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Eternal Universe (Sci-Fi, OOC)

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Isle of Lithonia
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Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Eternal Universe (Sci-Fi, OOC)

Postby Isle of Lithonia » Mon Feb 11, 2019 9:54 pm

From the maker of the award winning RP To Kill a God, comes a new universe...


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"For what purpose was humanity made? What higher reason do we have to continue this struggle called life?

Perhaps the cruelest truth that plagues us is that which answers these. Human life...no, all life, has no purpose, no meaning. The gods are unaware of your existence, the cosmos turns it's cold heart away from you. This universe holds no meaning for you.

The sooner mankind recognizes the vanity of looking outside itself for meaning, the sooner it will be free to create its own meaning."

-Reflections on Morality: the Struggle for Survival, by Alexander Grim






Welcome to the Eternal Universe




Why are we here?

That question is nearly always at the forefront of human thought. Some believe purpose is given to them by a creator god, some by the universe itself, others see a great spirit that exists throughout the cosmos which weaves purpose and meaning into our collective souls. Mankind as a whole tends to believe purpose is something that comes from outside itself.

But what if all that gives us meaning was to fall apart? What if we had to look within ourselves to find our own purpose?

Here in the Eternal Universe, mankind has the chance to begin anew. The pride of humanity led to it's downfall, and the world fell into chaos. But out of those ashes, a new life is springing.

What will you do with this opportunity? Will you stay on this planet and reclaim our home? Will you rebel against the last vestiges of the corrupt state, and begin building the utopia you've always dreamed of? Does the thirst for adventure call you away from this planet, and deep into the vast cosmos?

This universe is yours. It's fate is in your hands.




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Overview




It happened. Humanity fell. Winter's icy grip strangled our world.

Once we thought we had found the secret for eternal life. Man's consciousness could be uploaded into new bodies, allowing it to be unending. But then, at the height of our vanity, Jacelyn Grim (under the direction of the AI GRIMS) tore through the Skybox in her Dragon Mech, opening our world to the freezing vacuum of space. Ice covered the globe, frozen wastes spread as far as the eye can see. Our cities were laid to waste, and nearly all life died in the desolation that followed. This time, our technology was powerless to stop the destruction.

Humanity fell into a dark age. Technology was lost, and most equipment was merely scraps leftover from our now-dead past.

Our world now turned against us. Radioactive blizzards abound, where even the thickest armor will succumb to it’s assault, frying circuits and killing even the strongest of us. And during the nights, the most dangerous of the robotic lifeforms came out, attacking all in sight. As a result, humanity dug underground, creating small cities and towns from where they made forays onto the surface for much needed resources and tech.

We had lost hope. Perhaps, we thought, we would never regain the glory mankind once held, and all we could do was struggle until our inevitable extinction fell upon us.

But hope has returned. In the recent Fourth Machine War, Republic and Imperial armies banded together against the Bots, and marched into the Bot stronghold underneath the Old Aeternum City. After much bloodshed and loss, humanity turned the tide of battle, finding the Mechanical Brain of the Bot Hive Mind GRIMS, and destroying it once and for all. Without this collective consciousness, the Bots fled, devolving into a chaotic rabble.

With our greatest enemy destroyed, and a truce held between the Empire and Republic, mankind can finally rebuild. Our glorious future is at hand, nothing will hold us back.



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Where will We Begin?




In this Roleplay, you have the opportunity to shape mankind, this world, and even the entire cosmos. As such, this RP will be a Sandbox RP, but conducted in a different way than normal.

There will be a separate thread for lore, and as the RP progresses, many of you will add to it and change it, thus shaping the entire universe. This shaping will be determined by Story Arcs that you will create and run on your own, almost like D&D campaigns. Others may apply to join your Arc, or you may join Arcs created by someone else. Either way, each Arc will have it's own IC thread, wherein you will act as the main storyteller, shaping the course of your Arc, and thus shaping the world.

To keep things from being too chaotic, your ability to shape the world and create certain Story Arcs will be directly linked to your proven RPing skills here in P2TM. With this in mind, I have created a Player Rank system that will give the lore some stability. Thus, the better your story-telling skills, the more epic and lore-defining your Arcs may be.

Since this is a crap-ton of information to take in as it is, in this thread I am going to only give you the bare basics that you need to begin creating a character, and I'll have another thread dedicated to the rest of the lore.




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Human Factions




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"What was lost, we will reclaim.
What has died, we will resurrect.
What will defy us, we will end."
-Prime Minister Jeremy Scold


Claiming to be the direct descendant of Aeternum (the dead mega-corporation that once ruled over the Eternal Valley and much of the world), the Eternal Republic strives to bring back the golden days of technology and progress that it's namesake represented. The gates of its city, Hope, are open to all humans and friendly robots, and all are represented in the Republic’s Parliament.

The government is meant to be a representational democracy, but just as the mega-corporations of old, it has been highly corrupted by the merchants and business factions within itself and is thus run as an oligarchy. There is a surprising amount of inequality between rich and poor, which is quite impressive since there isn't exactly a massive amount of resources to go around.

Hope is the city of the Eternal Republic. Housing nearly ten thousand people, it is the largest under-city in the known world. It's military boasts two thousand individuals and a couple hundred mechs.

Within the Republic you can find just about anyone you can think of. Scientists to adventurers, Mercenaries to old helper bots, revolutionaries to...not so revolutionaries, they all flock to the Republic. And the one thing that holds this Republic together is hope. Hope that mankind will once again rule the world, hope that the winter will end, hope that what was lost will be regained. Either that or some other form of propaganda that the PR board has cooked up.
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"It was then that our Lord came down to us. Her hair flowed in the moonlight, stars across her breast. No beauty compared to her.
She spoke to the Earth, saying, 'Open your heart to me, let your lips drip with praises. Love me, for all blessings shall pour over you, making you whole again.'"
-The Book of Endings


Not so long after the destruction of the skybox, the remnant of humanity founded the Republic. For a short time, it seemed that the people of the Eternal Valley were united against the apocalypse that ensued. But there came a powerful religious sect lead by self-proclaimed Empress Morgana.

According to The Book of Endings (the accepted scriptures of the Empire), Morgana is the daughter of the Elder Goddess of Wisdom, Tyran. It is said that Tyran was the Divine Guardian, having been created by the Eldest Gods with the sole purpose of protecting the first humans. For thousands of years, Tyran lead them in righteousness and with ever expanding knowledge. However, Tyran disobeyed the Eldest, rebelling against them and leading humanity to fall from their graces.

Worship of the Eldest disappeared from the Earth at that time, and mankind lost their way.

To atone for her sin, Tyran birthed Morgana when the time was ripe for humanity to return to the old ways. And long story made a little less lengthy, Morgana led those chosen by Tyran to found a new empire based upon the newly found teachings of the ancients.

At this point, Morgana is over three hundred years old. Her subjects believe she is immortal, but Republic Scientists believe she must have found old PPsyC equipment, or has found a way to clone herself.

Salemnus is their singular under-city (are you seeing a pattern yet?), and contains seven thousand citizens/subjects, three thousand of whom are slaves, a thousand are soldiers, and the rest are citizens or priests. Their military is well armed, and contains five hundred mechs (even more than the Republic).
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"Unless you shits got some moonshine or a deer carcass, shut the hell up!"
-Some tribesman...Probably...


The Forgotten Tribe is made up of soldiers that deserted from the Republic and Imperial armies. They live as nomadic criminals, rejected by everyone they fought for, and now struggle to just scrounge up enough food to last through the day.

They operate as a tribe proper. They have a chieftain who acts as commander, a small council of elders, hell, they even have a shaman. Okay, they don't have a shaman, but the rest is true.

In order to survive, they tend to make raids on the Imperial and Republic under-cities and find whatever food they can in the caves that dot the landscape.

The tribe is made of three hundred or so soldiers, each equipped with anti-rad suits and decrepit weaponry. Currently they do not own a single mech.
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“Death is a precise art, and loosing it on your enemy requires focus and innate skill. The carnage left behind may seem senseless and scattered, but to a true artist, each slaughter portrays the violent, primal nature of mankind upon a sickeningly beautiful canvas. Few works of art could depict this harsh reality as deeply.”
-Haley Grim


Inside Hope, the underground capital of the Eternal Republic, lies the PMC Kronos. To call this organization shady would be an understatement. The soldiers employed tend to be violent criminals, and their clients most often are powerful drug lords and corrupted politicians. However, Kronos has been called upon several times by the Republic to help quell uprisings among the populace, and at points even helped take down several crime bosses that had become too powerful (although it is speculated this was because they were personal enemies of the company).

Recently, the boss of Kronos, Haley Grim, was arrested on charges of treason against the Republic, supposedly attempting to assassinate the Prime Minister. Once Grim was arrested, Kronos went even further into the secretive Criminal Underworld in Hope, morphing into an anarchic, anti-Republic militia. Headed up by Jeremy Mark, Kronos is involved in nearly every form of criminal act in the Republic, from drug dealing to assassinations.
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Faction Name: The Order Of The Red Hand

Government Type: Meritocracy, High Council

Description: A collection of soldiers, adventurers and scientists who have devoted themselves to wandering and protecting travelers on the surface. They are a medium sized organization, with only around 450 members, but they have big aspirations and dreams. Often those they have attracted tend to be of the religious sort, and they have begun to gather a respectable reputation for their actions in clearing roads and protecting travelers when the governments wont.

They were initially founded by a group of mercenaries who had been hired to find and secure a large armory for a warlord. However, when they did find this armory, they decided that it was better not to give the weapons and mechs they found to someone who would just use them to urt others. There was a split in the group, with some preferring to make the money they had been promised, and they returned to the warlord to tell him of the armory and where they had found it. In response, the Warlord sent out his fighters, but they were not well armed or armored, and were easily stopped by the remaining mercenary's who had access to mech suits. With their enemy defeated, they began to work on protecting citizens wandering the roads, and became a sort of Knights Templar of the new world. They used ritualistic imagery, though they were never a religious organisation.However, due to this choice, it attracted many with religious ties, and many began to pray to their gods for protection and bravery in battle.

Now, as the Red Hand grows larger and is able to better conduct their charter, they have begun to look to expanding thir charter. Many in the Order have started to advocate for working not only to simply protect people on the road, but also to build settlments, start farms, and come to the aid of people who need it. Most have, in short, begun to advocate that the Order Of The Red Hand works to make the world a better place, and do their part to bring humanity back from the dark age it is locked in, through creating towns, petitioning governments, and taking people to space. One day, some even dream of rebuilding the Sky Box.

The Order refers to their base of operations, the old Armory, as the Steel Castle.

Within the Order Of The Red Hand, there are now multiple classifications for their soldiers.

Consulars: Red Hand members who are tasked predominantly with diplomacy, and who use words before weapons. They are sent for diplomatic missions, and act as go betweens between groups in conflict who the Red Hand are trying to keep the peace for. Out on the surface, they would be tasked with making peace with and talking to other factions, to help the Order avoid war, gain allies and better position themseles to protect and rebuild.

Guardians: The soldiers of the Red Hand, Guardians are tasked with anything that may end in violence. They are the ones who go in to fight, and the ones who are tasked with keeping the peace once the fight is over. On the surface, they are be the soldiers of the Red Hand, tasked with protecting settlements and projecting force in hot zones. They would also be deployed with Consulars, to help protect them as Consulars are not as well trained in combat.

