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Fallout Rebirth: Work Conquers All OOC OPEN

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Kelmet
Powerbroker
 
Posts: 8510
Founded: Dec 07, 2012
New York Times Democracy

Fallout Rebirth: Work Conquers All OOC OPEN

Postby Kelmet » Sat Mar 06, 2021 3:56 pm

Fallout Rebirth: Work Conquers All

Image

It has been nearly forty years since the great Enclave-Legion War tore the interior of the North American Wasteland apart, vast armies the size of legends warred against one another before both ultimately collapsed, Now only small legionnaire remnant states remain to the west and the enclave have disappeared once again there vast effort to reclaim America a failure. In the ashes of this conflict two great powers have emerged. The Atomic Empire, a land ruled by The Council of high confessors, lead by the Arch-confessor Emit Bormio dominates Texas and select lands around it converting and enslaving all in there path. In the far north the Khanate, ruled by Genghis is on course to forge the largest empire since the height of Cesar. Since the second atomic fires burned at the end of the Enclave-legion war one thing remains known in the year 2400, war...war never changes.

The lands of Oklahoma, viewed as a backwater even when it was a province of the legion is a harsh land even compared to the wasteland in general. Radioactive dust storms, irradiated lakes and rivers and raiders of every variety. This is the crucible that your people inhabit, are you a tribe? Reclaiming their independence since the fall of the Legion? Or are you a city state, Seeking to carve out a nation of your own? The choice is yours.

Rules
1) No godmodding, metagaming, etc.
2)No leaving the play area without OP permission.
3)No involving factions outside the play area without OP permission.
4) Energy Weapons and especially power armor are insanely rare, so don't go around giving your tribe Gatling lasers.


OP- Kelmet
Co-OP -The Commonwealth of Syndic Australia

OP's role in this RP
In this RP I will be acting as any NPC's you encounter, I will also be writing random events for good or ill to your faction. And handling the over all story progression of the RP.

If 2 player nations battle and can't decide on a winner and loser they will approach me for a decision, which will be finale.






C.R.O.W.S. Explained

CROWS is the system for stats, think of it as your nations S.P.E.C.I.A.L. You get 25 points to spend on all five stats. C is for culture, which tells us how developed your tribe is socially and how established your cultural practices or beliefs are. R is for readiness, which refers to the infrastructure of your territory, and how easy it is for you defend yourself. O is for Order, which tells us how organized your tribe is, how united your people are and how strong the government is. W is for Warfare, which tells us how effective the fighters of your tribe are, and their level of experience. S is for Supplies, which tells us how much food, water, ammunition, weaponry and general stuff of value your tribe has. Think about how to spend your points, not to make a super effective faction, but how they fit your tribe's characteristics.

Outline of the CROWS ranked
*Subject to edit.
C. 1. Sub-Feral
2. Hollywood Cavemen
3. Actual Neanderthals
4. Tribe of Fraternity Brothers
5. Average Tribe of Wastelanders
6. Post-Apoc Homeowners Association
7. Pseudo-Center of Culture
8. Surrogate Museum of Modern Arts
9. Second Coming of Broadway
10. Little Athens with multiple Socrates

R. 1. Dust in the Wind
2. All Hammer and No Nails
3. Slight Semblance of Dirt Roads
4. Potholes Everywhere.
5. Only 50% condemned households
6. Slightly Clear Water
7. Discount Aqueducts
8. Working Plumbing
9. Functional and actually paid Turnpikes
10. This Rome was Built in a Day

O. 1. Literal Mob of the Blind and Deaf.
2. Sub-Radroach Colony
3. A Wretched Hive
4. Let them Eat Cake
5. Typical HR Department
6. A Committee that Does Something
7. Cult of Personality
8. Stalin's Lesser Known Gulag.
9. The Cooler Augustus
10. Byzantium Bureaucracy

W. 1. Human Target Practice
2. Spooked at the Sight of anything Remotely Red
3. Undertrained and Afraid
4. Rusty Raider
5. Chinese Conscript
6. Guns and Butter Solider
7. Mister Gustys in the Flesh
8. Crackshot Rangers
9. Green Berets Without the Berets
10. Spartans With Modern Hardware

