT to operate an airborne craft.

WISDOM determines how resistant a survivor is against magical attacks. Modifier bonuses from higher wisdom scores may grant an additional spell they can learn. Alternatively they can use it instead to reduce the amount of corruption they earn by a small percentage. Either way, wisdom is a critical attribute for magic-wielding characters to get familiar with.

Corruption is gained by performing evil actions, and lost when doing good. If corruption goes too high, then the survivor's soul is consumed and the player will no longer have control over them. The only solution after this is death.

CHARISMA determines a character's ability to reason with people, sell and buy items at more acceptable prices, and generally come off as likable. It also determines a person's overall hygiene. A survivor with low charisma will look and smell ugly, or average at best. A survivor with high charisma will generally be pleasant to be around and inspiring. High charisma characters are generally best-suited to giving orders within the party, or finding alternative methods to inspire them such as with speeches or music. However, a high charisma character also attracts the attention of people who wish to corrupt others. Corrupt the leader, and you've corrupted the party. If nothing else, then successfully killing the leader also creates chaos within the party. The most important thing is to have at least one charismatic figure in the group, as he/she alone might just find a non-violent solution to an otherwise risque task.


Step 2: Races
NOTE: If you want to introduce races other than the ones listed here, please inform me the details of the races in question. That way we're not letting OP species into the game. If needed or requested, then I will add more races to this list in the future.

Celestians: The real-world equivalent to Aasimar. Celestians have for years ruled quietly and peacefully in their own country known as Northern Scandinavia. Celestians are an unusually holy race. As such white magic is four times more effective in their hands.
Cervinians: Known as deerfolk, they remained largely in hiding until recently due to climate disasters and deforestation. Their special ability is to turn completely invisible, provided they don't take any damage and are not wearing any clothes.
Dwarves: Just as stocky, brave, tactical, full of beer and completely spiteful of elves as they are portrayed in games and movies. Dwarves are capable of crafting almost anything with the right components, regardless of whether or not they've ever crafted it before!
Elves: Just as high, mighty, pagan, full of themselves and completely spiteful of dwarves as they are portrayed in games and movies. Elves gain twice the amount of spells known as normal, but they still require a high WIS modifier to make any use of this bonus.
Goblins: Why did it have to be goblins? Despite being very short, green, and boasting a creepy grin at all times, they are surprisingly social and capable of behaving among humans. Or at least, when they wish to do so. Goblins are immune to potions and diseases.
Humans: Seemingly common and uninteresting, but they are actually quite talented. Humans get the "double class" perk. They may either choose an additional class, or stick with one. Choosing the latter will instead grant them a doubled bonus to their max HP.
Lizardfolk: Not to be confused with David Icke's "Reptilians," lizardfolk originate from the oceans, and especially the recently re-discovered Nameless City. Lizardfolk are surprisingly well-adapted to cold temperatures and can stay underwater indefinitely.
Orcs: The Orcs came to Earth through the Void after their own homeworld was destroyed. What cruel irony for them indeed to have walked in at the worst opportune time. They should work with humans, but nobody trusts them. All melee attacks are twice as damaging.
Simians: In 2018 a strange woman, later revealed to actually be Sun Wukong in disguise (much to the horror of straight men who loved "her"), exposed primates to a gene that gave them sentience. Large amounts of HP, the ability to "double-class," and four hands. Dangerous.
Scarecrows: Brought to life by the deity Kuebiko, most scarecrows are friendly, but immobile. Others are mobile, but deadly due to craving more human organs inside of them. Scarecrows are immune to head shots and dismemberment (but not quad damage or gibbing).


Step 3: Classes
Pick a class! Heck, pick two if you can! Plenty of classes to go around! (Maybe too many.) As with races, I will add more if requested.