Rangers: Rangers are the scouts of the Red Hand. They explore the edges of the Valley and watch for disruptions to the peace, be it dangerous cults, major criminal organisations, or terrorist cells. They are also tasked with maintaining the various Comm Stations the Red Hand has been fixing, and tagging them for repair should they need it. On the surface, Rangers would be tasked with searching for settlement locations, scouting possibly dangerous groups and individuals, searching for lost technology that the Order can use and acting as military scouts and spies.

ASSOG Operators: ASSOG stands for Assassination, Sabotage, and Special Operations Group. These guys are the best of the best of the Orbit Guard, and operate like Special Forces. They do the most dangerous missions, hunt the most challenging bounties, and are the scalpel in the Red Hands arsenal. If the Order wants someone dead, they send in ASSOG. On the surface, they would be tasked to kill and destroy to surgically cripple the Red Hands enemies and threats to humanities rebuilding.

Support: The support element of the Order. They maintain Red Hand installations, fix vehicles, maintain weapons, and any other role that needs filling that is not combat or diplomacy related. On the surface, they would most likely operate as engineers for vehicles, and be responsible for setting up initial outposts and settlements. Like all members of the Order however, they are still dangerous, as all Guards are given some combat training.

Medics and scientists also fall under the umbrella of support.

Command: Exactly what it sounds like. Command are the ones in charge, and who monitor, assess and give out missions.



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On Weaponry, and All Things Warfare




Level 0
This weapon is as useless as they get. Maybe its a splinter of wood from the floorboards, or a pair of tweezers. Either way, it doesn't do shit for damage.

Examples: small pebble, tweezers, wood splinter, a flipped middle finger, a child's plastic hammer, an underpowered Nerf gun, squirt gun.

Level 1
Level 1 weapons are the weakest combat-viable weapons. By combat-viable, I mean that you could kill or at least maim with this weapon, but only if you hit the target just right, or had a lot of force behind your attack. This weapon causes middling damage in comparison to other weapons.

Examples: conventional knife, hefty rock, kid's slingshot, low-powered .22 pistol, wooden chair leg, high-powered pellet/bb rifle, broken beer bottle, large firecrackers.

Level 2

This weapon is getting serious. Now you are getting into weapons that the average populace would deem combat-viable. However, these are still not weapons that would be deemed worthy for use on the Surface.

Examples: electrified police baton, small hatchet, dagger, rusty steel pipe, .22 rifle, wooden bow.

Level 3

Now we are talking. This is a weapon that is worthy of being used on the Surface. These are powerful enough kill predatory animals, Creeps, and humans, but are unable to deal significant damage to Bots or Mechs.

Examples: conventional sword, wooden bat with nails,.44 revolver, .45 semi-auto pistol, compound bow.

Level 4

Oorah. This is above what most people could normally get their hands on. Typically these weapons are found in police and security forces, and often in well-funded criminal organizations. The first weapons that can cause significant damage to Bots and smaller mechs.

Examples: Sledgehammer, pistol-caliber carbines, combat shotguns, heavy crossbow, hunting rifle.

Level 5

Kick-ass material here. Finally something that can threaten individual mechs, and deal damage on a wide scale.

Examples: Military Sniper Rifle, Assault Rifles, PDW's, laser rifles and pistols, frag grenade, laser melee weapons, DMRs, small IED, flamethrower.

Level Epic

Here's when the metaphorical feces hits the device with rapidly rotating blades and it just goes ALL over your kitchen and you don't have anything to wipe it up with and ohmygodWHOSHATOUTSODAMNMUCH!!! This is weaponry typically only available to the special forces of the various militaries. Can deal significant damage to even mid-size mechs.
Examples: rpg, plasma weapons, railguns, plasma melee weapons, LMGs (of all types), Aeternum’s Last Resort Pocket Pistol.

Level Legendary

Holy buckets of Norris shit. I don’t understand how you got your hands on this thing, nor how you wield it without a mech. But somehow, you do.

Examples: impossibly large melee weapons like Cloud’s Buster Sword, gatling guns, HMGs (of all types).

Level Mini WMD

Should anyone really have access to these things? These weapons can destroy small towns, and easily destroy most mechs.

Examples: small nuclear bomb launcher, nano-machines, biological weapons.

Level Divinity

No. Just...no.
Ye Olde Guns. For almost a thousand years now, firearms have remained the weapon of choice for soldiers, civilians, and criminals everywhere. In this era of doom and...lack of resources, these firearms are the cheapest weapons to create and the most commonly found. Moreover, they are the most versatile, and varied weapons. Nevertheless, they are some of the weakest weapons one can use (in a sense), especially against a large mech.

Shotguns, assault rifles, handguns, sniper rifles, there are tons of types to choose from, each with their pros and cons.
Railguns have two, parallel conductive rails, which utilize a magnetic field and electric current which launch projectiles at extremely high speeds. Of all the handheld weapons, these pack the biggest punch, and have the greatest armor piercing potential. However, finding one of these bastards, not to mention repairing and maintaining them, and finding the Small Energy Tubes they run on, is a real biyatch.

Railguns come in various shapes and sizes, however they all fall into two primary categories: that is the sniper railgun, and the assault weapon.


Plasma weapons fire plasma (i.e. extremely hot and excited matter) at targets, causing burns, evaporation, or melting of targets. These weapons are even more rare than Railguns (and have the same issue with being powered by Energy Tubes), and you sure as hell can't buy them on any legal market. They have quite a powerful effect, melting through most armors, and burning holes in the persons inside. However, plasma weapons can sometimes be unstable, and do not have the same range or accuracy as railguns.

Plasma weapons come in just about as many shapes and sizes as conventional firearms. There are handguns, assault rifles, shotguns, sniper rifles, and many more.
Ah, laser weapons. Every good futuristic sci-fi has them. Or so it seems.

These weapons fire highly directed energy toward their targets, causing burns, and/or penetration. They work against many different armors, although there are armors which make lasers completely null. Moreover, they are dead-on accurate, and often utilize very little energy to fire, making it much more energy efficient when it comes to ammunition.

Laser weapons also come in various shapes and forms, just as many as conventional weapons. But they are not nearly as versatile.
From gatling cannons, to mounted rocket launchers, heavy weapons are one of the most varied classes of weapons. If you want to level a building or wipe out a squad of enemies, these are the way to go. Basically a weapon is classified as "heavy" if it is high-powered, or can only be used if mounted on a mech or wall.
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Swords, knives, spears, clubs...These weapons have been around for pretty much as long as armies have existed. And when Aeternum once ruled the world, these weapons became more and more advanced.

Today, melee weapons are just about as viable as in the dawn of mankind. With the fall of Aeternum, they've have become more important than ever, since they are silent and easy to maintain, often requiring little to no energy to use, and are effective against non-armored opponents.

They come in a massive variety, like swords, knives, spears, axes, hammers, whips, and so on. And they also can use different techs to enhance their natural capabilities, such as plasma or lasers.




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Mechs




The most valuable equipment man owns is the mech. Mechs are one of the few vehicles that are capable of traveling on the surface of the Earth and still able to adequately defend itself from the hostile robots that roam the wastes. And since the supply of mechs is very limited, being an operator is quite an honor.

Level 1
Level 1 weapons are the weakest mech weapons. They are roughly the same power as level 4 handheld weapons are.

Examples: non-augmented melee weapons (eg. drill arm), laser weapons, conventional shotguns, sniper rifle.

Level 2

This is the average mech weapon. Roughly the same power as level 5 handheld weapons are.

Examples: LMGs, laser weapons, laser melee weapons, flamethrowers, grenade launchers.

Level 3

Now we get into weaponry that is more well known for Mechs.

Examples: HMGs, rocket launchers, railguns, plasma weapons, drill arms, laser melee.

Level 4

These weapons are able to reign hell on your enemies.

Examples:
Gatling cannons, flak cannons, massive melee weapons, artillery, plasma melee.

Level Epic

Ain’t nothin’ gonna stand in your way. These weapons rip apart pretty much anything in your way, and can even do damage to Archangels. I mean, it isn’t enough to take one out alone (what can?), but it can damage it.

Examples: Heavy cannons, small nuclear bomb launcher, radiation weapons, so on.

Level Legendary

Da big boom boom guns. ‘Nough said.

Examples: Well, anything that could be classified as a WMD.

Level Divinity

Again, not happening.
Personal mech suit: Suit barely larger than the average human, giving them increased mobility, strength, and armor. The weakest, and most common mech, merely enhancing the natural abilities of the operator. Cannot use mech-mounted weapons.

Priest Class: What one tends to think of when they consider military mecha, this class is around twelve feet (3.6 meters) tall and can pack a powerful punch. Most often used in skirmishes by military personnel.

Prophet Class: The Prophets are the primary assault class. Being around twenty feet (6 meters) tall, a Prophet combines speed with armament, wiping out it's opposition.

Cardinal Class: The Cardinal class is the tankiest and the most powerful mech an ordinary operator will ever pilot. It towers over almost all opposing mechs at a massive fifty feet (15.2 meters) in height, and is the battleship of the field. It's armor is too thick for most armament to pierce, and its payload is enough to nearly take on an entire army.

Vicar Class: As a demi-god among men, the Vicar class is undeniably the most dangerous weapon in any man's arsenal. At an immense 80 feet (24 meters), this demon of a machine cannot be overtaken by any other mech aside from an Angel or Archangel. Currently, this class has not been found. However, it is rumored that Empress Morgana has one tucked away in the bowels of Salemnus, although such claims are...nigh impossible at best.

Angel Class: If the Vicar is a demi-god, the Angel class is like a lesser god in the Pantheon of Mecha. Standing at 110 feet (33 meters), this beast would all but annihilate entire cities and armies. Thankfully (or not), this class is purely theoretical, since not even the Aeternum Archives mention a human-built mech so large.

Archangel Class: The High Gods of Mecha. There is nothing like an Archangel in heaven or on earth. The smallest Archangel stands at 150 feet (46 meters), and the tallest known at 300 feet (91.44 meters), and each have the power of an army or more. It seems that this class was created by GRIMS, but no one is certain. There is no known method for countering them, and the only reason mankind hasn't been wiped out by them is that Archangels tend to pay them little mind.
Imperial mechs have been modified to run off oil and gas rather than the relatively rare Energy Tubes that other mechs run on. Since oil is far more plentiful, powering them is simple. However in doing so, they lose much of the power that other mechs have, and also create pollution when used underground.
If you join a criminal faction, the most powerful mech you may start with is a Priest class mech. More powerful mechs must be stolen or otherwise gathered in an Arc.




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Character and Arc Creation




Scavenger: Scavenging the abandoned cities and towns is the primary work of the scavengers. Their goal is to gather as much wealth and supplies from the abandoned cities and other factions, scrounging up as much tech and resources as possible to sell on the market. Oftentimes they have basic weapons training, just in case they run into some Bots. Typically their mechs are outfitted for speed rather than armament.

Scientist: Instead of trying to gain supplies and wealth for their faction, scientists scavenge for history, old tech, and improvements that were lost. Most scientists are "squishy" types, running from trouble rather than towards it.

Note: Medics fall under this category as well, since scientists tend to be the only ones with access to proper medical information.

Adventurer: Adventurers attempt to roam the entirety of the lost cities. Mapping out the whole is their primary goal, finding every nook, every cranny, every single cave and hole. Nothing is too dangerous to be reached, too far to be found out.