S. 1. A Paper Clip and a Piece of String
2. Rock Smashes Smaller Rock
3. Something Sharper than a Stick
4. Rudimentary Pea-Shooters
5. Rusted Boomsticks
6. Now with Gunsights!
7. Canned Bread
8. Weaponized Laser Pointers
9. Camel Packs and Body Armor
10. Deathrays from Tesla's Dreams


Application
Tribe/City-State:
Symbol/Flag:
Claimed territory: (preferably a city, town or other area I can find on Google Maps MUST BE IN Oklahoma)
Population (max of 2500):
Leadership:
History (How did you come to be?):
Society: (what is life like? What are your cultural practices and spiritual beliefs)
C: 5/10
R: 5/10
O: 5/10
W: 5/10
S: 5/10

RP Sample: (Link or a few paragraphs.)

IC Link
https://forum.nationstates.net/viewtopic.php?f=31&t=501832
Lore page

FAQ

What Technology is allowed?
All depends on your CROWS stat's, mostly Supplies and Order. the high the stats, the more advanced and uniform your weapons are. Also effecting the industrial capacity of your territories and how your people move, by foot, by Equidae (mutated Horse) or if your stats are high enough by cobbled together of road vehicles.

MAP

Accepted Factions
Faction - Player - Claimed Territory
The Tribe of Dunkan - The Frozen Forest - Duncan City
The Adventurers' Guild of Tulsa Vault - Dragos Bee - Tulsa City
Castrum Cervii, The Stag's Camp - Beutarch - Elk City
Tribe of the En-Cave - Wasi State - Broken Arrow
Ardmore Socialist Republic - Sarderia - Carter County
Atomic Troopers - Crimetopolis - Norman and the military meteorological complex
The Midnight Legion- Ralnis - Cimarron County
Yaka - Xifix - Oklahoma State Penitentiary (currently) and Pittsburg County (upcoming)
Last edited by Kelmet on Thu Apr 01, 2021 11:01 am, edited 17 times in total.
Call me Kel
Captain US Army Intelligence

Co-OP and OP Experience

User avatar
Dragos Bee
Minister
 
Posts: 2074
Founded: Jul 17, 2017
Democratic Socialists

Postby Dragos Bee » Sat Mar 06, 2021 4:27 pm

I'll be honest, not sure if I have the time to join, so I'll postpone my joining.
I am only here for RPs, so please don't PM me unless it's business related to Roleplaying.

User avatar
Revlona
Negotiator
 
Posts: 6489
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Sat Mar 06, 2021 5:04 pm

Will see about getting an app up in the next few days
Lover of doggos

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Wasi State
Diplomat
 
Posts: 787
Founded: Mar 25, 2019
Inoffensive Centrist Democracy

Postby Wasi State » Sat Mar 06, 2021 10:13 pm

Tag, once I'm done with this pain of a midterm I'm on, I'll work towards making an app.
Chedastan Puppet

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The Frozen Forest
Ambassador
 
Posts: 1755
Founded: Sep 12, 2016
Inoffensive Centrist Democracy

Postby The Frozen Forest » Mon Mar 08, 2021 3:37 am

Decided to go a bit darker and make a fanatical religious cult.

Tribe/City-State: The Tribe of Dunkan
Symbol/Flag:
Image

Claimed territory: Stephens County (specifically the area around Duncan City)
Population (max of 2500): 1,700
Leadership: Father Seth
History: When the bombs fell and the old world was destroyed the city of Duncan was one of the lucky few who for whatever reason weren't targeted with atomic death. At first order was maintained by the police and then by the military when units from around Oklahoma gradually migrated into Duncan, where they imposed military rule over the people. For ten years the military dominated the common people of Duncan, forcing them to till the crops and obey the law and shooting anyone who disobeyed, even for the smallest of infractions. With time the military personnel intermarried and integrated somewhat into Duncan, helping to fight off roving bands of bandits and other ex military.

It is said 12 years after the destruction of the world that the sole surviving Reverend was imprisoned by the military government after breaking curfew to preach to a family who had lost their young child to tuberculosis. Put into a dark cell and forgotten, the Reverend was inspired by visions and hallucinations. He said later that it was Erys the Magnificent One that spoke to him and told him how he could escape the prison that he was confined to. Following the words of Erys the Magnificent One the reverend escaped the prison and fled into the countryside around Duncan, where he began to preach to the people.