Agent: DEX-based class. Agents can serve a wide variety of roles, but one general rule has always remained clear: Go in, do the mission, and get out! A very high risk, high rewards infiltrators. DEX modifiers equal how many times agents may "cheat death" before resting again.
Starting Equipment: One pistol of national origin (40 ammo) & 3 tesla mines. Special ability: Cheat death.
Alchemist: INT-based class. The alchemist's role is simple enough: Brew and poisons. However, the potions and poisons are more potent than those crafted by other people. Further, the alchemist can combine their brews with scrap parts to create them in the form of grenades.
Starting Equipment: Any light armor & 2 healing grenades. Special ability: Alchemy grenades.
Archer: DEX-based class. Archers are masters of the bow. The chances to hit with a bow are always greater than other classes. Archers also have a special ability of enchanting their arrows with any element of their choice.
Starting Equipment: Any light armor & A bow with arrows (20). Special ability: Enchant arrows.
Bard: CHA-based class. This adventurer inspires his comrades not with political speeches, but with flowery rhetoric and song. In addition to this their talents, with the help of a high CHA modifier, may also inspire friendly NPCs who are depressed to get back up and offer assistance.
Starting Equipment: Generic clothing & a musical instrument of their choice. Special ability: Inspire Allies.
Beast Tamer: CHA-based class. This person travels with well-trained animals to accompany them. Beast tamers always have at least one pet, but gain more based on how high their CHA modifier is. Generally speaking, they gain 2 + CHA modifier amount of pets. A CHA of 14 (+2) means the beast tamer may start out with four pets accompanying them. The pets may be of any species granted they are not a demonic or eldritch entity and are not considered to be of a sentient species. Pets also gain additional health from the beast tamer's CON modifier.
Starting Equipment: Generic clothing & a whip. Special ability: Command multiple pets.
Bombard: DEX-based class. These are bomb fanatics; they love watching things blow up! Not only are they used to causing explosions, but they also gain a 60% resistance bonus to any pain caused by explosions. Furthermore, their corpses cannot be gibbed by explosions.
Starting equipment: Any light armor & any grenade or rocket launcher of their choice. Special ability: Explosive resistance.
Cavalier: While on horseback, the cavalier gains bonuses for accuracy, defense and their CHA modifier is doubled. In addition, the horse gains bonuses from the cavalier's attributes. STR modifiers will multiply with the horse's attack damage. DEX modifiers will improve the horse's general mobility and prevent them from being easily knocked over. CON modifiers multiply their HP. INT modifiers increase their understanding of orders. WIS modifiers help them identify danger, including shady characters. And CHA modifiers will make them more calm around strangers.
Starting Equipment: Any armor & any weapon of choice. Special ability: Horse companion bonuses.
Conjurer: CHA-based class. A conjurer can unleash a wide variety of monsters to do their bidding, and a high CHA makes it easier to command their actions. Unlike other abilities, how many monsters a conjurer can create depends on their total CHA, WIS and INT modifiers.
Starting Equipment: Generic clothing & a one-handed weapon of their choice. Special ability: Conjure monsters.
Crusader: WIS-based class. The healing equivalent of the paladin. The crusader may often cast a powerful ranged healing spell, with the potency of the healing increased by the WIS modifier. Do note that the healing is subtracted by corruption points from both healer and patient.
Starting Equipment: Any shield & a one-handed melee weapon. Special ability: Holy healing.
Defender: STR or DEX-based class. Similar to the soldier, but with a greater purpose: At the cost of all their entire magicka pool, a defender may cast a spell that grants +50% damage resistance to all of their party allies. Does not stack with other damage resistance bonuses.
Starting Equipment: Any armor & any weapon of their choice. Special ability: Rally Defense +50%.
Druid: WIS-based class. Shapeshifters among the animal kingdom. They can transform into a wild beast for a short amount of time, and the WIS modifier adds bonus HP. Druids also get an animal to accompany them, and both gain bonus damage when they're of similar species.
Starting Equipment: A knife & a small backpack. Special ability: Shapeshift into animals of equal or lower level difficulty.
Engineer: INT-based class. Engineers can construct turrets from scrap parts. Small turrets cost 100 parts, and heavy turrets cost 200. Engineers can also fit 200 parts into a single bulk. Turret health and damage depends on INT modifiers and the attached weapon.
Starting Equipment: Light armor & 200 scrap parts. Special ability: Construct turrets.
Field Medic: WIS-based class. Field medics are unique because they can carry 5x the number of medkits normally allowed within a single bulk. (i.e.: 5 large medkits in one bulk, and 15 small medkits in another.) High WIS modifiers also mean extra healing effects for patients.
Starting Equipment: Generic clothing & 5 large medkits. Special ability: Increased medkit space & additional healing.
Geneticist: INT-based class. A dark master of eugenics. Using their own alchemy, they can craft a mutagen from the remains of 6 organic, sentient victims, such as humans. A single mutagen can fully heal patients, but INT modifiers, combined with specific DNA of the victims, may also grant an additional attribute point at the cost of inflicting corruption. For example: A geneticist with 16 INT may craft a mutagen from 6 Orcs that grant a permanent +3 STR bonus, but at the cost of giving their patient +45 corruption points, and potentially damning them forever.
Starting Equipment: Generic clothing & 1 mutagen crafted from their own race. Special ability: Craft mutagens.
Gunslinger: DEX-based class. Not exactly a soldier, but they are extremely talented with their pistol. Once per day, the gunslinger can eject all the loaded ammo from their currently-chosen handgun into his enemies with perfect accuracy and a shockingly high rate of fire.
Starting Equipment: Any light armor & any one-handed gun. Special ability: Rapid shot.
Hacker: INT-based class. The worst nightmare of the modern era. Hackers are computer-savvy infiltrators who can, with time, bypass any password or data-encryption on the computers they are cracking into. As an added bonus, a high INT will allow them to hack terminals faster.
Starting Equipment: Generic clothing & any one-handed weapon of their choice. Special ability: Fast hacking.
Librarian: INT-based class. The librarian's brain is just one big book of random knowledge bundled into a single man. Librarians know twice as many fields of interest compared to the common man, depending on their INT modifiers x2.
Starting Equipment: Generic clothing & any one-handed weapon of choice. Special ability: Expanded knowledge.
Marine: STR or DEX-based class. Marines are similar to soldiers, but they're more trained for carrying large amounts of ammo to help carry out invasions. Marines can shove all of a specific ammo type into one bulk, and with the same bulk occupied by an associated weapon.
Starting Equipment: Any armor & any weapon of choice. Special ability: Superior ammo management.
Ninja: DEX-based class. A professional infiltrator and assassin. Successfully striking a non-boss enemy is instant death for them, regardless of how much health they have. Unless wearing non-light armor, ninjas never make a sound when running around.
Starting Equipment: Any light armor & any bladed melee. Special ability: Silent running & silent finisher.
Paladin: CHA-based class. The paladin's job is to destroy evil wherever it may be found. Paladins get a unique smite ability that uses the CHA modifier x2 for extra damage, so a CHA of 16 (Modifier +3) for example means x6 smiting damage. Will multiply with the "smite evil" spell!
Starting Equipment: Any heavy armor & any melee weapon. Special Ability: Paladin's smite.
Peacekeeper: CHA-based class. These are soldiers who seek a more peaceful means of ending conflicts. Charisma is critical as it allows them to calm or even befriend renegade militias within areas of extreme unrest. CHA modifier bonuses also equal local NPC allies to command.
Starting Equipment: Riot Shield & Any one-handed weapon of choice. Special ability: Recruit temporary militiamen.
Pilot: DEX-based class. Alone they don't seem like much of a threat. Once they get their hands on a vehicle though, they can really go to work. Unlike other characters, pilots in particular do not require a very high intelligence in order to operate any vehicle.
Starting Equipment: Bodysuit & any pistol of their choice. Special ability: Pilot any vehicle.
Priest: WIS-based class. Technically these people shouldn't be fighters, but priests are needed more than now. Their attacks always deal double-damage on otherworldly creatures. They can also craft holy water, with damage multiplied x2 plus the priest's WIS modifier.
Starting Equipment: Holy robes & 2 containers of holy water. Special ability: Double-damage on otherworldly creatures & craft holy water.
Pugilist: STR-based class. A warrior of unarmed combat. Their unarmed strikes are more powerful than normal, and can be multiplied with other bonuses, such as the Orc racial bonus. Wearing heavy armor also provides a damage bonus, and magic attacks with fists always gib.
Starting Equipment: Any attire of choice & 1 medkit. Special ability: Increased punching damage.
Reaper: STR or DEX-based class. The reapers are dangerous serial killers. They've discovered a unique art that allows them to deal additional damage based on how high their corruption is. Not only that, but it also takes twice as much effort to truly corrupt a reaper's soul.
Starting Equipment: Generic clothing & any weapon of their choice. Special ability: Corruption points increase total attack damage.
Samurai: STR-based class. The samurai has the unique ability to call for a duel with the enemy boss. During a duel no allies may participate, but only watch. If a samurai's ally violates this, then the duel is off and both gain +75 corruption points. If the enemies violate this, then the duel is off, but the samurai fully heals and gains a x16 damage bonus on their katana. If the samurai wins honorably, then all remaining enemies must answer to the samurai's demands. If the boss wins, then the rest of the party are slaves and must somehow regain freedom.
Starting Equipment: Any traditional apparel & any traditional weapon. Special ability: Samurai's duel.
Scavenger: STR-based class. This is a survivalist who has learned well how to survive on their own. They've figured out how to carry more equipment, which is critical as they wish to get away with a heavy load of items to barter away.
Starting Equipment: 1 small backpack & any weapon of their choice. Special ability: Bulk is determined by STR score, not modifiers.
Sniper: DEX-based class. A long-range assassin. The enemy may not even know they are around until it is too late for their VIPs. The most dangerous thing about the sniper is their ability to analyze infantry just long enough to snipe their most vulnerable spot, bypassing armor.
Starting Equipment: Generic clothing & a sniper rifle (25 ammo). Special ability: Ignore enemy armor.
Soldier: STR or DEX-based class. These are among the tried and true warriors. Having been put through months if not years of strenuous marching and exercising, the soldier is well-adapted to physical strains. As a result they rarely tire of climbing, swimming or running.
Starting Equipment: Any armor & any weapon of their choice. Special ability: Infinite stamina.
Summoner: CHA-based class. Unlike the conjurer, the summoner may create an "eidolon." This is another player character. So long as the summoner is alive, the eidolon may also die and come back to life within 24 hours. Eidolons gain bonus health from the summoner's CHA modifier, bonus majicka from high WIS, and bonus stamina from high CON. A side note: The eidolon may be of any class (or classes from double-class) EXCEPT for conjurers or summoners. Finally, any changes during eidolon character creation are final.
Starting Equipment: Generic clothing & any weapon of choice. Special ability: Create eidolon.
Tank: CON-based class. The whole point of this class is to be a bullet sponge, hence the name "tank." This class alone gains triple the usual amount of health, magicka and stamina. They also heal for more HP the higher their CON modifier is.
Starting Equipment: Generic clothing & any weapon of choice. Special ability: Triple HP & Bonus healing.
Trapper: INT-based class. This is somebody who knows how to deploy dangerous traps, useful for when expecting an ambush. Their special ability is to avoid unintentionally triggering any traps. They can also disarm traps, or rig them to work against their makers.
Starting Equipment: 1 small backpack & any mines (12) of their choice. Special ability: Immunity from setting off deployed traps.
Wizard: WIS-based class. The real professionals of magic. Wizards have double the usual amount of magicka. In addition to this every bonus WIS modifier allows the wizard to know double the usual amount of spells. Instead of 3 spells at 16 WIS, they know 6.
Starting Equipment: Mage robes & 1 small backpack. Special ability: Double magicka & more spells known.
Last edited by Trace on Fri Dec 21, 2018 3:44 pm, edited 9 times in total.