Soldier: When a faction wants to expand, or to maintain the borders they currently hold, they send out their soldiers. Death and destruction is their sole goal, killing off any enemy of the state or religion they come from. No other operator has so much power to fight and kill as they do.

Engineer: The quintessential support class. Engineers are like the medic class, but for mechs and vehicles. That and many of them can create some pretty cool shit. And solve mechanical problems. Yeah, I'm no engineer...
In Sempiternal, we welcome RPers of all levels and skills. However, in order to maintain cohesion in canon, and smooth storytelling, your interactions in this world are dictated in part by your RPing experience and abilities. This is why the Player Ranks system has been introduced.

Don’t worry if you start near or at the lowest rank. You will have plenty of opportunity to move upward as your storytelling skills grow!

Elder Prophet: From Reverend Norv to Nightkill the Emperor, to be an Elder Prophet is to be a true legend. Practically no-one can hold a candle to the brilliant posts you have crafted. And for god’s sake, just write a freaking book and take my money already!!!

If you’re not sure you qualify as an Elder Prophet, chances are you don’t.

Perks: Can post up to Elder Arcs.

Commander: Commanders are among the greats of NS. Your creative abilities are well-known in the community (or at least were once well-known), and other players love to get lost in the worlds and characters you create. Being a successful OP, Co-OP, or otherwise very strong RPer is required.

Perks: May post up to Epic Arcs.

Veteran: Herein lies the majority of good RPers on the forum. You have mastered the ability to create believable, enjoyable characters, and know your way around proper RPing. You don’t need oversight to begin your adventures.

Perks: As a Vet, you get to create General Arcs. Furthermore, you may create Personal Arcs wherein you go off exploring the world on your own.

Rookie: Rookies are those who are somewhat new to the RPing realm on NS. They’ve dipped their feet in, and have proven they can craft their characters, and interact properly with others In Character. Rookies have proven able to craft understandable and acceptable posts, but they are still growing in their independence.

Perks: You get to apply to join all arcs up to the Epic Arc. You are not yet able to post your own Arcs however, and unless you join an Arc, you are limited to interactions within Hope City.

Civilian: Welcome to NS! Civilians are typically new to Rping here, but have the potential to move upwards into becoming rookies, veterans, and eventually commanders. They may not be too familiar with the rules of RPing, and proper etiquette when it comes to posting In Character. But with a little bit of guidance and experience, they’ll become lasting members of P2TM!

Perks: You may apply to join General Arcs! It’s a good way to get your feet in, and start learning about NS! Unless you join an Arc, you are limited to interactions within Hope City.
Depending on your player rank, you have the ability to further craft your character’s history and experience in its class, giving you access to different weapons and mechs.

Soldier:
War Hero: Whether in the Machine Wars, or one of the many battles between the Republic and Empire, you've proven your heroism. Your name is on the tongue of the commoner, your feats of bravery have been recognized by the leaders of your society. Your skills in battle are unmatched. (Required rank: Elder Prophet)

Perks:(2) epic arms, (1) epic sidearm, Cardinal-class mech with (1) epic-variant Mech arms and (1) Level 4 Mech arms

Officer: You've risen through the chain of command, either by riches or skill, or perhaps just natural charisma. Whether you are a military officer, or a lieutenant for a local crime boss, you have the ability to lead others into the depths of hell and back. Or maybe that's what you'd like to think. (Req. Commander)

Perks: (1) epic arms, (1) level 5 arms, (1) level 4 sidearm, Cardinal-class mech with (2) Level 4 Mech arms

Commando: Special Forces, Elite Soldier, Hitman, these are all different forms of the Commando. You are the ace up your faction's sleeve, the most efficient killer they own. (Req. Commander)

Perks: (2) epic arms, (1) epic sidearm, Prophet-class Mech with (1) epic Mech arms and (1) level 4 Mech arms

War Veteran: You've seen some shit. You've been down in the trenches, unleashing hell on your enemies and dodging bullets all the while. In spite of the dangers of battle, you've come out alive. No one can call you a weakling. (Req. Veteran)

Perks: (1) level 5 arms, (1) level 3 sidearm, Priest-class Mech with (2) level 3 Mech arms

Security Guard: Do I really have to explain what ya are? You've been hired by the government, a really rich dude, the military, or maybe a crime lord, to guard them and their shit. You might be a bodyguard, a thug hired to deal some street justice, or mall cop market security, and you've got some knowledge of fighting and are prepared to do some damage. (Req. Rookie)

Perks: (1) level 4 arms, (1) level 3 sidearm, Mech suit

Thug: You may be a private in the military, a low-level gangster, or some other entry-level soldier in your faction. You've started at the bottom, and need to make your way to the top. (Req. Civilian)

Perks: (1) level 4 arms, (1) level 2 sidearm, Mech suit

Adventurer:
Globetrotter: You've been around the world, or at least a large portion of the Valley. Mountains, hills, valleys, abandoned subway lines, you've perfected the art of adventuring. Your knowledge of the flora and fauna on the planet is unmatched. You are the most sought after guide on the Surface, and a professional at uncovering the secrets of the world. (Req. Elder Prophet)

Perks: (1) epic-variant arms, (1) level 4 sidearm, mech suit

Pioneer: You've struck out on your own many a time, mapping out the most dangerous parts of the Valley and beyond. But no matter how much of the world you see, you always thirst for more. And that thirst can't be quenched. (Req. Commander)

Perks: (1) epic-variant arms, (1) level 3 sidearm, mech suit

Explorer: Several times you've journeyed out into the Wastes. You've seen plenty of the Valley, acting as a guide to travelers or just scratching your own itch to see the world. There are so many mysteries out there, and you want to find them all. (Req. Veteran)

Perks: (1) level 5 arms, (1) level 3 sidearm, mech suit

Traveler: Your first journey opened your eyes to just how vast the Valley is, but you don't yet know too much of that frozen wasteland. Now you've got the travel-bug though, and you have to see all that the world has to offer. (Req. Rookie)

Perks: (1) level 3 arms, mech suit

Hunter: The animal killer itself, a hunter does just that, he hunts animals. You tend to have seen little of even the Valley, but you do have small hunting grounds you frequent, attempting to gather food for yourself and whatever family you might have. (Req. Civilian)
Perks: (1) level 3 arms, mech suit


Scientist:
Academy Member: You truly are a genius, a god of science. At the top of the academic world, you lead research into the tech of old, and developing it beyond what it once was. No one can stand up to your intellect. (Req. Elder Prophet)

Perks: (2) epic sidearms, Prophet-class mech with (1) epic mech arms and (1) level 4 mech arms

Doctorate: Well hello there Doctor! Your research is well known among your peers, and your theories have greatly enhanced our knowledge of this new world. You have the capacity to shape humanity like few others can, so I hope you use that ability wisely. (Req. Commander)
Perks: (1) level 5 sidearm, Priest-class mech with (2) level 4 mech arms

Researcher: You are a true scientist, my dear. Your life has been dedicated to the pursuit of knowledge and science. (Req. Veteran)
Perks: (1) level 4 sidearm, mech suit

Junior Researcher: Straight outta college, or whatever group taught you science, your eyes are wide, ready to begin experimenting and doing all that sciencey, timey-wimey, wibbly-wobbly stuff! (Req. Civilian)
Perks: (1) level 3 sidearm, mech suit

Scavenger:

Merchant: Master of the market, financer of grand schemes, your influence has expanded across the Valley. You know how to make a million out of a couple scraps of iron, and have the expertise to fund your own private army. Or fund a journey to space. (Req. Elder Prophet)
Perks: (1) epic sidearm, Prophet-class mech with (2) epic mech arms

Smuggler: You are the backbone of the economy. You can make your way into the ruins, grab all the valuables, and run it back to the merchants underground. You also specialize in smuggling certain illegal techs and resources to the Black Market. (Req. Commander)
Perks: (1) epic sidearm, Priest-class mech with (2) level 4 mech arms

Looter: Looters have proven their ability to pick ruins clean of the resources and tech that the market demands, and have many contacts in the market to sell to. Their services are often called upon when scientists are looking for specific, rare tech. (Req. Veteran)
Perks: (1) Level 4 sidearm, Prophet-class mech with (2) level 3 mech arms

Scavvie: *ptooie* Damned Scavvies. Those greedy fuckers clamber all over the Surface, desperately gnawing on all the resources of our planet, destroying everything in their wake just to make another goddamned credit. At least that's how most people view them. In all reality, Scavvies are often good people. There's just so many of them, and they are often disorganized, so their work seems rather chaotic at times. But they get their (very useful) jobs done, no matter how society treats them. (Req. Rookie)
Perks: (1) Level 3 sidearm, mech suit

Forager: Foragers are the lowest run of scavengers. They don't tend to be hired for scav jobs, and usually need to take less than honorable jobs for local crime bosses scouring the surface for raw materials or the random bit of tech they find. Nevertheless, with time, they'll eventually be able to move to more lucrative gigs. (Req. Civilian)
Perks: (1) Level 3 sidearm, mech suit

Engineer:

Universal Engineer: You're the type who builds ships, mechs, bridges, and so on. You can work on just about anything, from fortress walls to changing the oil on your rigs. (Req. Elder Prophet)
Perks: (1) legendary sidearm, (1) epic arms, Prophet-class mech with (2) epic mech arms

Tech specialist: You know your shit. Fixing mechs, old tech, spacecraft...name it, you can probably repair it. With enough materials, you could make it better than before as well. (Req. Commander)
Perks: (1) epic sidearm, (1) level 5 arms, Prophet-class mech with (1) Level 4 mech arms and (1) level 3 mech arms

Field Engineer: Battle-ready, you have both experienced war-time, and know how to work under fire. Most often you've worked in some form of military or another, and your skills are greatly desired. (Req. Veteran)
Perks: (1) level 4 sidearm, Priest-class mech with (2) level 3 mech arms

Mechanic: Civilian mechanics are your average, less-trained engineers tasked with basic maintenance of vehicles and tech. They tend to be hired by civies, or factions that need...well, basic maintenance obviously. Not sure what else to say about them. (Req. Rookie)
Perks: (1) level 3 sidearm, mech suit

Tinkerer (req. Civilian): You don't have any formal training when it comes to mechanic work. More or less, you tinker around with radios, tablets and other less complicated mechanical and techie shit. Might not seem like much, but you've got a natural love of fixin' things, and with the right training, you might just make it far.
Perks: (1) level 2 sidearm, mech suit
Elder Arcs: Only Veterans and Commanders may apply to join. These quests are the most dangerous, vast in scale, and heaviest in lore-building, and are the only ones (aside from the OP and Co-OPs) that may deal directly with the Elder Gods and the dimension they reside in.

But in spite of the danger, these also have the greatest pay-offs and loot for your tech tree.

Epic Arcs: All but Civilians may apply to join. These quests may lead anywhere on the planet (even outside of the Valley), and into the Universe beyond.

Dangerous, and requiring your full attention and effort as a writer, you will be greatly rewarded for finishing the Arc.

General Arcs: These Arcs may be applied to by anyone. Unless they have express permission from the OP, they must remain within the Eternal Valley or the Space Station.

Personal Arcs: An Arc wherein only one or two persons explore the Valley and the Under-cities.

Final Frontier: Boldly go where no man has gone before. Or where we are pretty sure no man has gone before. The Archives aren't very clear on the subject.