The Reverends following grew like wildfire throughout Duncan. First it infected the common farmers who felt the sting of oppression by the soldiers, then it infected those in the city of Duncan who manufactured what goods the military required. Last it infected some of the soldiers as the people rallied around the word of Erys the Magnificent One and the Reverend from which His word was preached. They began to plan and plot and on the 14th Anniversary of the worlds destruction the cult moved in one fell swoop to cut the head off the snake. The military personnel were overwhelmed in their beds, on guard duty, in the toilet and everywhere else. In an hour the people of Duncan killed their leadership and brought down the military government, taking their fate back and placing it in the hands of the Reverend.

This Reverend declared himself to be Father Ra, Prophet of Erys the Magnificent One whose thirst was quenched with the blood of the sinners. Under the Father's leadership Duncan became Dunkan, and the people prospered. Those soldiers who had joined him became the Angels of Erys, holy warriors dedicated to enforcing the will of the Father. Using the Angels the Father attacked nearby settlements, establishing a powerful kingdom dedicated to the worship of Erys the Magnificent One. For centuries the Kingdom persisted, growing and collapsing and growing again in vicious waves as the population were killed by radiation, raiders, former military or dangers. One of the primary goals of the Kingdom was to spread the word of Erys the Magnificent One and repopulate the world with his followers.

By 2188 this Kingdom had grown wizened and resilient. The people of Dunkan no longer marching out constantly only to be pushed back, instead consolidating. Ancient roads were torn up, infrastructure leading to Dunkan being destroyed to prevent raiders from easily moving in. Following the general trend of the Cult the people of Dunkan came under increasingly authoritarian leadership, adopting more and more practices aimed at increasing the size of the Dunkan's population. Raiders were ambushed, their younger members being brought forcibly into the cult through brainwashing, sleep deprivation and indoctrination. Policies aimed at increasing the birth rate implemented, including taking of women from groups that were captured.

In 2284 Caesars Legion reached Dunkan despite difficulties due to a lack of infrastructure. A battle ensued in which members of Dunkan were captured by the legion and made into slaves. One of these men was known as Wernur, who was given the slave name Tiberius. Wernur proved to be an incredibly adept warrior and fought viciously, though never being deployed against Dunkan. Wernur never for a second accepted the beliefs of the legion privately, and minded them publicly only to survive. In 2295 the Legion put Wernur under a close friend who was to lead the Legion against Dunkan. Unable to accept this, Wernur contacted his people and arranged an ambush in a small forest to the left of Dunkan. Advising his friend Lucius to lead his forces through the forest as a shortcut towards Dunkan, the warriors of the Kingdom launched their ambush and with the help of traitorous Wernur were able to completely slaughter invading Legion forces.

For years afterwards the people of Dunkan fought with the Legion in a brutal guerilla war. By the time the Legion had shattered Dunkan had been weakened significantly, no longer maintaining it's old territories or kingdom. The war had also brought about a new wave of religious fanaticism as the last vestiges of old world culture were swept away and replaced by new policies dictated to the Father by Erys the Magnificent One. Forty years passed and the Tribe of Dunkan has done much to restore their numbers, including forceful kidnapping of outsiders for assimilation into the tribe.

The tribe is by no means wealthy. Armed with mainly primitive weapons and practicing guerilla warfare as it's primary method of fighting. Infrastructure is notably destroyed around Dunkan, making it difficult to move around for anyone coming in or out. Despite that though the culture of the tribe remains domineering and the control held by the Father unquestioned.
Society: The culture of the tribe of Dunkan is distinctly different from that of the old world. Native Dunkaners no longer speak English but instead speak Dunkanese, which developed in isolation over the centuries since the Great War. Those who do speak English are those who were kidnapped and assimilated into the tribe, who haven't given up their native language yet. These people who have been brought into the tribe are rarely given the same status as those who were born into and raised in the tribe.

The Dunkaners are many things that the rest of the world considers taboo. They are fanatical religious zealots, ritualistic cannibals, raiders, and more. They consider children to be adults at the age of fourteen and sacrifice those over the age of seventy to Erys the Magnificent One, their God. They believe that Dunkan is built on holy ground and that it is the natural home of the Dunkaners. They believe that the old world was destroyed due to it's corruption and that it wasn't the atom which committed the destruction of Erys itself, who swept through the world causing chaos and death to the unbelievers.

