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M.I.A. - OOC/Enlists

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Harkback Union
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M.I.A. - OOC/Enlists

Postby Harkback Union » Tue Aug 15, 2017 1:13 am

M.I.A.

- Missing In Action -

Out of Character

Image



Path to IC

I n t r o d u c t i o n

Theme



"Good evening, gentleman." - A grey haired officer welcomes his audience as he walks into the dimly lit room of O.S.S. Headquarters, somewhere in the outskirts of London. - "My name is Colonel Weynes, and I'm terribly sorry for dragging you in here on this lovely afternoon, but there is an urgent matter on hand..." - He explains. - "We are terribly short on time, so lets cut to the chase!" - He signals to his colleague standing besides the projector that the briefing can begin.

The cutting edge machine in the back of the room is powered on and a sharp image of a young OSS agent appears on screen. - "Robert Pennington, codename "mailman" is one of our best field operatives, with an impressive list of successful missions, fluent in both French and German. He's been working undercover in Northern France for almost a year now, establishing contact with the local resistance and infiltrating the Nazi bureaucracy. He is a master of disguise and adept at compromising the enemy ranks, and having briefly attended the Wermacht's Kriegsschule as part of an earlier operation. He managed to keep a low profile throughout his years in service, until now..."

The next slide on screen showed a map of northern France, dotted with red circles highlighting locations of importance.

"In his last message to headquarters, the mailman has informed us that he managed to steal several top secret Nazi documents, but his cover was blown in the process and he is now being pursued by the SS. Sadly, he could not share us the content of said documents, as his message was interrupted by a raid on his hideout, but in his last words he said that the secrets he unveiled must be recovered as they are critical to the allied war effort. He then requested a commando team to be urgently deployed to the nearby town of Falaise to help him in this affair, before breaking his radio to prevent its capture by the enemy."

"Of course, its possible that the mailman was already compromised, and that this is nothing more then a german plot at draining our resources, but the top brass believes its worth the risk. Whatever lies within those documents could be of vital importance, the mission is to either transmit the information via radio to hq or to transfer them physically back to allied territory."

"This operation is... extremely high risk. I understand some of you might have doubts. I will not force anyone to take part in this mission, and so if you wish, you can leave this room now. However, should you have the courage to stay, I can guarantee you that, should you return alive from this mission, you will be granted a 1 year leave from armed service... and those who don't will be awarded the Victoria Cross post humus."

At this point, several man have left their seats and left the room in a hurry, others followed shortly after. The Colonel paused the briefing for the time, his eyes focused on those passing before him in a condescending gaze...

"We had very little time to plan this operation, and even less to gather the equipment and personnel required, but the royal air force and some american logistics officers stationed on our shores have lend us a hand. Their weapons and supplies will be at your disposal in the armory downstairs. The plane heading for Falaise will be taking off after sunset at 2000 hrs from a nearby airfield, so you've got 3 hours to prepare. You'll be above Falaise an hour late and land on a parachute down to a safe spot. Sergeant Baker will help you gearing up for the drop."

"Any Questions? No? Then dismissed!" - The colonel barked.




- ABILITIES -

Each character may have up to 1 abilities of the following types. Your character may also take on an impairment to gain an additional ability.

- Abilities -


Acrobatics - Climb walls, jump off buildings, climb ropes.

Driving - Drive vehicles with significantly reduced chance of running into a tree.

Engineering - Set up explosives, craft items, build makeshift fortifications...

Gunslinger - You may Equip/Fire/Reload 2 small arms at once!

Karate: You're trained for fighting at close quarters. When fighting a single target, all successful attacks deal double damage. You may also fight multiple targets at once, each with a different move.

Leadership - The skill and military experience required to lead soldiers into battle. Your character may have a higher rank then the rest and will be put in charge of some of the task force, in addition, your character may receive better treatment, should the enemy capture him or her. In addition, you gain +5 RP to spend.

Marksmanship - Fire guns with more accuracy. Effective range of each weapon you carry is extended by +1 in both direction.