You want to see the Universe. But to do so, you must leave behind everything, perhaps even leave the world forever. But if nothing will stop your curiosity, fly off into the unknown.(Epic-Elder)

Far Over the Empty Mountains Cold: What lies beyond the vast, nigh impassible Empty Mountains? No one knows. Once there was a roadway that passed through it, but nature has overtaken it. If you manage to survive the journey, who knows what you will find? (Epic-Elder)

Sail Across the Seas: To the East of the Valley lies the Great Ocean. None have tried to cross it, not since the Fall. But if you can create a seaworthy vessel that is also able to withstand the deadly radioactive storms, perhaps the seas will divulge their secrets to you. (Epic-Elder)

Ruins Diving: Got some fancy shmancy tech you want to find? Do you want to find better weapons and mechs? This is the Arc for you. Characters will go out into the Valley in search of the tech they desire, and will hopefully find it in one of the many ruins that dot the landscape. (General)

When Will We Learn?: Who want's to start a war? Of course you do! The goal of your Arc will be to create enough friction to start a war between two major factions. (General-Elder)

Civil War: You wonder how you can start your own faction? Well, here ya go. To start an independent faction, you gotta start and win a civil war. Or if you start a criminal faction that remains in the territory of another faction, you'll need to do battle with law enforcement and other gangs for a spot in the Criminal Underworld. (General-Elder)

Face the Titans: You ready to take on the Archangels? You better be, otherwise you're fucked. But if you are prepped, go ahead, challenge the gods of the Valley. (Epic-Elder)

Slice of Life: This one is pretty self-explanatory. Characters play out the day to day lives of citizens in this post-apocalyptic world, doing their jobs, finding love, starting families...and doing whatever it is the average person does. Character Development is the sole goal here. (Personal)

NOTE: You may add your own goals if you would like. These are just examples.





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All Things Space




Space. It was once the "final frontier", the last place mankind had not conquered. Space exploration and colonization had once been the focus of Aeternum Corp, and they were well on their way to making it a reality. A massive space station had been built, from whence they were prepping to send colony ships out into the solar system. But all that changed with Jacelyn Grim.

The Station, and all spacecraft being made were abandoned when she declared a state of emergency, leaving them all empty and unmanned. Ever since the Fall, the great Station has fallen into complete disrepair.

If only someone was to find a spaceship in the underground rocket silos, and launch up to the Station, perhaps space exploration could begin again. There are rumors that there is even a ship capable of near-light travel. But that's just a rumor, of course.




Map







Application Forms



Code: Select all
[align=center][size=115][color=#BF0080]Character App[/color] (PLEASE DELETE EVERYTHING IN PARENTHESIS)[/size][/align]
[hr][/hr]
[b]Player Rank:[/b] (fill this in based on where you think you are, but this must be accepted by the OP or a Co-OP)

[b]RP Examples:[/b] (Only examples from P2TM will be accepted)
[hr][/hr]

[align=center][img](Appearance URL Here)[/img][/align]

[b]Name:[/b]

[b]Age:[/b]

[b]Height:[/b]

[b]Gender, Sex, and Sexuality:[/b]
 
[b]Personality:[/b] 

[b]Faction:[/b]

[b]Operator Class:[/b]

[b]History Class:[/b] (Your history class determines your available mech classes, and weapons)

[b]Mech Class:[/b]

[b]Equipment and Weapons:[/b] (I'll leave the equipment up to you, but keep it believable)

[b]Bio:[/b] (at least a paragraph, and must make sense with your character's History Class)


Note: Faction App may only be filled out by Veteran Rank and above.

Code: Select all
[align=center][size=115][color=#BF0080]Faction App[/color] (PLEASE DELETE EVERYTHING IN PARENTHESIS)[/size][/align]
[hr][/hr]

[align=center][img](Sample Appearance URL here, look at the factions above for examples)[/img][/align]

[b]Faction Name:[/b]

[b]Government Type:[/b]

[b]Description:[/b] (At least one, well-written paragraph)




Rules




1. Obey the OP (Myself), CO-OPs (The GAmeTopians), and the Storytellers in the Arcs you join.
2. No one-liners. Ever. If you make a one-liner post, you will receive one mark. If you get three marks, you will be booted. Remember, quality of posts is typically better than quantity of posts.
3. No godmodding. And if you have a char v. char fight, you must make certain to work directly with the other author to determine how the fight will end.
4. No killing or harming another character without their author's permission, unless I personally declare that such damage is necessary.
5. If you are leaving the RP, please notify myself, a Co-OP, or the Storyteller of your Arc. This way we can make the transition seamless within the plot.
6. Try to have a decent level of game-world realism. I don't expect perfection, but as I read through what you write, I want it to make sense.
7. Most importantly, don't be a big meany-face. Treat everyone with the same respect that you want them to give you. If you cause too much trouble, you will be banned.



Image



Announcements




Arc Applications may now be filled out and sent in!




Image




Current Arcs




IC Thread
Storyteller: Isle of Lithonia

Synopsis: Since the highly controversial arrests of Haley Grim and many other officers of Kronos, the once powerful PMC fell into chaos and infighting. Many former officers have claimed themselves to be the rightful heirs of the company, splitting it into several smaller gangs all vying for power.

The true heir will now show herself. Jacelyn Grim, daughter of the imprisoned Boss, is gathering a small force of operatives and mercenaries to reclaim her birthright.

Knowing that the Empire may be interested in backing her, Grim reached out to the Imperial Ambassador in the Republic, Priestess Kyrie, to gain some backing. Seeing an opportunity to perhaps undermine the government of their old enemy, the Empire accepted Grim's proposition to have Imperial supplies and weapons in order to reunite Kronos in a bid to gain power in the Republic Parliament.

Now, with the promised aid of the Empire and a band of mercs at her side, Jacelyn has made her move.

Status: Open
Synopsis: Last week a remote cave system was discovered between Hill Country and the Wasteland following the events of a small tremor, unfortunately, the mercenary scout team sent to investigate has yet to return; and have since been deemed MIA. The band of mercs the scouts belonged to have temporarily setup within the Eternal Republic, promising a small reward for any information brought back, and additional rewards for saving any scouts.

Status: Open
Last edited by Isle of Lithonia on Sun Mar 24, 2019 8:02 am, edited 14 times in total.
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Isle of Lithonia
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Posts: 5024
Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Mon Feb 11, 2019 9:57 pm

Image



Arc Application Form




Code: Select all
[align=center][size=115][color=#BF0080]Arc App[/color] (PLEASE DELETE EVERYTHING IN PARENTHESIS)[/size][/align]
[hr][/hr]

[b]Storyteller Name:[/b] (your name)

[hr][/hr]

[b]Arc Class:[/b]

[b]Arc Name:[/b]

[b]Goal:[/b]

[b]Synopsis:[/b]

[b]Desired Number of Applicants:[/b]





Image




The Shipping Corner




Romantic subplots, sometimes known as ships, are one of the most useful tools in a story. If you don't believe me, think about it for a moment. In a romantic relationship, two or more people come together in a very personal way. Their lives become intertwined just a tad more than any other relationship could manage. When this is applied to characters in a story, if the relationship is handled properly, the level of character development is significant. Deeper feelings and emotions are rooted out, pains and sufferings are brought to the surface, weaknesses are found and strengths are made obvious. Moreover, the characters create a tad bit of friction between each other, forcing them to grow as people. Overall, both are made more human and relatable to the audience.

As useful as such relationships may be, honestly this type of subplot is the most improperly used that I have yet found. Oftentimes the romance feels forced, shallow, not well thought out, or honestly useless in developing characters. So, if you're thinking of shipping characters, I'd suggest really thinking about how believable it is, how it can grow the characters, and how it can enhance the story.
Last edited by Isle of Lithonia on Thu Feb 14, 2019 12:30 pm, edited 2 times in total.
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The Empire of Tau
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Posts: 1090
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Feb 11, 2019 9:58 pm

Oh hi there.

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Isle of Lithonia
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Posts: 5024
Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Mon Feb 11, 2019 9:59 pm

Hello!
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The Empire of Tau
Ambassador
 
Posts: 1090
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Feb 11, 2019 10:00 pm

The app looks the same as the one before - I guess that I just repost the app?
Last edited by The Empire of Tau on Mon Feb 11, 2019 10:01 pm, edited 1 time in total.

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Isle of Lithonia
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Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Mon Feb 11, 2019 10:02 pm

There are actually differences, like player rank, weapon levels, history classes, and so on. You'll have to look through everything to make sure it's updated.
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Saleon
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Posts: 8567
Founded: Mar 12, 2015
Corrupt Dictatorship

Postby Saleon » Mon Feb 11, 2019 10:03 pm

wot. oh!
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The Empire of Tau
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Feb 11, 2019 10:07 pm

I do need to have a mech or can I go mech-less?

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Isle of Lithonia
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Posts: 5024
Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Mon Feb 11, 2019 10:41 pm

Saleon wrote:wot. oh!

Yeah! So, just look over the info (I'd put you as a Commander on the player rank), update your app, and you be good to go!

The Empire of Tau wrote:I do need to have a mech or can I go mech-less?


No need to have a mech. I would recommend at least a rad suit though if you're going on the Surface, since those blizzards will kill ya otherwise.
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Saleon
Powerbroker
 
Posts: 8567
Founded: Mar 12, 2015
Corrupt Dictatorship

Postby Saleon » Mon Feb 11, 2019 10:51 pm

Isle of Lithonia wrote:
Saleon wrote:wot. oh!

Yeah! So, just look over the info (I'd put you as a Commander on the player rank), update your app, and you be good to go!

The Empire of Tau wrote:I do need to have a mech or can I go mech-less?


No need to have a mech. I would recommend at least a rad suit though if you're going on the Surface, since those blizzards will kill ya otherwise.
She'd probably have one, sure. Wonder what it'd be like with her bionic arm and leg.
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"Rood Dood," said Donner Blitzen
"You guys are the coolest Sadists on the internet," Said Blitzen
"A Low key super freak who gives you hickeys that can read into your soul?" -Legato Venari
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Isle of Lithonia
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Founded: Nov 20, 2013
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Postby Isle of Lithonia » Mon Feb 11, 2019 11:03 pm

As an example, here's my updated app.

Character App



Player Rank: Commander

RP Examples: TKaG, Lith and Friends Summer Vacay, Of Grades and Grenades, Grim Reaper Academy, and so on.



Image


Name: Jacelyn "Marauder" Grim

Age: Mid thirties. Probably.

Height: 5'9"

Gender, Sex, and Sexuality: Cis-female, Bisexual

Personality: Marauder is the embodiment of a proper military officer. Mostly.

With the air of a professional, she keeps people in line and on task. And when particularly rebellious individuals question her, she will calmly explain to them the orders and why they should follow it rather than begin berating them for their obvious stupidity.

In all situations where her input isn't required, she tends to keep to herself, reading her book and contemplating existence. Or something like that. Whatever the case may be, it's not that easy to get to know her well.

Faction: Kronos

Operator Class: Soldier

History Class: Officer

Mech Class: Priest

Equipment and Weapons: Mech weapons: Plasma charge shotgun (takes time to charge, but fires a massive spread of plasma), drill arm

Personal weapons: folding laser sword, (level 5) plasma shotgun, (level epic)slug pocket pistol (level 4)

Equipment: Jug of 99% alc/vol homemade booze, a couple containers of unknown (to you) substances and a syringe integrated into her wrist bracer, and a separate syringe just in case, a leather-bound copy of Alexander Grim's Reflections on Morality: the Struggle for Survival, military issued winter combat suit, personal tablet


Bio: “Though life may be cruel, and existence may be empty of meaning, this cruelty grants us the greatest opportunity of all. We may now reach true divinity.