The social order can be divided into two, those who were born into the tribe and those who were born outside of it. Those born outside of it are welcomed still, but are refused the most important or vital duties unless deemed otherwise by the Father. Those born in the tribe are considered true blooded and are trusted. Dunkaner society is a mix of agricultural and hunting and gathering. The Cult of Erys fully embraces many belief systems and assimilates heavily, but never deviates from it's core beliefs. These beliefs are reinforced and indoctrinated as the child grows, them being educated formally by the most fanatical of society.

Those who don't adhere to the faith are killed or exiled, though most often the former. In this way the faith is extremely totalitarian with absolute obedience expected and encouraged towards the Father whose word is taken as law. Fathers are chosen upon death by a council of the most faithful members of society, and is considered a lifetime appointment.
C: 7/10
R: 1/10
O: 10/10
W: 6/10
S: 1/10
RP Sample: I have three links in my signature.
Last edited by The Frozen Forest on Mon Mar 08, 2021 3:38 am, edited 1 time in total.
Well Hi, i joined NS on Feb 1st, 2013 under the name Aztec of america and have been on Nationstates since. I don't bite, so don't be afraid to say hello.

This was one of the first actual RP posts I ever made on Nationstates. I wrote it eight years ago. This is a post I wrote two years ago. I wouldn't have improved so much without having so many other great RPers here to challenge me to write better every single day. The morale of the story is that if you're a new RPer or writer, stick with it and keep working to broaden your skills. If you're an old-ish veteran like me then try to inspire our newer players to improve, help them along.

Add 3,981 to my Post Count
Rest in Peace Kuronami, may you return to Nationstates again one day.

User avatar
Kelmet
Powerbroker
 
Posts: 8510
Founded: Dec 07, 2012
New York Times Democracy

Postby Kelmet » Mon Mar 08, 2021 5:35 pm

The Frozen Forest wrote:Decided to go a bit darker and make a fanatical religious cult.

Tribe/City-State: The Tribe of Dunkan
Symbol/Flag:
Claimed territory: Stephens County (specifically the area around Duncan City)
Population (max of 2500): 1,700
Leadership: Father Seth
History: When the bombs fell and the old world was destroyed the city of Duncan was one of the lucky few who for whatever reason weren't targeted with atomic death. At first order was maintained by the police and then by the military when units from around Oklahoma gradually migrated into Duncan, where they imposed military rule over the people. For ten years the military dominated the common people of Duncan, forcing them to till the crops and obey the law and shooting anyone who disobeyed, even for the smallest of infractions. With time the military personnel intermarried and integrated somewhat into Duncan, helping to fight off roving bands of bandits and other ex military.

It is said 12 years after the destruction of the world that the sole surviving Reverend was imprisoned by the military government after breaking curfew to preach to a family who had lost their young child to tuberculosis. Put into a dark cell and forgotten, the Reverend was inspired by visions and hallucinations. He said later that it was Erys the Magnificent One that spoke to him and told him how he could escape the prison that he was confined to. Following the words of Erys the Magnificent One the reverend escaped the prison and fled into the countryside around Duncan, where he began to preach to the people.

The Reverends following grew like wildfire throughout Duncan. First it infected the common farmers who felt the sting of oppression by the soldiers, then it infected those in the city of Duncan who manufactured what goods the military required. Last it infected some of the soldiers as the people rallied around the word of Erys the Magnificent One and the Reverend from which His word was preached. They began to plan and plot and on the 14th Anniversary of the worlds destruction the cult moved in one fell swoop to cut the head off the snake. The military personnel were overwhelmed in their beds, on guard duty, in the toilet and everywhere else. In an hour the people of Duncan killed their leadership and brought down the military government, taking their fate back and placing it in the hands of the Reverend.

This Reverend declared himself to be Father Ra, Prophet of Erys the Magnificent One whose thirst was quenched with the blood of the sinners. Under the Father's leadership Duncan became Dunkan, and the people prospered. Those soldiers who had joined him became the Angels of Erys, holy warriors dedicated to enforcing the will of the Father. Using the Angels the Father attacked nearby settlements, establishing a powerful kingdom dedicated to the worship of Erys the Magnificent One. For centuries the Kingdom persisted, growing and collapsing and growing again in vicious waves as the population were killed by radiation, raiders, former military or dangers. One of the primary goals of the Kingdom was to spread the word of Erys the Magnificent One and repopulate the world with his followers.