User avatar
Novaya Equestria
Senator
 
Posts: 4136
Founded: May 01, 2014
Democratic Socialists

Postby Novaya Equestria » Sat Dec 01, 2018 7:07 pm

Tagged.
READ BELOW!

I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

User avatar
A m e n r i a
Negotiator
 
Posts: 5234
Founded: Jun 08, 2017
Corrupt Dictatorship

Postby A m e n r i a » Sat Dec 01, 2018 10:09 pm

I am SO in. THIS is the type of rp we need here on NS. Imma Jihad the heck outta those demons and demon worshippers. :lol:

One question though. Is it okay for my character to have powers or should he/she (probably she) be a soldier instead?
Last edited by A m e n r i a on Sat Dec 01, 2018 10:11 pm, edited 1 time in total.
The Empire of Amenria (亚洲帝国)
Sinocentric Asian theocratic absolute monarchy. Set 28 years in the future. On-site factbooks are no longer canon. A 13.14 civilization, according to this index.
Your guide to Amenria, organized for your convenience

User avatar
Novaya Equestria
Senator
 
Posts: 4136
Founded: May 01, 2014
Democratic Socialists

Postby Novaya Equestria » Sat Dec 01, 2018 11:29 pm

A m e n r i a wrote:I am SO in. THIS is the type of rp we need here on NS. Imma Jihad the heck outta those demons and demon worshippers. :lol:

One question though. Is it okay for my character to have powers or should he/she (probably she) be a soldier instead?

It depends.
READ BELOW!

I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

User avatar
Dwipantara
Civil Servant
 
Posts: 9
Founded: Nov 18, 2018
Ex-Nation

Postby Dwipantara » Sat Dec 01, 2018 11:31 pm

Novaya Equestria wrote:
A m e n r i a wrote:I am SO in. THIS is the type of rp we need here on NS. Imma Jihad the heck outta those demons and demon worshippers. :lol:

One question though. Is it okay for my character to have powers or should he/she (probably she) be a soldier instead?

It depends.


On?
The creator of A m e n r i a proudly presents Dwipantara, a steampunk Indonesia with made-up animals and FanT people.

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Fondheart
Civil Servant
 
Posts: 6
Founded: May 08, 2018
Ex-Nation

Postby Fondheart » Sat Dec 01, 2018 11:49 pm

This is a puppet nation of Squeeheart and so is Trace. I'll be roleplaying only with these two nations, and of course all the NPC factions. Expect the IC thread to be posted by me soon.

A m e n r i a wrote:I am SO in. THIS is the type of rp we need here on NS. Imma Jihad the heck outta those demons and demon worshippers. :lol:

One question though. Is it okay for my character to have powers or should he/she (probably she) be a soldier instead?


Oh cool, some Islamic justice against the demonic hordes. This should be exciting! You're already accepted. And of course, so is Novaya Equestria, although they've known this for quite a long time now.

And yes there will be magic permitted. Keep in mind mortal religions (at least normal Christianity, Islam, etc.) will have penalties associated with the use of magic period unless it is specifically white magic! The use of anything else will result in "corruption," which is a statistic that will go up or down depending on the actions of associated survivors. If the corruption goes too high, you will lose control of your wicked survivor and I'll use them as a boss character to fight.

More will be explained once I post character creation details and an IC thread, which will be very, very soon.