We are gods. We who create purpose, we who give birth to meaning, we who give reason and emotion to the cosmos. We are gods. Or perhaps we are even greater.” -Alexander Grim

Thirty-one years ago, Jacelyn Grim was born into the bowels of the Criminal Underworld of the Republic. Her mother, Haley Grim, was the Boss of the PMC known as Kronos. To call this organization shady would be an understatement. The soldiers employed tended to be violent criminals, and their clients most often were powerful drug lords and corrupted politicians. However, Kronos had been called upon several times by the Republic to help quell uprisings among the populace, and at points even helped take down several crime bosses that had become too powerful (although it is speculated this was because they were personal enemies of the company).

From the moment she was named (for Jacelyn Grim was the name of the destroyer of the old world), little Jacelyn was destined for glory. Looking down at the innocent baby cooing in her arms, Haley believed she would end this world, and usher in a new era of freedom for the entire human race. No longer would this Republic be needed, for all would be free, and all would be as gods.

Growing up the daughter of a crime boss was perhaps different than some might think. Little Jacelyn was safe from harm (her mother made sure of it), given quite the extensive education (particularly in the realm of philosophy), and had many little friends (some of whom mysteriously disappeared when the parents made her mother angry). But once she became old enough to properly handle a firearm, things changed.

In the basement of her mother’s company building, little Jacelyn was handed her first gun. It was called “The Last Resort”. A small pistol for an adult, but it just fit in her hands. “My beautiful Jacelyn, come stand here with me.”

Obediently she walked over to her mother, when she noticed a look she had never seen before. Her mother’s eyes were just… different. They weren’t sad, angry, happy. They had no emotion at all. That...that she had never seen before.

“I need you to shoot at those targets, just like in the games you play. The gun is going to be loud, but that’s okay. I need you to be strong. I believe in you.”

Shaking hands holding up her pistol, Little Jace aimed downrange, and “BLAM!”

Her ears were ringing, searing pain screaming through her tiny body. She wanted to cry, but she felt her mother’s breath as she told her, “You are stronger than the pain. Fight it.”

Again she fired, the ringing and pain worse than before. She fell into her mother’s arms, but was gently placed upright again. “Fight it.”

After a few minutes, the ringing began to subside a little. Her mother began to speak again. “Remember how I wanted you to become an artist? Today you will begin your journey to become the greatest of all artists.”

Doors opened behind her, making Jacelyn crane her head in time to see a man, bound and gagged, being dragged toward her. “Death is a precise art, and loosing it on your enemy requires focus and innate skill.” The man gave muffled pleas for help, tears streaming down his bloody and beaten face. The poor girl’s eyes widened, heart racing, a silent scream suppressed. “The carnage left behind may seem senseless and scattered, but to a true artist, each slaughter portrays the violent, primal nature of mankind upon a sickeningly beautiful canvas.”

Held in place, the man’s arms were outstretched, reaching into the infinity of space. Jacelyn fought down bile. She knew. “Few works of art could depict this harsh reality as deeply.”

Feeling something puncture her skin, she looked down at her arm, seeing her mother injecting her with some red liquid through a syringe. Fear, terror, tears...all disappeared in that moment.

She knew.

“Are you an artist?”

She pointed the pistol at him.

“BLAM!”

Every day since, her mother trained her. The proper mix of stims and chems was found, and Jacelyn always took her proper dosage. Emotions had been greatly suppressed, replaced with a fondness of killing. Not as in a bloodthirsty rampage. No, she was calm, steady, rational. She knew what she wanted, and she knew how and when to receive it.

When she officially joined the ranks of Kronos at the age of 17, her mother started her at the bottom rung. The future Boss of Kronos must rise through the ranks on her own, she can’t be given an unfair advantage. And so she started as a security officer, guarding small-time drug dealers and prostitute dens. A horrible job for some, but she didn’t care. She wanted to become a Boss. And she would do whatever it took to become one.

She moved up quickly, eventually joining the Kronos Secret Police unit, killers hired out by only the most powerful people in the Republic. Few matched her kill count, fewer still at her age.

But Kronos finally overstepped their bounds, attempting to assassinate the Prime Minister in a bid to take over the Republic. No-one knows who gave that order, but Republic spies dug up enough evidence to let the Military round up the leaders of Kronos, and give them a life sentence to the high-security coal mines deep in the caverns below (a fate said to be worse than death).

Jacelyn would never see her mother again.

On the run from the law, Jacelyn took the name Marauder, and ran deep into the underworld. Biding her time, and running small-time drug-pushing operations, she managed to keep her nose “clean” enough to be ignored by the law enforcement of the area, even sending some bribes their way to keep them off her ass.

Eventually the storm blew over, and she was able to hire herself out to a retired General as a gun-for-hire. Proving herself in some small skirmishes between his security forces and the local scum, he decided to make her the CO of his security forces.

Currently she is working in secret to rebuild Kronos to it's former glory.
Last edited by Isle of Lithonia on Tue Feb 12, 2019 11:33 pm, edited 1 time in total.
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Isle of Lithonia
Negotiator
 
Posts: 5024
Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Mon Feb 11, 2019 11:04 pm

Saleon wrote:She'd probably have one, sure. Wonder what it'd be like with her bionic arm and leg.

That'll be interesting to kinda dig into.
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Rodez
Diplomat
 
Posts: 635
Founded: Oct 18, 2016
Father Knows Best State

Postby Rodez » Tue Feb 12, 2019 2:16 pm

Character App



Player Rank: Veteran

RP Examples: 1 2 3 A sci-fi RP of mine that never got off the ground



Image


Name: Russell 'Russ' Kennard

Age: 32

Height: 5'11"

Gender, Sex, and Sexuality: Male, heterosexual

Personality: Russ is a genuinely good-hearted individual, but that generally isn't readily apparent. His more compassionate side is buried beneath a heavy dose of cynicism and skepticism. He happily opens up to those he trusts with a bit of dark humor and teenage-tier pranks- but he doesn't trust easily, having long since been taught that one needs to keep their head on a swivel if they are going to survive the surface. Even when he is apparently happy, Russ may come across as a bit melancholy, since he has begun to tire of his life and the restraints placed on it.

Faction: Eternal Republic

Operator Class: Adventurer

History Class: Explorer

Mech Class: Personal mech suit

Equipment and Weapons: Colt 1911 (Level 3 sidearm)

Sabre Mk. IV Laser DMR (level 5)

Bio: Russell Elijah Kennard was born into one of the more distinguished families in the Republic, the son and second child of James and Lucy Kennard. His older sister Sadie was eight when he was born, and was already indoctrinated into the ideology of the Republic, which his parents were fanatical supporters of. For whatever reason, though, an educational program designed for one of the state's favored sons never took hold in his mind. He made friends with troublemakers, and enemies with the peers that would have helped him climb up the career ladder in adulthood.

When Russell was sixteen, Sadie was killed in the service of the Republic's armed forces while fighting bots. Her death destroyed the romanticism of the military for him, and fatefully took him off what had been his expected career path. He became estranged from his parents in the aftermath, and fell in with a freelance adventurer named Tybalt Jurisic, a grizzled explorer in his forties.

Tybalt tutored Russell on how to survive and fight effectively on the surface, and soon took the young man on as his protege. Within a few years they had forged a tight bond, and Tybalt became the father figure that Russell felt he had been lacking. The two men had many adventures together over the course of the next decade, including an abortive attempt to infiltrate Heaven's Tower and the discovery of a cache of mechs in the Industrial Sector.

The duo worked indirectly for the Republic, revealing the location of their discoveries in exchange for profit. Tybalt however was deeply skeptical of the supposedly democratic government, and his political cynicism ended up rubbing off on Russell, who came to regard the state he served as infinitely corrupt - far from humanity's best hope.

Five years ago, Russell and Tybalt were working to uncover an old vault in the mountains when they were set upon by a horde of Creeps. Russell was unable to save his mentor, who flung him back down the mountain trail while he battled the creatures to the death.

Later it was discovered by the Republic's intelligence services that Tybalt had been involved with Kronos. Russell came under suspicion for being a double agent and was arrested. His imprisonment lasted several months before the authorities were compelled to release him for lack of evidence. The whole experience further embittered Russell towards the Republic; but for now he continues to work for them as an adventurer, hunting for new treasures and locations on the surface, while ever mindful of the fact that he is probably still being watched by the authorities. This life is starting to wear on him - for some time, Russell has been searching for a new adventure that will take him far, far away from Hope.
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Isle of Lithonia
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Posts: 5024
Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Tue Feb 12, 2019 3:04 pm

Rodez wrote:Shneeper Shnooper Beeper Booper


Looks amazing! Accepted, and place it in the Archive (link in the description).
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Rodez
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Posts: 635
Founded: Oct 18, 2016
Father Knows Best State

Postby Rodez » Tue Feb 12, 2019 3:17 pm

Isle of Lithonia wrote:
Rodez wrote:Shneeper Shnooper Beeper Booper


Looks amazing! Accepted, and place it in the Archive (link in the description).

Sounds good, and thanks. Just to clarify - I am able to create Epic Arcs as a veteran, or just apply to join them? I want to do something in space, I just have no idea what.
Last edited by Rodez on Tue Feb 12, 2019 3:17 pm, edited 1 time in total.
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Isle of Lithonia
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Postby Isle of Lithonia » Tue Feb 12, 2019 3:51 pm

Rodez wrote:
Isle of Lithonia wrote:
Looks amazing! Accepted, and place it in the Archive (link in the description).

Sounds good, and thanks. Just to clarify - I am able to create Epic Arcs as a veteran, or just apply to join them? I want to do something in space, I just have no idea what.

Eh, I'd usually say you can't. But honestly I'll probably be changing those rules so Veterans can make them as well. I'm currently just working on the Arc goals and app form right now, so all that will be available soon.
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Saleon
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Posts: 8567
Founded: Mar 12, 2015
Corrupt Dictatorship

Postby Saleon » Tue Feb 12, 2019 4:09 pm

Character App






Player Rank: Champeen

RP Examples: I was in this rp called Sempiternal at some point.



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Name: Arguna Froster

Age: 41

Height: 6'1"

Gender, Sex, and Sexuality: Girl, female, homosexual

Personality

Generally pessimistic and lacking in empathy. She has a penchant for cigarettes and usually ignores no smoking signs. It would be best to describe herself as jaded, especially after losing much of her combat capability after she lost significant portions of her body. She isn’t often open to others, unless they can get past her hardened exterior. She also likes cute things and secretly likes pink.

She may be generally unlikeable (at least at first), but has a hidden adventurous part and will do as much as she can to keep her allies alive. She often works as a support unit that informs Operators of concerns relating to their mechs along with maintaining each mech. She also can be a little overzealous about mech units.


Faction: Eternal Republic

Operator Class: Head Techpriest Enginseer.

History Class: Tech Specialist

Mech Class: I named my mech "non-existent"

Equipment and Weapons
  • Bionic arm
  • Bionic leg
  • Holdout hidden in heel of leg.
  • Uplink Overlay ValkeRie Systems Eyepatch [UO-VR Systems]
  • Variety of multi-colored small Energy Tubes.
  • Engineering kit.
  • Cigarettes
  • Robotic Repurposed Machine Arm (epic level)


Biographia

Arguna was a former operator of a Priest-class Mech. She worked as an on-field tactician and was often up to the task. At first, she was bright and welcoming, if a bit bashful.