Medicine - Use medical equipment with significantly reduced chance of killing your patient.

Science - Have a basic gasp of physics, biology, mathematics, psychology and chemistry.

Signaling - Operate radios.

Stealth - You move like a shadow, in complete and deafening silence... Allows you to immediately hide upon observing nearby enemies, perform quiet takedown of isolated enemies and to sneak at the speed of 1 area per turn.

Sprinting - You can run, albeit over only short distances at breathtaking speed. Allows you to take 2 move actions in the same turn, as long as your way is not obstructed. However, the following turn you may not move from position on your own leg as you need to catch your breath.

Strength - May carry 10 more KG of equipment. May carry around heavy objects, throw powerful punches and survive slightly more bullets to the chest.

Valor - Makes you immune to fear induced mental conditions.

Zealot - May use action: - Pray - to increase chance of success of another character's action.

- Impairments -


Agnostic - You do not have a lucky coin.

Clumsy - Increased chance of mishandling items.

Coward - Increased chance of gaining debilitating mental conditions.

Fat - You won't fit through narrow holes and take 2 turns to move between areas. You will however survive significantly more bullets to the chest and take longer to starve.

Shortsighted - Comes with mandatory glasses item (0 Kg). You may not observe distant areas, except through binoculars, but even with those your vision is somewhat blurry. If your glasses are broken, your accuracy for range 2 and above is halved and all other actions have somewhat reduced chance of success.

Alternatively, you may be wearing no glasses at all. In this case your eyes are more used to the blurred vision and while your accuracy is still impaired, you may perform other actions as usual.

Sickly - You start with a sickness condition.

Untermensch - You're clearly not an Aryan. You will be unable to effectively wear civilian or German disguise.

Weak - Incompatible with strong. May carry 5 Kg less equipment, survive less bullets to the chest and throw the weakest punches.


- THE ARMORY -

"20 Kg's, that's all you can take with you on the plane... and don't think you can just take whatever you want. We're not swimming in supplies at the moment. I'll give you each 100 Requisition points to spend on what you need."


Pistols


- Colt 1911 -

Cost: 10 RP
Optimal Range: 1-2
Firepower: 2 (Deadliness of a successful hit and penetrating power against armor/cover)
Weight: 2 Kg
Clip Cost: 5 RP
Clip weight: 0.2 Kg
Clip size: 1 (number of fire actions it takes to deplete the clip)
Special: Fast reload. May be reloaded the same turn its fired (doesnt require an action).
Special: A makeshift silencer can be crafted for the weapon at the price of 5 RP. Rapidly firing the weapon with the silencer can cause overheating.

- Revolver -
Cost: 12 RP
Optimal Range: 1-2
Firepower: 2
Weight: 2 Kg
Clip Cost: 2 RP
Clip weight: 0.1 Kg
Clip size: 1

- Welrod -
Cost: 20 RP
Optimal Range: 1-2
Firepower: 3
Weight: 2 Kg
Clip Cost: 5 RP
Clip weight: 0.1 Kg
Clip size: 1
Special: Silenced. The weapon makes very little sound.

Sub-Machine Guns


- Thompson -
Cost: 25 RP
Optimal Range: 2-3
Firepower: 3
Weight: 5 Kg
Clip Cost: 5 RP
Clip weight: 0.5 Kg
Clip size: 5
Specials:
- Rapid Fire: Can be fired up to 3 times in a single action at multiple targets.


- Sten -
Cost: 25 RP
Optimal Range: 2-3
Firepower: 3
Weight: 3 Kg
Clip Cost: 5 RP
Clip weight: 0.2 Kg
Clip size: 3
Specials:
- Rapid Fire: Can be fired up to 3 times in a single action at multiple targets.