By 2188 this Kingdom had grown wizened and resilient. The people of Dunkan no longer marching out constantly only to be pushed back, instead consolidating. Ancient roads were torn up, infrastructure leading to Dunkan being destroyed to prevent raiders from easily moving in. Following the general trend of the Cult the people of Dunkan came under increasingly authoritarian leadership, adopting more and more practices aimed at increasing the size of the Dunkan's population. Raiders were ambushed, their younger members being brought forcibly into the cult through brainwashing, sleep deprivation and indoctrination. Policies aimed at increasing the birth rate implemented, including taking of women from groups that were captured.

In 2284 Caesars Legion reached Dunkan despite difficulties due to a lack of infrastructure. A battle ensued in which members of Dunkan were captured by the legion and made into slaves. One of these men was known as Wernur, who was given the slave name Tiberius. Wernur proved to be an incredibly adept warrior and fought viciously, though never being deployed against Dunkan. Wernur never for a second accepted the beliefs of the legion privately, and minded them publicly only to survive. In 2295 the Legion put Wernur under a close friend who was to lead the Legion against Dunkan. Unable to accept this, Wernur contacted his people and arranged an ambush in a small forest to the left of Dunkan. Advising his friend Lucius to lead his forces through the forest as a shortcut towards Dunkan, the warriors of the Kingdom launched their ambush and with the help of traitorous Wernur were able to completely slaughter invading Legion forces.

For years afterwards the people of Dunkan fought with the Legion in a brutal guerilla war. By the time the Legion had shattered Dunkan had been weakened significantly, no longer maintaining it's old territories or kingdom. The war had also brought about a new wave of religious fanaticism as the last vestiges of old world culture were swept away and replaced by new policies dictated to the Father by Erys the Magnificent One. Forty years passed and the Tribe of Dunkan has done much to restore their numbers, including forceful kidnapping of outsiders for assimilation into the tribe.

The tribe is by no means wealthy. Armed with mainly primitive weapons and practicing guerilla warfare as it's primary method of fighting. Infrastructure is notably destroyed around Dunkan, making it difficult to move around for anyone coming in or out. Despite that though the culture of the tribe remains domineering and the control held by the Father unquestioned.
Society: The culture of the tribe of Dunkan is distinctly different from that of the old world. Native Dunkaners no longer speak English but instead speak Dunkanese, which developed in isolation over the centuries since the Great War. Those who do speak English are those who were kidnapped and assimilated into the tribe, who haven't given up their native language yet. These people who have been brought into the tribe are rarely given the same status as those who were born into and raised in the tribe.

The Dunkaners are many things that the rest of the world considers taboo. They are fanatical religious zealots, ritualistic cannibals, raiders, and more. They consider children to be adults at the age of fourteen and sacrifice those over the age of seventy to Erys the Magnificent One, their God. They believe that Dunkan is built on holy ground and that it is the natural home of the Dunkaners. They believe that the old world was destroyed due to it's corruption and that it wasn't the atom which committed the destruction of Erys itself, who swept through the world causing chaos and death to the unbelievers.

The social order can be divided into two, those who were born into the tribe and those who were born outside of it. Those born outside of it are welcomed still, but are refused the most important or vital duties unless deemed otherwise by the Father. Those born in the tribe are considered true blooded and are trusted. Dunkaner society is a mix of agricultural and hunting and gathering. The Cult of Erys fully embraces many belief systems and assimilates heavily, but never deviates from it's core beliefs. These beliefs are reinforced and indoctrinated as the child grows, them being educated formally by the most fanatical of society.

Those who don't adhere to the faith are killed or exiled, though most often the former. In this way the faith is extremely totalitarian with absolute obedience expected and encouraged towards the Father whose word is taken as law. Fathers are chosen upon death by a council of the most faithful members of society, and is considered a lifetime appointment.
C: 7/10
R: 1/10
O: 10/10
W: 6/10
S: 1/10
RP Sample: I have three links in my signature.