During a salvage run, she was separated from her unit after part of the ceiling collapsed, leaving her alone from the rest of them. While she maintained radio communication, she was alone. She had to find a way to get back to them. She scuffled by herself, part of her weapons system having been damaged in the collapse. The right arm of her mechsuit had been damaged, and one of the legs was quite weakened from the impact.

She entered a large room that seemed to connect the large corridors of the building. Her group was hopefully soon to reach her. Unfortunately, the large room was also the perfect place to set up a trap. Empire mechs quickly stormed the room, attempting to score an easy target. Arguna shot an explosive round at the ceiling of the entryway, causing the ceiling to collapse, but she wasn’t able to stop them all in their tracks. One mech was able to pass through before she could block the way. It quickly blast through her mech’s defense systems with much of her energy tank already leaking energy. The dieselmech was able to shoot the leaking energy tank. The structural damage was critical. The best Arguna could do was to detach the tank and attempt to throw it loose. It was going to explode, considering the damage.

While she was able to detach it, the tank exploded directly in the face of both mechs. Arguna was able to knock out the dieselmech, but the head-first explosion caused serious damage to her cockpit, her arm and leg having been smashed by the wreckage.

Her squad was able to rescue her, but she was unfit for combat. She fashioned bionic body parts to replace her own. Unfortunately, the trauma left her distant and jaded. She continued to work on mechs, but she didn’t seem as cheery as before. She also suffers from frequent insomnia due to nightmares.
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The Empire of Tau
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Posts: 1090
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Feb 12, 2019 4:36 pm

Question, lets say that I don't have a rp sample. Can I write one then?
Last edited by The Empire of Tau on Tue Feb 12, 2019 4:36 pm, edited 2 times in total.

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Isle of Lithonia
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Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Tue Feb 12, 2019 6:06 pm

The Empire of Tau wrote:Question, lets say that I don't have a rp sample. Can I write one then?

Sure. I'll give ya a rank once you write one up. :)
Saleon wrote:Snip


Accepted.
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The Empire of Tau
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Posts: 1090
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Feb 12, 2019 7:06 pm

This a RP sample that I made a few minutes ago for another RP called Heirs to the Stars. I hope you don't mind.

RP Example:
Orion Offensive
June 9th, 2310, Outskirts of Orion Prison Facility
4th Shock Army, 9th Motor-Rifle Division.

What used to be the Orion Prison Facility is now a fortress for Lev Fischer’s armies. The 10th, 12th, 8th, 7th, and 1st Infantry Division had taken up resident in the Orion Prison - fortifying the hell of the place for weeks on-end. The bastards have been holding up in there for a year now ever since last year of today. In a effect to remove those hostile elements, the 4th Shock Army was called upon to conduct a direct assault before a breakthrough effort could be done by incoming cores from the south. Lev Fischer’s divisions was going to pay dearly. The Orion Offensive beings.

COW.6756.SeC-17.ECHO was stuffed inside a big APC with other twenty of his comrades. The terrain was bumpy and uneven, which caused the APC to shake all about. It was extremely hot inside too (there was not any AC as the Maintenance crew forget to repair it) COW.6756.SeC-17.ECHO didn't care. The worse had yet to come as he thinks to himself. Soon, bodies will fly and people will scream.

After a few minutes, the gunfire started. They were approaching the Orion Prison Facility. Explosions were heard after - it was either landmines or artillery or both. Everyone, including COW.6756.SeC-17.ECHO, was calm. Just another day on the job.

“Dispatch.” A loud voice yells from the comms. Within seconds, men start to open the back hatches and venture outside their APC. COW.6756.SeC-17.ECHO shortly follows suit, grabbing his gun and rushing outside.

The outside was red, everything was red, expect for the invading army and defending divisions inside the Orion Prison Facility and the facility itself. Blood was indistinguishable from the soil as men drop from incoming bullets and the artillery that blow up massive craters - throwing earth and men alike in the air. Now this felt like home, COW.6756.SeC-17.ECHO was a soldier who was used to the horrors of battle and always felt indifferent in these kind of places.

Orion Prison Facility was not that far away now, COW.6756.SeC-17.ECHO thought. And thus, COW.6756.SeC-17.ECHO, along with his fellow other twenty comrades, ran with the covering APC as they shoot off various amounts of bullets in the distance towards the entrenched enemy.

Not much went through the mind of the soldier at the time...Well, except for how to approach and murder the foe, of course. COW.6756.SeC-17.ECHO had no family, bank, money, civil life or worry (besides from dying, but that’s an afterthought). All that matter was if the goal could be met…

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Isle of Lithonia
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Posts: 5024
Founded: Nov 20, 2013
Scandinavian Liberal Paradise

Postby Isle of Lithonia » Tue Feb 12, 2019 7:11 pm

The Empire of Tau wrote:This a RP sample that I made a few minutes ago for another RP called Heirs to the Stars. I hope you don't mind.

RP Example:
Orion Offensive
June 9th, 2310, Outskirts of Orion Prison Facility
4th Shock Army, 9th Motor-Rifle Division.

What used to be the Orion Prison Facility is now a fortress for Lev Fischer’s armies. The 10th, 12th, 8th, 7th, and 1st Infantry Division had taken up resident in the Orion Prison - fortifying the hell of the place for weeks on-end. The bastards have been holding up in there for a year now ever since last year of today. In a effect to remove those hostile elements, the 4th Shock Army was called upon to conduct a direct assault before a breakthrough effort could be done by incoming cores from the south. Lev Fischer’s divisions was going to pay dearly. The Orion Offensive beings.

COW.6756.SeC-17.ECHO was stuffed inside a big APC with other twenty of his comrades. The terrain was bumpy and uneven, which caused the APC to shake all about. It was extremely hot inside too (there was not any AC as the Maintenance crew forget to repair it) COW.6756.SeC-17.ECHO didn't care. The worse had yet to come as he thinks to himself. Soon, bodies will fly and people will scream.

After a few minutes, the gunfire started. They were approaching the Orion Prison Facility. Explosions were heard after - it was either landmines or artillery or both. Everyone, including COW.6756.SeC-17.ECHO, was calm. Just another day on the job.

“Dispatch.” A loud voice yells from the comms. Within seconds, men start to open the back hatches and venture outside their APC. COW.6756.SeC-17.ECHO shortly follows suit, grabbing his gun and rushing outside.

The outside was red, everything was red, expect for the invading army and defending divisions inside the Orion Prison Facility and the facility itself. Blood was indistinguishable from the soil as men drop from incoming bullets and the artillery that blow up massive craters - throwing earth and men alike in the air. Now this felt like home, COW.6756.SeC-17.ECHO was a soldier who was used to the horrors of battle and always felt indifferent in these kind of places.

Orion Prison Facility was not that far away now, COW.6756.SeC-17.ECHO thought. And thus, COW.6756.SeC-17.ECHO, along with his fellow other twenty comrades, ran with the covering APC as they shoot off various amounts of bullets in the distance towards the entrenched enemy.

Not much went through the mind of the soldier at the time...Well, except for how to approach and murder the foe, of course. COW.6756.SeC-17.ECHO had no family, bank, money, civil life or worry (besides from dying, but that’s an afterthought). All that matter was if the goal could be met…

You'll probably end up being a Veteran in the end from what you've written. For now though, I'll give you the rank of Rookie until I see how ya work IC with everyone. :)
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The Empire of Tau
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Posts: 1090
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Tue Feb 12, 2019 7:48 pm

I see. Can I be a homeless man?

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Nea Videssos
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Posts: 1787
Founded: May 01, 2016
Iron Fist Consumerists

Postby Nea Videssos » Tue Feb 12, 2019 8:01 pm

Made some tweaks and alterations (particularly in regards to cybernetic implants, since I found some good stuff elsewhere, like the description for a cybernetic heart system I've put in place of the nanobot healing thing). Other than that, it's mostly just some nanotech that would help him not die in the outside world, along with components that either provide the nanites themselves or convert his body's energy reserves into something usable by his cybernetic implants. Also changed him from scientist to soldier, with commando as his history class (makes more sense).

Character App



Player Rank: Commander

RP Examples:
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On slightly more serious note, here and here.



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Name: Amelia Winstanley

Age: Appears early-mid teens. Amelia himself claims to be around 15 or 16. Given the slightly murky details regarding his birth and early childhood, this is uncertain. If one were to go by looks, then one would probably say he's a few years younger. Of course, he could be older than he looks.

Height: 4'10

Gender, Sex, and Sexuality: Male, Male, Pansexual

Personality:
Quiet and not exactly what one would call socially adept, Amelia often seems to be a mix of emotionless and shy. Attempts to distance himself from others tend to come off more as shy than harsh. It doesn't take much to embarrass him when it comes to relationships. He also happens to have no qualms when it comes to witnessing or being involved in death and bloodshed, never having been taught the common concept of morality. Has a fairly cynical, jaded view of things, and can be fairly self-deprecating. Despite this, there is an odd, childlike innocence and naivety in other ways, that fits his appearance, despite his protests towards those who mistake him for a young girl. That said, he doesn't exactly go out of his way to make it obvious that he's a boy. His name doesn't help dispel that illusion, either. Despite his cynicism, he can enjoy himself and cast that to the wind sometimes. He also shows a fondness for sweets, cute things and games, which further corroborates that persona. He also has a particular fondness for cats. Might have some minor insecurities regarding his height and age. Taking that into account, he might be prone to claiming to be older than he actually is. He has a noticeable sense of curiosity, though he doesn't let it get in the way of his missions, and takes danger and practical considerations into account before making any decisions based on it.

Amelia can seem quiet and overly serious about various things, though he does have a sense of humour. Tends to assume ulterior motives when others approach him. He can sometimes come across as oddly innocent, cheerful and kind, yet at other times as cold and empty. Generally focused and diligent, he can perhaps be a bit overly obedient and submissive towards others, in particular those who seem to have authority or have a "commanding" personality. Obviously a bit troubled, and fears failing to obey commands and complete tasks given to him (and not being of adequate use to others). He sometimes displays fear and anxiety at the touch of others, though his outer façade or "shell" of calmness is usually a sufficient mental barrier. He can be considered to have a dedicated, almost obsessive will regarding whatever task he puts himself to, or is assigned to. This dedication and dependability can also manifest itself towards those he forms a proper, positive relationship with. Occasionally he seems genuinely kind, possessing an odd serenity, and a calm acceptance of all that happens to him. Indeed, past the ruthlessness and the cold exterior, he does possess some at least some compassion.


Faction: Eternal Republic

Operator Class: Soldier

History Class: Commando

Mech Class: Mech Suit (see appearance, has mechanical arms, and obviously has an emphasis on speed over defence, since it's probably a bit closer to an exosuit than a proper mechsuit). Has various attachments. For melee, it can be equipped with a chainsaw and drill (level 3), and for ranged combat, it can be equipped with two Vindicator MKXIV heavy-calibre miniguns/rotary cannons (level 4) (not at the same time as the melee stuff, though). He also has a A/SRH-C81 Heavy Plasma Rifle (level 3) with a sub-arm connected to the mechsuit's backpack, helping to deal with the weight and recoil. The rifle has a sensor and camera built into it. The mech itself has machine-guns built into the shoulder compartments, equipped with armour-piercing rounds (level 3). Also has an attachable grappling-hook. There are some compartments for storage in the back. Being fairly small and mostly unarmoured, it makes up for it in speed, precision of control, and agility. It can be seen as something of a glass cannon.