Machine Guns


- Bren -
Cost: 35 RP
Optimal Range: 2-5
Firepower: 5
Weight: 10 Kg
Clip Cost: 5 RP
Clip weight: 2 Kg
Clip size: 2
Specials:
- Rapid Fire: Can be fired up to 2 times in a single action at multiple targets.
- Spray Fire: Accuracy can never exceed 50%, but missed shots have a chance to hit nearby targets instead.

- .50 Cal. Browning Machine Gun -
Cost: 50 RP
Optimal Range: 2-5
Firepower: 5
Weight: 12 Kg
Clip Cost: 5 RP
Clip weight: 5 Kg
Clip size: 10
Specials:
- Rapid Fire: Can be fired up to 5 times in a single action at multiple targets.
- Spray Fire: Accuracy can never exceed 50%, but missed shots have a chance to hit nearby targets instead.

Rifles


- De Lisle carbine -
Classified! Ask operator for details!

- Springfield Bolt Action Rifle -
Cost: 20 RP
Optimal Range: 3-7
Firepower: 3
Weight: 3.5 Kg
Clip Cost: 2 RP
Clip weight: 0.2 Kg
Clip size: 1
Specials:
- Scope: A scope can be added to the weapon at the cost of 10 RP, modifying its optimal range to 5-9

- M1 Garand -
Cost: 30 RP
Optimal Range: 2-5
Firepower: 2
Weight: 5 Kg
Clip Cost: 2 RP
Clip weight: 0.2 Kg
Clip size: 1
Specials:
Special: Fast reload. May be reloaded the same turn its fired (doesnt require an action).

Heavy/Special Weapons


- Dynamite -
Cost: 15 RP
Weight: 5 KG
Special: Timed explosion. May completely destroy an area after a set period of time. Requires Engineering skill to safely operate.

- Frag Grenade -
Optimal Range: 1-3
Explosive power: 7
Cost: 10 RP
Weight: 0.5 KG
Special: Timed explosion (5 seconds). All characters not shielded by adequate cover are affected in the current area.

- Heavy Explosive Grenade -
Optimal Range: 1-2
Explosive power: 10
Cost: 15 RP
Weight: 2.5 KG
Special: Explosion upon impact. All characters not shielded by adequate cover are affected in the current area. The explosion may penetrate armor.

- Smoke Grenade -
Cost: 15 RP
Optimal Range: 1-3
Explosive power: 0
Weight: 1 KG
Special: Deploys a smoke screen in the target area for a couple minutes (depending on environment). The smoke blocks all vision in the area for targets further then a range of 1.

- Bazooka Prototype -
Cost: 35 RP
Optimal Range: 2-5
Explosive power: 10
Weight: 12 KG
Rocket Weight: 2 KG
Rocket Cost: 10 RP

Support Equipment


- Ration Pack -
Cost: 5 RP
Weight: 2 Kg
Contents: A Day's worth of food and powdered drinks.

- Medical Kit -
Cost: 10 RP
Weight: 3 Kg
Contents: Bandages, penicillin, painkillers, scissors, scalpels and whatnot you need to treat wounds and injuries to prevent them from turning into dangerous infections. Knowing how this stuff works wouldn't hurt before you try applying them to anyone.

- Toolkit -
Cost: 5 RP
Weight: 10 KG
Contains: Hammers, wrenches, nuts and bolts, screwdrivers, all lightweight and in multiple sizes. Useful for repairing vehicles and in construction. Requires Engineering skill to use.

- Radio -
Cost: 20 RP
Weight: 6 KG
Special: Allows receiving and transmitting messages with other radios at any range, including the one at headquarters, provided you have Signaling skills. My also be used to listen to enemy transmission, provided you know their frequency. As an action, radio operators may search the airwaves for anything of interest.

- Flare Gun -
Cost: 15 RP
Weight: 0.5 KG
Special: A single use gun that fires a bright flare, illuminating wast outdoor areas for a brief period of time, or possibly give a signal to someone, maybe used as a last resort close combat weapon.