User avatar
Dwipantara
Civil Servant
 
Posts: 9
Founded: Nov 18, 2018
Ex-Nation

Postby Dwipantara » Sun Dec 02, 2018 12:22 am

Fondheart wrote:This is a puppet nation of Squeeheart and so is Trace. I'll be roleplaying only with these two nations, and of course all the NPC factions. Expect the IC thread to be posted by me soon.

A m e n r i a wrote:I am SO in. THIS is the type of rp we need here on NS. Imma Jihad the heck outta those demons and demon worshippers. :lol:

One question though. Is it okay for my character to have powers or should he/she (probably she) be a soldier instead?


Oh cool, some Islamic justice against the demonic hordes. This should be exciting! You're already accepted. And of course, so is Novaya Equestria, although they've known this for quite a long time now.

And yes there will be magic permitted. Keep in mind mortal religions (at least normal Christianity, Islam, etc.) will have penalties associated with the use of magic period unless it is specifically white magic! The use of anything else will result in "corruption," which is a statistic that will go up or down depending on the actions of associated survivors. If the corruption goes too high, you will lose control of your wicked survivor and I'll use them as a boss character to fight.

More will be explained once I post character creation details and an IC thread, which will be very, very soon.


I was talking about powers which aren't magic. Magic is forbidden in Amenria, and in Islam as a whole. We get our powers from combining the energies of our mind, heart, and body, not a pact with spirits.
Last edited by Dwipantara on Sun Dec 02, 2018 12:24 am, edited 1 time in total.
The creator of A m e n r i a proudly presents Dwipantara, a steampunk Indonesia with made-up animals and FanT people.

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Trace
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Postby Trace » Sun Dec 02, 2018 12:41 am

Dwipantara wrote:
Fondheart wrote:This is a puppet nation of Squeeheart and so is Trace. I'll be roleplaying only with these two nations, and of course all the NPC factions. Expect the IC thread to be posted by me soon.



Oh cool, some Islamic justice against the demonic hordes. This should be exciting! You're already accepted. And of course, so is Novaya Equestria, although they've known this for quite a long time now.

And yes there will be magic permitted. Keep in mind mortal religions (at least normal Christianity, Islam, etc.) will have penalties associated with the use of magic period unless it is specifically white magic! The use of anything else will result in "corruption," which is a statistic that will go up or down depending on the actions of associated survivors. If the corruption goes too high, you will lose control of your wicked survivor and I'll use them as a boss character to fight.

More will be explained once I post character creation details and an IC thread, which will be very, very soon.


I was talking about powers which aren't magic. Magic is forbidden in Amenria, and in Islam as a whole. We get our powers from combining the energies of our mind, heart, and body, not a pact with spirits.

So something more along the lines of feats and bonuses? Those will exist as well, with some being granted as a bonus associated with the class, race or earned achievements. Achievements will largely be dictated based on whatever wild ideas I can come up with as time goes on, or whatever amazing tasks the other players can pull off.

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Prunasia
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Postby Prunasia » Sun Dec 02, 2018 12:49 am

tagged, I'll just need to draw up a list of believable characters

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Dwipantara
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Postby Dwipantara » Sun Dec 02, 2018 1:21 am

Trace wrote:
Dwipantara wrote:
I was talking about powers which aren't magic. Magic is forbidden in Amenria, and in Islam as a whole. We get our powers from combining the energies of our mind, heart, and body, not a pact with spirits.

So something more along the lines of feats and bonuses? Those will exist as well, with some being granted as a bonus associated with the class, race or earned achievements. Achievements will largely be dictated based on whatever wild ideas I can come up with as time goes on, or whatever amazing tasks the other players can pull off.


Pretty much like the stuff you'll see in comic books. Our powers are the same. Hell, they might even be similar or even be same as the stuff your worlds' magic can do, just without the haram.
The creator of A m e n r i a proudly presents Dwipantara, a steampunk Indonesia with made-up animals and FanT people.

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Novaya Equestria
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Postby Novaya Equestria » Sun Dec 02, 2018 3:29 am

Am I allowed to have my characters' info data-expunged or redacted?
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I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

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Trace
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Postby Trace » Sun Dec 02, 2018 3:59 am

Novaya Equestria wrote:Am I allowed to have my characters' info data-expunged or redacted?

That's a hard question, considering the question on why you're data-expunging or redacting information?

I need just a wee-bit more time creating the character-creation list. Once I have that out, I'll let everyone create their characters, and then I will carefully decide whether or not the data is alright with being censored. I get why you'd want it to: Make the character rosters look more serious and ominous. At the same time though, what if there's something I need to know? You know?

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Deutschess Kaiserreich
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Postby Deutschess Kaiserreich » Sun Dec 02, 2018 5:30 am

How do we sign up?

Can't wait to crush the Warsaw Pact again
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Novaya Equestria
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Postby Novaya Equestria » Sun Dec 02, 2018 5:45 am

Trace wrote:
Novaya Equestria wrote:Am I allowed to have my characters' info data-expunged or redacted?

That's a hard question, considering the question on why you're data-expunging or redacting information?

I need just a wee-bit more time creating the character-creation list. Once I have that out, I'll let everyone create their characters, and then I will carefully decide whether or not the data is alright with being censored. I get why you'd want it to: Make the character rosters look more serious and ominous. At the same time though, what if there's something I need to know? You know?

I'll tell you tomorrow, cuz I have school tomorrow.

And yes. My character rosters will be serious and ominous. I want my squad to be that, so no one (in-game) knows who my squad are.

I want to redact and data-expunge my squad's informations because the Occult War has to be prevented, since this borders toward an XK-class End-of-the-World scenario; this is a mission the Charybdis Organization and others must prevent, one that must be made secret, hidden and confidential; if it is exposed then it borders on a CK-class reality restructuring event or a MK-class broken masquerade event or others.

I used SCP Foundation terminology.

Deutschess Kaiserreich wrote:How do we sign up?

Can't wait to crush the Warsaw Pact again


Please wait till Trace implements the character apps. And you do realize thus is a squad-based RP, right?
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I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

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Trace
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Postby Trace » Sun Dec 02, 2018 6:22 am

Novaya Equestria wrote:Please wait till Trace implements the character apps. And you do realize thus is a squad-based RP, right?