Equipment and Weapons:
  • Plasma knife (level epic). Self explanatory.
  • K-82c Seburo ARMS Heavy Pistol (level 4?) (basically the Savalette Guardian from Shadowrun - "has a integral computer enhanced targeting system, micro-gyro recoil absorption system, and burst-mode firing system" utilising tandem charge High Explosive rounds. These are both tip and base exploders, holding two small explosive charges. The first charge blows open the wound and the momentum of the bullet carries the second charge into the wound before it explodes.
  • H&K MPK-11 Submachine gun with a suppressor (level 3?) (also has a modified recoil system) utilising memory expander rounds for ammunition. These are "soft kill" weapons, as the bullet is made of a memory metal or ceramic that undergoes a controlled expansion under high impact stresses. Against armour they act like normal bullets, but as they pass through the body they expand, causing an enlarged wound channel.
  • Mech suit and associated bits n' bobs (see above).
  • Frag grenades (level 5).
  • Energy tubes.
  • Essential shit (food, water, clothes and whatnot). This includes some sort of suit/outfit thingy for hanging around outside.


Cybernetic/nanotech implants:
  • HELIX Brain-Machine Interface Biochip (Cybernetic): This is the newest iteration in brain-machine interface technology. Based on the organic PEDOT:PSS poly(3,4-ethylenedioxythiophene) polystyrene sulfonate array combined with interlaced graphene electrodes and nanoprocessors, it is characterized by exceptionally low transmission strength loss and energy usage, high processing speed and low noise, something which plagued earlier iterations. It it is a neurophysiological implant that functions as the base for any further cybernetic augments. An idealised bidirectional Brain-Computer-Interface for closed-loop prosthetic control (one of the functions of modern Biochips): Neural correlates of motor intent are recorded from the electrode arrays attached to the artificial neurons of the Biochip and implanted into the brain. For instance, imagine the user has a cybernetic arm. The signals are decoded and used to control the movement of the robotic arm; sensors on the robotic arm detect information on touch and proprioception, and the outputs of those sensors are then converted to patterns of stimulus pulses that are delivered to primary sensors regions of the brain, such as the somatosensory cortex.
  • Vision Enhancement (Cybernetic): Gives him a HUD, improved sight (optimising the retinal photoreceptor cells), and switchable infrared, night vision and UV modes of vision. A sudden flash of heat when using infrared mode can temporarily blind him. Occasionally there are "phantom" glitches where it feeds him incorrect visual data, effectively making him see things that aren't there.
  • Memory Implant (Cybernetic): Allows the transfer of memory/data between his brain and relevant interfaces. It also allows alteration of his own memory, and grants him artificial eidetic memory with its storage system. It comes with extensive encryption, hacking and virus protection.
  • Remote Datalink (Cybernetic): This is a broad-band high-frequency computer link. It lets the user connect to any standard neural or data interface without a physical link, provided that interface is attached to a transmitter on the same frequency. Its range for an icon or environmental interface is only 100 meters, but it can present a marquee interface up to a mile away from the receiver (the small character set allows for error-correction). (Borrowed this from the GURPS Cyberpunk sourcebook). It also comes with extensive encryption, hacking and virus protection.
  • Radar Implant (Cybernetic): This consists of a network of microtransmitters, patterned throughout Amelia's body, ensuring that there is no single point source that is easily blocked out. The transmitters emit a continuous radar wave which reflects off surfaces to return a pattern which microreceptors receive and translate into an image. This implant grants him a complete radar "picture" of his vicinity; he can sense shapes and objects, and even surface textures, but not colours. This is an active radar sense, so Amelia will shine like a beacon to any other radar receiver unless he turns the implant off.
  • Nanite Induction Implant (Nanotech base): This is a series of nanite-based surgeries that modifies a section of epithelial stem-cell compartments of the intestines to act as the augmentee's main source of nanites for any operations needed by other augmentations. These nanites are typically a modified version of DNA-based nanorobots, formed through altered DNA polymerase and nucleotides in combination with artificial features. By using part of the intestinal epithelial stemcell compartments and the cardiovascular system, the implant is able to supply the entire body reliably with its products at no significant cost of energy.
  • Environmental Resistance Enhancement (Nanotech): This is an augmentation designed for the weary adventurers who tire of having to rely on antiquated equipment or the constant usage of medicine to survive. It increases the augmentee's resistance to radiation, toxins and disease by inducing keratin production and placing nanites acting as artificial 'white blood cells' into the circulatory system; this strengthens all epithelial tissues, while placing much more advanced, much faster and much more versatile pathogen-destroying mechanisms within the circulatory system. In case of toxins, this augmentation simply destroys the specific protein sequence and uses its remains to rebuild already affected tissue. Radiation resistance is added through the synthesis of a specially designed, dense pigment to coat cellular membranes in order to catch ionizing radiation.
  • Environmental Protection System (Nanotech): The E.P.S. is a series of nanotech-based augmentations of the user's integument aimed at providing protection from hostile environments. This protection is mainly aimed at staving off critical issues such as heat and cold, both tackled via inductive nanothreading, and physical trauma, achieved by implanting biofriendly graphene-based mesh and further reinforcements at critical areas. Whilst by no means an alternative to a proper suit of armour, the E.P.S. can make life easier and feel a bit more safer.

  • Cybernetic Heart System (Cybernetic): This is a highly complex cybernetic augmentation. In part designed to augment the cardiopulmonary system by replacing the biological heart with a more reliable, artificial version, it also acts as the user's venue into longevity and health without having to undergo complex genetic engineering or therapy. As its naming as a 'system' implies, this augmentation can't be summed up as a simple unitary replacement but instead a package of several augmentations functioning together in their task. They are as follows:

    Health System Augmentation: An augmentation spanning the body's vital organs by means of micrometer-sized sensors, providing medical data to the system. This provides the augmentation the means to accelerate the natural healing of the body through two methods: passive and active healing. Passive healing has two ways of operating. The first form of passive healing is through electrical stimulation of the body's tissue, activating when inconsequential to mild injuries are detected and significantly assisting the healing rate and success of healing of such wounds. The second form of passive healing is via utilising programmable polymerase to automatically direct construction of proteins within injured cells, therefore installing a slow (albeit vastly faster than biological regeneration abilities) healing process which does not require constant energy usage. Active healing activates when the augmentation detects more severe injuries, using phase-released nanomedicine to directly assist crucial healing processes. This form is extremely fast and efficient by comparison, but requires much more energy usage. In case of heart arrhythmia, the system recognizes these as such and initiates defibrillation.

    Energy Converter: A bioelectrochemical reactor transforming glucose, fats and other carbohydrates into energy depending on necessity, this augmentation provides steady energy for all of the user's further augmentations. Using a completely tailored set of enzymes that are produced on-site with a synthetic endoplasmatic reticulum, ribosomes and translation/transcription system, it is a highly durable and long-lived biocell that can be renewed through minimally intrusive surgery.

    Respirocyte-Nanite Assist: This system functions two-fold: the respirocytes, artificial blood cells able to hold 300 times the amount of oxygen natural ones can, permit vastly enhanced endurance as well as the ability of the body to survive complete failure of the cardiovascular system (short of bleeding out) for several hours. The 'nanites', more accurately consisting of medical nanobots, serve to 'scrub' the rest of the cardiovascular system periodically whilst regulating hormones and assisting in immuno response through microbivores.
Bio:
Amelia was born into a wealthy family, the second son of a prominent businessman, Alexander Winstanley, and the daughter of a general, Helen Breckenridge. At least, that's what the records said. His parents meanwhile, told him a different tale. In truth, they said, he was simply an orphan from one of the poorer districts, whisked off the streets at a very young age, and effectively adopted into their family. He probably would have ended up dying young or living a life of deprivation and suffering. He had no outside ties, and nobody would have remembered him. He didn't remember anything from back then, so it may as well not matter as far as he is concerned. The reality is a little more complicated, but suffice to say, behind all the deceit and half-truths, the typical scheming of the Republic's elite was at play.

Amelia was given the education one might expect, and although not suffering from the same problems in life as the average scavenger or adventurer, there were other difficulties to contend with. While prominent, his family's position was not as secure as it seemed at first glance. In conflict with political and commercial rivals, neither they nor their adversaries were shy in using underhanded and morally reprehensible methods of acquiring power and weakening or destroying their enemies. Amid complicated politicking on one hand, and all manner of backdoor dealings, theft of sensitive or valuable information, espionage, assassination and bribery, it could be said that there was no shortage of danger, even if it was not as immediately tangible as threats faced outside, such as bots, imperials and creeps. It could also be said that they had one foot in upper echelons of the Republic's elite, and another in the criminal underworld. While Amelia's adoptive older brother, Michael, was raised as a typical corporate elite, groomed to one day succeed Alexander, it seemed that Amelia's new parents had a different role in store for him.

From an early age, it was evident that he would not be raised like a normal child. His father, while not always away, was often busy with the affairs of the company, and while not unaffectionate towards his own children, be they blood-related or otherwise, generally delegated family affairs to his wife. Enjoying a particularly close relationship with an older daughter of hers, Sylvia, she seemed oddly obsessive, kind at times and at others remarkably forceful. Even when he was small child, Sylvia kept commenting on how cute he was, and that he would make a good girl. Persuading her amused mother to go along with her plans, Sylvia began dressing him up and giving him what were effectively hand-me-downs. Praising him whenever he acted in a feminine manner and convincing him to crossdress, it didn't take much for Amelia himself to develop a fondness for masquerading as a girl, though Sylvia sometimes teased and bullied him. As far as public knowledge of the family went, Amelia was simply a reclusive young daughter of the CEO, only seen on occasion accompanying one of his parents, or when an associate of theirs had reason to meet at their home. Most didn't bother asking, simply assuming he was a girl, and as Alexander had several other daughters, they didn't think much further of it. Some however, received a surprise upon being learning that Amelia was actually a boy. Of course, there was no real effort made to dispel assumptions regarding his sex, and his parents tended to act like he was their daughter too, so that did not exactly help. Mostly keeping to himself and reading, he had few friends. Of course, as much as that was one side of the story, there was another, more complicated side to his childhood.

It could be said that while he was generally treated well by his mother, elements of her own military upbringing were never far behind a kind word or a smile. In that sense, his childhood could be considered strict, and obedience to authority was firmly ingrained into him, one way or another. Sometimes it could take the form of a stern reprimand, at other times it could get more physical. Of course, that was only when he started causing trouble or being disobedient. As a reward, she or Sylvia sometimes gave him dresses, games and sweets. The sweets would later turn out to be drugs that gradually altered his state of mind to be increasingly pliable and obedient. To Amelia, his mother was a complicated person. Sometimes she could be loving and doting, and at others, when he displeased her, she could be terrifying. While not necessarily always working together and agreeing with everything, Helen and Sylvia often seemed to be on the same page when it came to interacting with him.