Clothing


[align=]NOTE! You may never wear more then 1 type of clothing! You may not carry clothes into battle, however you may store clothes you find during the operation, up to 1.[/align]

- Paratrooper Uniform -
Cost: 0 RP
Special: Protection. Comes with a helmet, a warm suit, long trousers, sturdy boots and pieces armor. May help fend off bullets and harsh weather.

- Civilian Clothes -
Cost: 0 RP
Special: Disguise. These clothes should allow you to blend in as a french civilian.

- Camouflage Suit -
Cost: 5 RP
Special: Camouflage. While you are in a natural environment (fields, forests, mountains), Enemies will be unable to detect you, as long as they are further then distance 2 and you are not moving. But even if you do, the chance of them spotting you is halved.

Other Stuff


- Binoculars -
Cost: 7 RP
Weight: 0.5 Kg
Special: Allows observing more distant areas.

- 100 French Franks -
Cost: 8 RP
Weight: 0.1 Kg
Worth: A lunch at a local restaurant, or a hotel room for a night.

- Combat Knife -
Cost: 10 RP
Optimal Range: 0
Deadliness: 5
Weight: 0.5 Kg
Special: May be used as ranged weapon with a single shot (Optimal Range 1, no bonuses apply) and may be recovered after use from whatever it hits as an action.

- Garrotte -
Cost: 10 RP
Optimal Range: 0
Deadliness: 5
Weight: 0.2 Kg
Special: Can only be used as a heavy attack. If the target is unaware of your presence, the chance of a success hit is high. When an enemy is killed with a garrotte, his or her clothes remain intact, potentially providing a useful disguise.

- Longsword -
Cost: 10 RP
Optimal Range: 0
Deadliness: 7
Weight: 1.5 Kg
Special: Swipe. Can only be used as in a heavy attack, but may target multiple opponents and deal 100% damage against blocking, shooting and light attacking enemies. Can only be countered with a dodge.

- Bow -
Cost: 15 RP
Optimal Range: 3
Firepower: 2
Weight: 1 Kg
Arrow Weight: 0.1 Kg
Arrow Cost: 1 RP


- THE APPLICATION FORM -

Code: Select all
 [i]OSS Special Ops
Identity Manifest[/i]

[b]Name[/b] -

[b]Gender[/b] -

[b]Age[/b] -

[b]Codename[/b] -

[b]Appearance[/b] -

[b]Biography[/b] -

[b]Abilities[/b] -


Last edited by Harkback Union on Sun Aug 20, 2017 10:10 am, edited 27 times in total.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 1:13 am

- Time -


Time is divided into turns. Each turn translate to about 15 - 30 seconds in time. On each turn, each character may:
- Carry out a single action for the turn and
- Plan Ahead multiple consequent actions for future turns

The results of each action is determined by the game's Operator (OP for short), whom will respond to each post, describing the outcome of the actions. Should there be a lack of such post from the operator for a period of 12 or more hours, the action can be resolved by the player in question.


- Space -


The world of M.I.A. is divided into areas. To traverse between adjacent areas takes a turn, or a single action. Each area may provide or block vision of adjacent, or distant areas, depending on where it's situated.


- Actions -


In theory, the players may describe any action they wish to carry out, but there are some prefabricated ones to help players get started. Your action for the turn can be a combination of multiple tasks. Combining tasks can reduce your chance of success.
- Move: Boldly enter an adjacent area.
- Move & Fire: Fire your weapon while running to another area. This reduces your accuracy and speed.
- Sneak: Quietly and cautiously move to another are. This may take multiple turns to succeed.
- Search: Search an area for equipment or clues.
- Observe: Observe another area within vision to learn more about it.
- Fire: Fire your weapon at something or someone.
- Interact: Interact with an object of interest in your area.
- Use/Equip equipment: Use some item in your inventory.
- Reload: Reload a weapon that ran out of ammo.
- Take aim: Aim a weapon at an enemy and be ready to fire (Thus improve accuracy).