Technically that is true, but perhaps not strictly. It depends on how events play out. It is more of, "Hey, while you're off in Canada doing this one task Mainicksto set you up with, this is what's happening in the world around us!" But yes, I would appreciate the majority of the roleplay's focus being primarily on the squad-based gameplay. Honestly if all plays out as I expect it to do so, certain events may not even matter. That's IF the world gets one step closer to the "good ending."

Sadly I need a break as well. I'm seriously overextending my ability to stay awake. I'll have to save progress since I don't want to release an incomplete character creation list. To be fair though, I think I'm about halfway done with that list.

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Trace
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Postby Trace » Mon Dec 03, 2018 8:56 am

The current character creation list I just posted is technically still incomplete, but it should be enough right there to help everybody get started. I was going to add "starting equipment," but it really is better to just let people bring equipment from their own nations. Also items currently from this list may also help: https://www.nationstates.net/nation=tra ... id=1102008

If you have questions about races or classes, BY ALL MEANS ASK! Remember at the moment the maximum number of characters you may start with is 4, unless of course you cheat with certain classes like the summoner. You may also play with less characters if you wish, with varying degrees of difficulty, rewards and consequences. Please do not worry too much about stats like health, magicka and stamina; I can work out all the minuscule details. The point of races and classes is to make gameplay more interesting by having characters present unique abilities and flaws in ways similar to most RPG games. As for when the main IC thread will be up? Sometime within the next three nights. My schedule has been a little hectic as of late and I've really been neglecting sleep trying to get just this character creation list up!

P.S.: Don't worry about the SP points too much. What I might do with those instead of character creation revisit them and help establish their place within the merchant equipment. Also yes, there will be creepy merchants lurking around the places you adventure. And yes you can kill them, with varying degrees of difficulty, rewards and consequences.

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Prunasia
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Postby Prunasia » Mon Dec 03, 2018 8:15 pm

Trace wrote:The current character creation list I just posted is technically still incomplete, but it should be enough right there to help everybody get started. I was going to add "starting equipment," but it really is better to just let people bring equipment from their own nations. Also items currently from this list may also help: https://www.nationstates.net/nation=tra ... id=1102008

If you have questions about races or classes, BY ALL MEANS ASK! Remember at the moment the maximum number of characters you may start with is 4, unless of course you cheat with certain classes like the summoner. You may also play with less characters if you wish, with varying degrees of difficulty, rewards and consequences. Please do not worry too much about stats like health, magicka and stamina; I can work out all the minuscule details. The point of races and classes is to make gameplay more interesting by having characters present unique abilities and flaws in ways similar to most RPG games. As for when the main IC thread will be up? Sometime within the next three nights. My schedule has been a little hectic as of late and I've really been neglecting sleep trying to get just this character creation list up!

P.S.: Don't worry about the SP points too much. What I might do with those instead of character creation revisit them and help establish their place within the merchant equipment. Also yes, there will be creepy merchants lurking around the places you adventure. And yes you can kill them, with varying degrees of difficulty, rewards and consequences.

What you are doing is amazing, but please do not neglect real life, I'm sure we understand that you are busy.

Just one lore related question for now, what is the state of society as of 2040? Like what has changed other than the lack of resources?
Last edited by Prunasia on Mon Dec 03, 2018 8:33 pm, edited 1 time in total.

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Novaya Equestria
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Postby Novaya Equestria » Tue Dec 04, 2018 2:39 am

Prunasia wrote:
Trace wrote:The current character creation list I just posted is technically still incomplete, but it should be enough right there to help everybody get started. I was going to add "starting equipment," but it really is better to just let people bring equipment from their own nations. Also items currently from this list may also help: https://www.nationstates.net/nation=tra ... id=1102008

If you have questions about races or classes, BY ALL MEANS ASK! Remember at the moment the maximum number of characters you may start with is 4, unless of course you cheat with certain classes like the summoner. You may also play with less characters if you wish, with varying degrees of difficulty, rewards and consequences. Please do not worry too much about stats like health, magicka and stamina; I can work out all the minuscule details. The point of races and classes is to make gameplay more interesting by having characters present unique abilities and flaws in ways similar to most RPG games. As for when the main IC thread will be up? Sometime within the next three nights. My schedule has been a little hectic as of late and I've really been neglecting sleep trying to get just this character creation list up!

P.S.: Don't worry about the SP points too much. What I might do with those instead of character creation revisit them and help establish their place within the merchant equipment. Also yes, there will be creepy merchants lurking around the places you adventure. And yes you can kill them, with varying degrees of difficulty, rewards and consequences.

What you are doing is amazing, but please do not neglect real life, I'm sure we understand that you are busy.

Just one lore related question for now, what is the state of society as of 2040? Like what has changed other than the lack of resources?

It's chaotic. Occultists, religious and atheists fought each ither while many nations fought fior resources, forgetting that offworld colonization is what actually can save the world all thanks to the Outer Space Treaty.

In other words, it's bloody Hell right now.
READ BELOW!

I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

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Prunasia
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Postby Prunasia » Tue Dec 04, 2018 4:11 am

Novaya Equestria wrote:
Prunasia wrote:What you are doing is amazing, but please do not neglect real life, I'm sure we understand that you are busy.

Just one lore related question for now, what is the state of society as of 2040? Like what has changed other than the lack of resources?

It's chaotic. Occultists, religious and atheists fought each ither while many nations fought fior resources, forgetting that offworld colonization is what actually can save the world all thanks to the Outer Space Treaty.

In other words, it's bloody Hell right now.

If governments exist then it shouldn't be hell, yet. So more World of Darkness?

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Novaya Equestria
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Postby Novaya Equestria » Tue Dec 04, 2018 4:48 am

Prunasia wrote:
Novaya Equestria wrote:It's chaotic. Occultists, religious and atheists fought each ither while many nations fought fior resources, forgetting that offworld colonization is what actually can save the world all thanks to the Outer Space Treaty.

In other words, it's bloody Hell right now.

If governments exist then it shouldn't be hell, yet. So more World of Darkness?

It is technically hell.
READ BELOW!

I RP as Novaya, a Human militaristic nation (cuz anime) and an archipelagic country. I also RP as the Novayan Stellar Commonwealth, a FanFT/FanFFT nation.
Please refer to me/my nation as Novaya in both IC and OOC, NOT Novaya Equestria.