Just as Helen had taught him to behave like an obedient "daughter," it also seemed she had other plans in store for him. Utilising her connections to a military intelligence unit under the control of her father, Douglas Breckenridge (who in turn was part of a certain clique/faction in the military), she had him trained in stealth, infiltration, hacking and information-gathering. She also taught him marksmanship, and close quarters combat. After this, she had him implanted with a number of cybernetic implants. These included one that enhanced his vision and allowed him to utilise infrared and UV sight along with a HUD system. The second implant was a memory implant that effectively gave him eidetic memory unless tampered with, and allowed the downloading and uploading of memory/data between him and electronic interfaces. To supplement this memory implant, a remote datalink implant was also installed, followed by a built-in radar system.

In time, he was further augmented. In preparation for his mother's future plans for him, he underwent a number of surgeries installing nanotechnology in him. The first was an induction implant in his intestines to service as a production base for any nanites produced within his body. In turn, this was supplemented with an environmental resistance enhancement, and a environmental protection system to help him survive and resist the harsh conditions of the outside world. The most significant augmentation was yet to come, however. It involve a highly delicate surgery to replace his heart with a technologically sophisticated artificial equivalent. This cybernetic heart system was composed of several parts, and as one would imagine, took a certain amount of time, money and resources to install, and for his body to adjust to.

Somewhere along the way, she began assigning him missions. Thus it was that he learned to steal sensitive information, blackmail, spy on, or murder the enemies of of his family, often lowering their guard through his femininity and youth in the process. After some particularly secretive missions, on his mother's orders, v used the implant to bury the memories in a separate compartment of his mind, or in some cases erase the information entirely. Of course, any vital information was extracted separately and reported accordingly.

Amelia played a role in indirectly orchestrating conflicts between rival criminal organisations, and spreading misinformation to them and the authorities. Thus it was, that from a mere tool, he became a weapon. He would work his way into their trust, or at least a situation in which he could kill them or take important information from them, and escape. One favoured method of his was to pretend to be a homeless young girl in desperate circumstances, essentially utilising the sympathy of some targets to get into a position where he could carry out his mission. It was easy for many targets to let their guards down. After all, a seemingly dishevelled little girl asking for help, seemed an unlikely culprit for the activities he engaged in. Sometimes he remained concealed and tracked targets down, patiently waiting for the best point to take action. Amelia came to target numerous individuals, beginning with minor nuisances... associates who avoided keeping their promises... the family members of uncooperative public officials (or said officials themselves), key personnel from competing firms, or disloyal employees of their companies. If he didn't perform adequately enough, or even failed, he would always pay a price. As far as his mother was concerned, Amelia would simply have to adapt and work around the weaknesses afforded by his age.

Later on, he was taught how to pilot a mecha. He was also given a mech-suit. Just as he had acted on behalf of his mother, carrying out some of the family's dirty work at an unusually young age, he began operating as a soldier. Of course, it wasn't for his own benefit. Amelia would scour unexplored or long-forgotten places in search of any lost technology or information that would somehow prove useful or valuable (or to warrant some sort of interest) to his family, (whether or not his actions benefit Aeternum, or even humans as a whole, is not really something put into consideration - after all, he simply obeys the interests of his family). Thus it was that his field of activity transformed from that of a spy and assassin, to a soldier-explorer and collector of lost knowledge, items and technology. The family's resources, considerable compared to that of the average citizen though they were, were not infinite, so caches of supplies and further wealth would not go unwelcome if Amelia were to acquire such things, too. In a certain sense, Amelia dabbled in the areas of other operators, though his main focus emphasised his skills in stealth, information gathering and assassination. Since he's more squishy than the average soldier, he's more of a damage-dealer/rogue type than a tank. Some of his mech-suit's weaponry accentuates this, making him more heavily armed than he is protected.

Given how he had been raised, he was essentially an utterly loyal agent of his family's will that could go out into the lost lands and work to their benefit. Amelia would also provide, more generally, a key witness to the latest occurrences outside, and the general goings-on with operators. He would also find out about individuals, groups or organisations hiring operators, and learn of their goals, participating in whatever manner logically furthered his family's ends. When he first appeared out in the open as an operator, he may have been underestimated, but once he displayed his capabilities, some grudging respect was no doubt due. Of course, there'd still be some disparaging comments made his way, about a "little girl" playing at being an operator. Whilst annoyed by such comments, he paid them little heed.

Since then, he has worked with a number of groups on various assignments, and those know who him consider him to be "quiet and weird, but capable, despite his looks". From the quality of his equipment, it is also obvious that has ties to someone with money. Whilst physically weak and not exactly the sort one would place in the thick of high-intensity combat, his skill with a gun or a mech can definitely be considered noteworthy, especially for his age. Most of his implants maintain and effectively power themselves, so they are surprisingly low maintenance considering their sophistication. Of course, they do increase the danger from EMP devices or potential hacking. The energy converter that transforms his body's carbs into energy powering cybernetic implants, has a side effect of influencing his metabolism and giving him more of an appetite than normal. Incidentally, a side effect of the nanotech and integrated cybernetic augmentation of his body at a relatively young age, is that his growth/development is effectively halted. Whilst useful, the cybernetic technology is an imperfect art, and this is reflected in minor malfunctions and glitches at points.
Last edited by Nea Videssos on Fri Feb 15, 2019 1:14 pm, edited 14 times in total.
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Saleon
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Corrupt Dictatorship

Postby Saleon » Tue Feb 12, 2019 8:11 pm

Nea Videssos wrote:Cybernetic/nanotech implants:
  • Vision Enhancement: Gives him a HUD, improved sight, and switchable infrared and UV modes of vision. A sudden flash of heat when using infrared mode can temporarily blind him.
  • Memory Implant: Allows the transfer of memory/data between his brain and relevant interfaces. It also allows alteration of his own memory, and grants him artificial eidetic memory with its storage system.
  • Remote Datalink: This is a broad-band high-frequency computer link. It lets the user connect to any standard neural or data interface without a physical link, provided that interface is attached to a transmitter on the same frequency. Its range for an icon or environmental interface is only 100 meters, but it can present a marquee interface up to a mile away from the receiver (the small character set allows for error-correction). (Borrowed this from the GURPS Cyberpunk sourcebook). It comes with extensive encryption, hacking and virus protection, as does his memory implant.
  • Radar Implant: This consists of a network of microtransmitters, patterned throughout Cecily's body, ensuring that there is no single point source that is easily blocked out. The transmitters emit a continuous radar wave which reflects off surfaces to return a pattern which microreceptors receive and translate into an image. This implant grants him a complete radar "picture" of his vicinity; he can sense shapes and objects, and even surface textures, but not colours. This is an active radar sense, so Cecily will shine like a beacon to any other radar receiver unless he turns the implant off.
  • Nanite Induction Implant: This is a series of nanite-based surgeries that modifies a section of epithelial stem-cell compartments of the intestines to act as the augmentee's main source of nanites for any operations needed by other augmentations. These nanites are typically a modified version of DNA-based nanorobots, formed through altered DNA polymerase and nucleotides in combination with artificial features. By using part of the intestinal epithelial stemcell compartments and the cardiovascular system, the implant is able to supply the entire body reliably with its products at no significant cost of energy.
  • Rebreather Nano-augmentation: This seeks to combine features of cybernetic augmentation into less painful and expensive exclusively nanotechnological alternatives. In this case, by converting CO2 to O2 through soda lime exostructures embedded in the alveoli of the lungs through nanite surgery, the augmentee is given the ability to breathe in oxygenated water for roughly an hour before the exostructure array is completely depleted. A regeneration time of thirty minutes allows the augmentee to continue swimming submerged.
  • Environmental Resistance Enhancement: This is an augmentation designed for the weary adventurers who tire of having to rely on antiquated equipment or the constant usage of medicine to survive. It increases the augmentee's resistance to radiation, toxins and disease by inducing keratin production and placing nanites acting as artificial 'white blood cells' into the circulatory system; this strengthens all epithelial tissues, while placing much more advanced, much faster and much more versatile pathogen-destroying mechanisms within the circulatory system. In case of toxins, this augmentation simply destroys the specific protein sequence and uses its remains to rebuild already affected tissue. Radiation resistance is added through the synthesis of a specially designed, dense pigment to coat cellular membranes in order to catch ionizing radiation.
  • Environmental Protection System: The E.P.S. is a series of nanotech-based augmentations of the user's integument aimed at providing protection from hostile environments. This protection is mainly aimed at staving off critical issues such as heat and cold, both tackled via inductive nanothreading, and physical trauma, achieved by implanting biofriendly graphene-based mesh and further reinforcements at critical areas. Whilst by no means an alternative to a proper suit of armour, the E.P.S. can make life easier and feel a bit more safer.

  • Cybernetic Heart System: This is a highly complex cybernetic augmentation. In part designed to augment the cardiopulmonary system by replacing the biological heart with a more reliable, artificial version, it also acts as the user's venue into longevity and health without having to undergo complex genetic engineering or therapy. As its naming as a 'system' implies, this augmentation can't be summed up as a simple unitary replacement but instead a package of several augmentations functioning together in their task. They are as follows:
  • Health System Augmentation: An augmentation spanning the body's vital organs by means of micrometer-sized sensors, providing medical data to the system. This provides the augmentation the means to accelerate the natural healing of the body through two methods: passive and active healing. Passive healing, working through electrical stimulation of the body's tissue, activates when inconsequential to mild injuries are detected and significantly assists the healing rate and success of healing of such wounds. Active healing activates when the augmentation detects more severe injuries, using phase-released nanomedicine to directly assist crucial healing processes. In case of heart arrhythmia, the system recognizes these as such and initiates defibrillation.
  • Energy Converter: A bioelectrochemical reactor transforming glucose, fats and other carbohydrates into energy depending on necessity, this augmentation provides steady energy for all of the user's further augmentations. Using a completely tailored set of enzymes that are produced on-site with a synthetic endoplasmatic reticulum, ribosomes and translation/transcription system, it is a highly durable and long-lived biocell that can be renewed through minimally intrusive surgery.
  • Respirocyte-Nanite Assist: This system functions two-fold: the respirocytes, artificial blood cells able to hold 300 times the amount of oxygen natural ones can, permit vastly enhanced endurance as well as the ability of the body to survive complete failure of the cardiovascular system (short of bleeding out) for several hours. The 'nanites', more accurately consisting of medical nanobots, serve to 'scrub' the rest of the cardiovascular system periodically whilst regulating hormones and assisting in immuno response through microbivores.
And here I was, hesitant to do implants and nanomachines. I'm not sure how readily available they are considering. But... if they exist... I might just give my character some. It would help her use most of her armaments (holdout, laser arm, etc.)
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Isle of Lithonia
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Scandinavian Liberal Paradise

Postby Isle of Lithonia » Tue Feb 12, 2019 11:28 pm

Nea Videssos wrote:*snip*

I love it, and honestly I'd rather see everything kept in. But with the semi-post-apocalyptic nature of the RP, could you maybe pick just one or two of the nano-tech things enhancements? Everything else could be readily added in during some of the Arcs, so don't like get rid of the others, just have them in "storage".

Otherwise, everything is awesome! Accepted.

Saleon wrote:And here I was, hesitant to do implants and nanomachines. I'm not sure how readily available they are considering. But... if they exist... I might just give my character some. It would help her use most of her armaments (holdout, laser arm, etc.)


When it comes to nanomachines and stuff, they are both rare and not well understood yet. They'll actually be a tech to unlock in the Arcs, and once unlocked, nano tech will be much easier to come by.

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Yup. And honestly I do like seeing less...traditional characters in RPs overall.
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