- Inventory -


Each character may carry an inventory of items (weapons, munitions, supplies) with mass no greater then the carrying capacity of said character, which is 20 Kg by default. Any characters with 5 Kg or less worth of equipment gain additional speed and agility.

Each character may wear and/or carry in hand some of the equipment provided. Changing clothes/weapons worn/equipped by the character can take some time, depending on its type.


- Combat -


RANGED COMBAT

Each weapon has an optimal range, at which its accuracy is maximum and hits are almost guaranteed. Firing targets closer or further then optimal range means the accuracy is halved for each point of distance between the optimal range. When firing at targets closer then optimal distance, there is always at least a 1/6 chance of hitting.

The range of each target depends on the situation. Typically, Each area is 1-3 units of distance wide.

MELEE COMBAT

Fighting in melee is simple, (as long as there are only 2 people fighting) and requires the opposing characters to be in the same area and within distance of 1 or less. Each side can choose to perform:
- Light attack (punch, kick, stab),
- Heavy attack (Grab, Throw, push)
- Block (Counter light attacks/shoot)
- Dodge (defend against light and counter heavy attacks)
- Shoot (Shoot)
In addition, any other action can be performed as usual. If 2 player characters fight each other, they must telegram their orders to the OP.

Resolution:

- If you light attack a person who is doing a heavy attack or trying to shoot, they are countered and unable to perform their attack while your attack deals damage. The stronger you are, or the better light melee weapon you have, the more damage.

- If you light attack an enemy who blocks you, you are unable to perform any actions in the following turn. If your enemy dodges, nobody takes damage, but your enemy will be unable to dodge again in the next turn.

- If both of you performed a light attack, shoot or heavy attack, you both take damage accordingly.

- If you perform a heavy attack and your enemy is blocking, they take the full force of the attack, if your enemy uses dodge, you are unable to perform any actions in the following turn. If your enemy shoots, both of you take damage.

- If you shoot, you deal damage in all cases, unless your enemy used a light attack, which causes you to fire your weapon in a random direction and take damage from the enemy attack. If your enemy dodged, there is a 50% additional chance for you to miss.


- Infiltration -




- Conditions -


Last edited by Harkback Union on Tue Aug 15, 2017 5:25 am, edited 5 times in total.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 6:08 am

Reserved

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Novas Arcanum
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Left-wing Utopia

Postby Novas Arcanum » Tue Aug 15, 2017 7:13 am

Mmm yummy tag

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 15, 2017 7:59 am

Sure, I'm game :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Great Confederacy of Commonwealth States
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Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Tue Aug 15, 2017 8:44 am

I bite
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Tue Aug 15, 2017 9:40 am

Hmm... I am having second thoughts about the new rules, maybe we should just use the same action point system that we had in AvP?

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Aug 15, 2017 9:47 am

Harkback Union wrote:Hmm... I am having second thoughts about the new rules, maybe we should just use the same action point system that we had in AvP?


Ooh, and Aliens have eaten the OSS agent!

Dibs on Alien Queen.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 9:56 am

G-Tech Corporation wrote:
Harkback Union wrote:Hmm... I am having second thoughts about the new rules, maybe we should just use the same action point system that we had in AvP?


Ooh, and Aliens have eaten the OSS agent!

Dibs on Alien Queen.


Ah damn... now I have to come up with a completely new backstory!

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ApplePieistan
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Postby ApplePieistan » Tue Aug 15, 2017 10:04 am

Tag. Guess who's bringing 20kg worth of Reichsmarks…

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Hothnia
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Ex-Nation

Postby Hothnia » Tue Aug 15, 2017 11:06 am

Los Geht's!

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Barapam
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Iron Fist Consumerists

Postby Barapam » Tue Aug 15, 2017 11:47 am

Tag! Considering a Norwegian, possibly a woman, maybe shortsighted.
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Ulls
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Postby Ulls » Tue Aug 15, 2017 11:49 am

I think I can give this a shot.