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Trace
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Postby Trace » Fri Dec 07, 2018 10:01 am

Prunasia wrote:
Novaya Equestria wrote:It's chaotic. Occultists, religious and atheists fought each ither while many nations fought fior resources, forgetting that offworld colonization is what actually can save the world all thanks to the Outer Space Treaty.

In other words, it's bloody Hell right now.

If governments exist then it shouldn't be hell, yet. So more World of Darkness?

It is difficult to say as I'm dealing with things one at a time. While I can't say I know much about World of Darkness, what I can say is that anarchy and authoritarianism in this world is really dependent on a number of different factors. While I can't share all of the details, I can name a few things:

    1: The Russian Federation reformed the Union of Soviet Socialist Republics following a political uprising secretly backed up by occult magic following the sudden death and assassination rumors of Vladimir Putin. The current leader is Premiere Natalya Romanov (No confirmed relation to the Romanov family.), a former general known for a streak of successful military campaigns against terrorists in the Middle East. Within the past few years of her leadership, she has managed to help revitalize the Baathist movement.

    2: China remains relatively laid-back. Due to economic benefits with the West they've refused to ally with the New Soviet Union, though the Communist Party of China seems a little split on this decision. Vietnam, just wanting to live in peace, refuses to ally with any sides. Meanwhile, communism is overwhelming on the rise in South America and Africa.

    3: Canada is currently in a civil war with Quebec following the latter's successful secession. However, they seem to be having a slap fight at best as both sides are hesitant to invade each other. It is unknown if occultism or pure fate had a say in Quebec's secession.

    4: North and South Korean tensions are still high, but fortunately that's the only news. Despite two decades of ever-expanding occultism around the world, it has not reached Korea at all.

    5: Japan has been given permission to rebuild their military (though North Korea and China naturally disapprove) to provide assistance in case the Soviet Union causes problems in the Pacific. Occultism is heavy, but it is well-controlled thanks to nationalized academies. The Emperor of Japan himself is not only engaging in occultism, but is also considered one of the most brilliant psionic minds in the entire world.

    6: In Europe nobody is playing around. Germany is being given further permissions to expand their military development, and NATO is helping arm Poland despite all warnings not to by the Soviet Union and even Europe's own diplomacy experts. Citizens of France are the most outraged, who are becoming increasingly communist in opinions and inflicting endless unrest within Paris. The French government insists all is under control, but all news reports and eye witnesses argue this is not the case.

    7: The status of the Middle East? SNAFU. A few occult groups are springing, but they remain few, isolated, and underground thanks to overwhelming persecution by virtually all Islamic groups. Israel continues to exist, but also continues to present problems via various war crimes. So far Baathist groups are trying to stabilize the region, with at least one particular state receiving foreign aid both medical and military from Fondheart of all people.

    8: Following the aftermath of the short-lived "TRACE War," the United Nations formed the Global Defense Forces: A military-heavy branch with the goal to hunt down all remaining Trace forces along with other terrorist cells around the globe. The GDF of course is not without consequences, essentially being seen as a more brutal oppressor of third-world countries than the peacekeepers. The GDF used to be under command of the Permanent Five, at least until multiple reports were leaked of the United States and Soviet Union trying to use the GDF armies to fight their own wars, sometimes each other even. The USA and USSR no longer have a say over GDF activity, and the USA is forming its own anti-Trace organization.

    9: Mexico's government has been overthrown by drug cartels and the Soviet Union is helping them establish a new government. This is infuriating for the current US president who is extremely militant and right-wing. Instead of assisting fleeing refugees from the Southern countries, he is locking down all borders. Rumors also have it the first anti-Trace operations will be taking place within Mexico, which is also where he believes the current Trace capital is located. Aside from that the United States is relatively normal, for the moment...
    10: There are several other nations within this world of Trace (Sort of its own universe basically.), but I think I'll address those as time goes by. I will say there will be some traveling around the world due to the story. Basically this anti-occult group called Mainicksto is hiring professionals to track down and obtain rare artifacts the demons might try and use to open even more portals to Earth. How many artifacts are there total? Let's say at least 48...

Yes I know: The IC thread is well behind. Real life problems have been happening, but that's the least of your concerns. It will be posted within a few more days. For right now though I want to create my own list of characters as examples on how to set up these survivors. I'm also thinking of adding one more of my puppet nations into the game, but I might be overextending the amount here. Either special rules will have to be created for additional puppet nations partaking in these games, or Trace characters will all have to be NPCs. The extra nation I'm thinking of adding is a replacement for Frazetta, and they'll be a lot more oriented around fighting occultism and other nefarious groups.

Holy shit, that was a lot of info I typed up...

Oh and by the way: I'm forbidding colonization beyond Earth for three reasons:

    1: All of the action will either be on Earth, in Hell, or someplace debatably worse. Going off to space will heavily divert attention away from where I want the focus of the story to be.

    2: If X nation gets a space colony, then EVERYONE wants a space colony. Also I want a Trace base on the moon, but that would create a lot more problems unless I go all Iron Sky with this, and I don't want to go Iron Sky with this. Basically speaking: No space colonies.

    3: Keeping everyone confined to Earth in the midst of all these wars, including the overbearing Resource War and the newly revived fears of a possible nuclear war, will no doubt increase a lot of tension and drama as both survivor squads and world politicians try to avoid any actions that may trigger the worst possible scenarios to become reality.

To keep things fair, a recent (but ruinously weak) international bill is passed for all countries signing to agree not to attack each other as they desperately collect resources to try and either fix the world's climate or to construct a space program. The point of this is to basically have all of the more important nations quite falsely starting out at DEFCON 5 states. The news reports will also falsely report how safe the situation is either out of bribery, state propaganda, or because they really are clueless about how screwed humanity truly is.

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A m e n r i a
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Postby A m e n r i a » Fri Dec 07, 2018 10:08 am

I'm getting excited..I want to send my leader, but he might be laughably OP, so I might send his child(ren) instead.
The Empire of Amenria (亚洲帝国)
Sinocentric Asian theocratic absolute monarchy. Set 28 years in the future. On-site factbooks are no longer canon. A 13.14 civilization, according to this index.
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Fondheart
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Postby Fondheart » Sat Dec 08, 2018 5:06 am

A minor note: I made a promise to somebody the game would start on Mainicksto Island. While I do plan on keeping that in the game, a certain picture I saw while creating Fondheart characters has changed my mind and instead will begin around a special location in Ohio.

Anyways; To speed things along I am going ahead and creating the list of characters for Fondheart, and more may be added to this specific post when I decide to add Trace and/or a different nation. I know with certainty Fondheart characters will be used here, so may as well start with them at least.

Oh and one more little screw-up I made: This game will not only have alignments, but also "biggest sins." Fact of the matter is no sentient being is void of sin. Soon as a child is born, that kid is a sinner! And even if people pray to God and go to their holy house every single day and confess all of their sins and donate to charity and all that good stuff: The sins still bear over and the only real hope is for God to judge and decide whether a man's good qualities outweigh the bad. In this game, "biggest sins" mean demons from a particular circle of Hell will be more dangerous for your survivor(s) than those from others. There are a total of nine circles of Hell: Limbo, Lust, Gluttony, Greed, Wrath, Heresy, Violence, Fraud, & Treason.

Do bear in mind that creatures associated with the first circle (Limbo) are much more common than those closer to the ninth circle (Treason).

For context, here is a simple list of sins and which ones fall under which circle. Pick one or more that best describe your character's flaws:
Limbo: Atheism, paganism and/or a generally weak faith.
Lust: Adultery, compulsive sex and/or rape.
Gluttony: Apathy, laziness, and/or generally refusing to help others.
Greed: Gambling, hoarding and/or stealing.
Wrath: Bullying, constant hatred and/or being a general douchebag.
Heresy: Animal sacrifices, sacrilege and/or occultism/witchcraft.
Violence: Cannibalism, murder and/or suicide attempts.
Fraud: Financial crimes, political corruption, and/or deceiving religious people.
Treason: Defection, desertion and/or double-crossing.

Code: Select all
Example Image (Optional):
Race:
Class:
[b]ATTRIBUTE POINTS LEFT (Please delete when done):[/b]
STRENGTH 8
DEXTERITY 8
CONSTITUTION 8
INTELLIGENCE 8
WISDOM 8
CHARISMA 8
Intelligence Interests (1 + INT Modifier. If INT mod is -1, skip this.):
Starting Equipment:
Biggest Sin(s):

Backstory:


Character List for Fondheart:
Example Image: https://derpicdn.net/img/2014/6/13/651869/large.jpeg
Race: Celestian
Class: Wizard
POINTS LEFT: 1
STRENGTH 8
DEXTERITY 9
CONSTITUTION 8
INTELLIGENCE 18
WISDOM 18
CHARISMA 12
Intelligence Interests: Magic, History, Politics, Planes of Existence, Religion.
Starting Equipment: One mage robe, generic clothing, 1 small backpack full of 15 wartime rations, 1 Lirasan knife & 1 Lirasan Handgun and 40 bullets.
Alignment: Lawful Good.
Biggest Sin(s): Occultism/Witchcraft.

Backstory: Ever since her birth in 2018, Whitney Whiskey has been regarded as a highly special girl. Prophesied by the Harmonist priests from the Americas, they migrated back to Fondheart to greet her birth. It is within their belief Whiskey is destined to keep Fondheart safe from destruction. Having lived under close protection and education, Whitney has had more than plenty of time to research all that the government and her religion believes is critical for her to know.

Despite the heavy isolation from the rest of the public, Whitney has a surprisingly cheery and friendly attitude, and almost always know the right things to say when addressing somebody, though her socially awkward behavior does hold her back some. Her biggest problem is with physical fitness. Little time has really been devoted towards exercise, and the restrictions on her diet have played a few consequences on her overall immune system.

Currently Whitney Whiskey travels to the state of Ohio, where Mainicksto owns a mansion. Given the nature of this meeting, this is a top secret assignment bestowed upon her by the Fondheartian government, and she is expected to keep as low a profile as possible, especially given the rising fears of communism in the United States. If the priests are truly correct, then her entire childhood will prepare her well for whatever is about to transpire following this private international convention.
Example Image: https://derpicdn.net/img/2012/6/22/15246/large.png
Race: Human
Class: Marine & Soldier
POINTS LEFT: 0
STRENGTH 18
DEXTERITY 16
CONSTITUTION 11
INTELLIGENCE 8
WISDOM 10
CHARISMA 10
Starting Equipment: Blue armor, generic clothing, Autoshotgun and 60 cartridges (2 bulks occupied), 4 flash-bang grenades, Lirasan handgun and 80 bullets,4 large medkits (2 bulks occupied) & 10 wartime rations.
Alignment: Chaotic Good.
Biggest Sin(s): Apathy.

Backstory: Ever since he was a kid, Stan Emerald wanted to join the military and live in the shoes of General Emerald, his father. Stan would never be treated as an officer though; his father was disgruntled by his refusal to focus on obtaining good grades. Stan was assigned the role of private and forced to serve constant guard duty until he understood loud and clear the importance of discipline and cooperation. He never really did learn these two things, but being stationed at a base in the Middle East did teach him one thing at least: How to survive in a demon apocalypse.

Overrun by a demonic horde of origins still unknown to him, Stan Emerald became the last surviving military officer within the facility he was stationed in. All by his lonesome and fuelled by a determination to survive, he almost killed himself by activating the self-destruct sequence that was only meant to be triggered in the event of a failed defense against a terrorist attack. When the emergency response teams examined the debris, Private Emerald was the only sign of life that remained.

https://derpicdn.net/img/view/2014/11/3 ... ands_h.png

Commended for his services against the sudden demonic invasion, Stan got promoted to a field captain. Despite insistence by his father on how Stan should be under close watch, a mandate from the Premiere herself has demanded that the war hero be sent to Ohio as a bodyguard for Whitney Whiskey. The exact details on why are not disclosed to the General despite his status, power and credibility. All that is known is the Premiere wants Stan Emerald specifically to partake in this adventure.
Example Image (Optional): https://derpicdn.net/img/view/2014/11/3 ... ands_h.png
Race: Human
Class: Librarian
STRENGTH 8
DEXTERITY 10
CONSTITUTION 10
INTELLIGENCE 18
WISDOM 12
CHARISMA 15
Intelligence Interests: Magic, Dungeons, Engineering, Geography, History, Politics, Religion, Planes of Existence, & Culture.
Starting Equipment: Generic clothing, 1 Lirasan Knife, 5 wartime rations & 1 revolver and 20 bullets.
Alignment: Neutral Good.
Biggest Sin(s): Atheism.