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The United Artherian Federation
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Founded: Jun 14, 2017
Inoffensive Centrist Democracy

Postby The United Artherian Federation » Tue Aug 15, 2017 11:54 am

OSS Special Ops
Identity Manifest


Name - Danny Manson

Gender - Male

Age - 30

Weapon(s)-Sten

Equipment- Ration Pack x3, Paratrooper Uniform

Codename - Wolf

Appearance -
Image


Biography - Born in London to an influential parliament member, Charlie lived a life of luxury. At age 17, his father died, and his mother soon after. Without anybody to support him, he became homeless. With no source of income, he became a drug dealer, selling Cocaine. when he was busted in a police sting, he faced a choice, go to prison or join MI6. He chose MI6. After 10 years of training, he became a full MI6 agent, and in the three years inbetween his graduation and now, he has taken down more than his fair share of dealers. He volunteered for this mission because it was something different.

Abilities - Engineer

Disablity-Sickly (Has Chrons)
Last edited by The United Artherian Federation on Thu Aug 17, 2017 2:58 pm, edited 2 times in total.
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On this index, my military is a 10-10-7.
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Danceria
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Postby Danceria » Tue Aug 15, 2017 12:19 pm

Tag.

Once over the trench for King and Country!
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
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Seno Zhou Varada
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Postby Seno Zhou Varada » Tue Aug 15, 2017 1:49 pm

I'll try this out.
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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 2:40 pm

The United Artherian Federation wrote:OSS Special Ops
Identity Manifest


Name - Charile Manson

Gender - Male

Age - 34

Codename - Wolf

Appearance - WIP

Biography -WIP

Abilities - Engineer


Ah, our first applicant!
I'd recommend using an image for Appearance.

Alas, I will not be able to update the armory for another 12 hours or so, however, in the mean time you can suggest new items to be added, or possibly get to know the other applicants at HQ. You will only have to decide what to take at the beginning of the IC.

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Sah Smatiordia
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Founded: Aug 14, 2017
Ex-Nation

Postby Sah Smatiordia » Tue Aug 15, 2017 2:42 pm

Reserve for a Imperial Japanese soldier.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 2:43 pm

Hothnia wrote:Los Geht's!


Jawhol!

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Nations United for Conquest
Negotiator
 
Posts: 5389
Founded: May 06, 2016
Inoffensive Centrist Democracy

Postby Nations United for Conquest » Tue Aug 15, 2017 2:45 pm

Seems interesting
National Information
Leader - Prime Minister Alaro Kuhn
Capital - Gesno
Population - 325,581,223
Currency - Krot ($)
Roleplay Information
OP Gatelord - [OOC]
The Coming Storm - PLANNED
TBA FE RP - PLANNED

THE DEMOCRATIC SOCIALIST REPUBLIC OF OSKANO
COBALT NETWORK MEMBER
Est. 1663

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 2:49 pm

Forgot to mention, if you are unhappy with the available choice of abilities and impairments, you can suggest new ones!

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ApplePieistan
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Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Aug 15, 2017 3:09 pm

Item suggestion: A cat. I'd reckon they make a good distraction.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 3:12 pm

ApplePieistan wrote:Item suggestion: A cat. I'd reckon they make a good distraction.


Sigh... I'll consider it...

But, Why not just take some rations with you? Open a can of tuna and you can lure hoard of cats to wherever you want them.

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ApplePieistan
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Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Aug 15, 2017 3:14 pm

Harkback Union wrote:
ApplePieistan wrote:Item suggestion: A cat. I'd reckon they make a good distraction.


Sigh... I'll consider it...

But, Why not just take some rations with you? Open a can of tuna and you can lure hoard of cats to wherever you want them.

Because those cats might be scared of me and run away.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue Aug 15, 2017 3:25 pm

ApplePieistan wrote:
Harkback Union wrote:
Sigh... I'll consider it...

But, Why not just take some rations with you? Open a can of tuna and you can lure hoard of cats to wherever you want them.

Because those cats might be scared of me and run away.


How scared would your cat be after parachuting down from the sky?

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