Backstory: Ricardo Lotus is the grandmaster of the Grand Incitatus Library, and rumored to be a suitor for the Fondheart Premiere. When he grew up as a friend to hang out with Whitney Whiskey, it was revealed Ricardo is born on the exact same date and time as she did. This also creates rumors of him being the real chosen one by the stars, and not Whitney. Despite this, the both of them get along quite well with each other.

When he isn't sorting out paperwork or books throughout the library, Ricardo is partaking in various table-top games, and a great many of the things he studies is centered around the fictional worlds of the fantasy games which he and his closest buddies play. Unfortunately, due to the stricter rules enforced by the Harmonist church, Whitney was not allowed to play with the rest of them. The Harmonists especially do not like Ricardo, for the boy is frequently skipping out on church attendance and even criticizing their religion. He views the unification of church and state as a mistake and many of the Harmonist laws absurd. He even goes so far as to always wearing clothing in public, defying Fondheart's compulsory nudity. The only reason he isn't being punished or locked away is because the Premiere of Fondheart has always had an interest in keeping him around, for reasons she never specifies. Although more recent events may shed light on what her real plan is for him.

Despite unanimous protests by the Harmonist Church of Fondheart, Ricardo Lotus has been tasked with being the main representative of Fondheart during Whitney Whiskey's trip and mission within Ohio. She cites that the familiarity of these two will help them both in their future adventures to survive. At first Ricardo was very excited and honored to be taking part within this international journey; to finally explore beyond the borders of Fondheart! At least that was until the Premiere placed a revolver within his hands, and refused to explain why...
Example Image (Optional): https://derpicdn.net/img/2012/11/21/158896/large.jpg
Race: Human
Class: Agent & Bard
STRENGTH 8
DEXTERITY 10
CONSTITUTION 10
INTELLIGENCE 16
WISDOM 11
CHARISMA 18
Intelligence Interests: Politics, Celebrities, Culture & Bartering
Starting Equipment: Generic clothing, Cello, 1 Lirasan Handgun and 40 bullets & 3 tesla mines.
Alignment: Chaotic Neutral.
Biggest Sin(s): Financial Crimes & Political Corruption.

Backstory: Born to the Magistrate Dynasty, Magenta is the inheritor of a Fondheartian mafia family that has managed to extend their business well-beyond the borders thanks to bribery of politicians. The majority of drugs being illegally exported to other countries and foreign guns being illegally imported to Fondheart is precisely because of interference from mafia groups like the Magistrate. However, because the courts were bribed and the police tend to look the other way due to being paid more to not report, the Magistrate family could not be brought to justice even when their criminal activity had been spotlighted among all of the national news.

The time Magenta finally went too far is within the last few months. An underground movement calling itself "Goldheart" had one thing in mind: A revolution. A gold revolution. Not an uprising of communism, but one of capitalism. Being persuaded by their leader, the Magistrate allied with Goldheart's efforts to arm the rebels and one day overthrow the red council within one swooping invasion of the capital building. The only trouble is, they were busted. Magenta did not take into account her lover would get into trouble and rat her out for a lighter sentence. The Goldheart Revolution died before it could even begin.

Magenta's crimes would be paramount to treason if it weren't for the fact her date of birth was never actually documented by the state. This is due to complications associated with time, place, and the criminal nature of her parents. Indeed, Magenta is a Fondheart only through blood, not nationality. The court demands for punishment were all brutal sentences, but one day she disappeared yet again. Magenta wouldn't resurface until the day Whitney Whiskey arrived at the Incitatus International Airport for her trip to Ohio. It remains unclear just how she managed to arrive on board that plane undetected, but the Fondheartian government refuses to call the plane back and the Premiere officially denies all evidence the media has about Magenta Magistrate being aboard that flight. To make matters more complicated, Magenta's lover has fled the state, and is last seen partying in New Orleans. The government has made no attempts to contact the US and demand their return, despite demands of an ever-enraged Fondheartian media. Magenta is now the source of much debate and drama as the everyone in Fondheart knows it is only a matter of time before the crimelord reunites with her lover and they both disappear from justice yet again.

User avatar
A m e n r i a
Negotiator
 
Posts: 5234
Founded: Jun 08, 2017
Corrupt Dictatorship

Postby A m e n r i a » Sat Dec 08, 2018 7:40 am

Can I make up any skill I want for my character(s)? I also suggest animals to be allowed as a race just in case I wanna make a wolf eidolon or something.
Last edited by A m e n r i a on Sat Dec 08, 2018 7:45 am, edited 2 times in total.
The Empire of Amenria (亚洲帝国)
Sinocentric Asian theocratic absolute monarchy. Set 28 years in the future. On-site factbooks are no longer canon. A 13.14 civilization, according to this index.
Your guide to Amenria, organized for your convenience

User avatar
Trace
Secretary
 
Posts: 27
Founded: Jan 01, 2018
Ex-Nation

Postby Trace » Sat Dec 08, 2018 1:08 pm

A m e n r i a wrote:Can I make up any skill I want for my character(s)? I also suggest animals to be allowed as a race just in case I wanna make a wolf eidolon or something.

As in "intelligence interests?" Sure thing. That list was just the minimal set of things I could come up with at the time. In fact when creating Magenta Magistrate, I thought about adding in "music" as a new interest, before deciding to have that go under "culture" due to creating the post under Fondheart and not Trace. I might go back and change this just before I post the IC thread.

Also in terms of animals for a race: Are you talking about furries? Or actual ferals? I thought about adding in a lot more races, but I didn't want to clutter the race options too much at the start or have it overflowing with furry races. The Furry Fandom's reputation isn't exactly stellar you know, which is really quite a shame, and Fondheart is barely able to get away with due to being a human nation as opposed to being one of ponies.

If you want to have a "wolf eidolon," then go right ahead. If you want that to be feral, then I'll see what I can do to make the animal compatible with a character creation list, though I can't guarantee much success. Alternatively you could have that eidolon be a werewolf. In fact a few of the "demon" monster varieties are actually werewolves! Just tell me what you want, and I'll try my best to make it work out!

EDIT: Ooh, I might have to post the IC thread before saying anything more here. The game hasn't even begun and already we've filled up the first page for the OOC thread!
Last edited by Trace on Sat Dec 08, 2018 1:09 pm, edited 1 time in total.

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