Accepted
Call me Kel
Captain US Army Intelligence

Co-OP and OP Experience

User avatar
Dragos Bee
Minister
 
Posts: 2074
Founded: Jul 17, 2017
Democratic Socialists

Postby Dragos Bee » Mon Mar 08, 2021 10:17 pm

Tribe/City-State: The Adventurers' Guild of Tulsa Vault

Symbol/Flag:
Image

Claimed territory: Tulsa City

Population (max of 2500): 200 'Adventurers', 300 'Support Staff' (Informats, Doctors, Mechanics, and Maintenance Staff).

Leadership: The Adventurers' Guild is a direct democracy where everyone who contributes to the prosperity of the Guild has a Vote for the position of Guildmaster, a position currently empty due to the death of the last person to hold that position, a Ghoul named Atticus Goldsworth. Now, the Guild is under the loose guidance of the three most accomplished 'Adventurers', each of whom has their own views on what would make the Wasteland better, and are trying to gain votes to sway the others.

History: There was a Vault in Tulsa, Vault 53, where the only reading material besides manuals were comic books, mostly superhero and pulp fiction, as well as a smattering of noir and 'planetary romances' (stuff like John Carter of Mars). This inevitably caused future generations of Vault Dwellers to develop a romanticized view of life outside, a view which contrasted with the grim, but not wholly serious, reality, raging outside. When the Vault finally opened, the inhabitants, armed with the best Energy Weapons which they can fabricate and blessed with a GECK, went out to fight raiders, rescue dudes and damsels in distress, and tame the wild monsters of the Wasteland!

Most of them died within the first five years, but enough survived with enough luck and perseverance to gain a more sober, yet still idealistic assessment of life in the Wasteland. In time, the survivors, as well as those idealistic, gullible, or opportunistic enough to be recruited into their ranks, managed to regroup in Vault 53 and the surrounding Centennial Park, and declare the formation of the official 'Adventurers' Guild', a group dedicated to fighting evil where it roams, solving local problems with superior tech, luck, and grit, and of course, judicious application of Plasma and Lasers. Retooling the Vault and Centennial Park into a 'Guildhouse' with surrounding orchards, farmlands, and beehives, the Adventurers began going out again, keeping in contact with each other as they did so for mutual support.

This time, Tulsa was cleared of Raiders, Feral Ghouls, and Critters, thus allowing the local inhabitants to prosper and thrive once more, bolstered by refugees. In time, the locals formed several 'neighborhood governments' which competed with each other. The Adventurers, led by their first Ghoul Guildmaster, Atticus Goldsworth, took sides in various disputes until they saw that several neighborhoods were trying to get them to fight one another, something which they did not want at all. Determined not to be manipulated, Atticus Goldsworth began blacklisting certain neighborhoods while giving 'discounts' to others, all the while stressing that any attack on one of them is an attack on all of them.

And the first neighborhood to test that policy, a group called the 'West Tulsa Pact' who killed a party of Adventurers in their sleep, was swiftly and mercilessly punished with the incpacitation of most of its armed folk using sleeping gas and the hanging of the mayor who had ordered the killing afterwards. Now, the neighborhoods of Tusla look at the Adventurers' Guild with a mix of awe, fear, and love, depending on them for protection against the scum and villains of the Wasteland!

Society: The Adventurers' Guild believes in the inclusion of all sapient beings of sound mind and body, who have not given themselves to evil actions, into their ranks. Thus, Adventurers can be Human, Ghoul, Super Mutant and the occassional Robot. True Psykers, if they can be found, are respected and revered, although never worshipped or followed to a fanatical extent. This is because Psykers of the 'Mama Murphy' type have saved the Guild plus individual adventurers from destruction and death at crucial moments, and a few members are believed to be True Psykers themselves (a rumor which might be baseless).

To protect themselves and increase effectivenss, Adventurers frequently go in small parties, with those who go alone being the 'best of the best', trained to be excellent in the mental and physical sphere. Slavery is seen as a crime in the Guild, as well as the murder of civilians and the destruction of books and holotapes and preserved information.

And above all, the betrayal of an Adventurer by a fellow Adventurer is seen as one of the greatest crimes which can be committed against the Guild, punishable by death.

As for technology, the Adventurers' Guild possesses Energy Weapons as well as other relics of Old World Technology which they use in both battle and missions of aid and mercy.

C: 5/10
R: 1/10
O: 1/10
W: 9/10
S: 7/10

RP Sample: viewtopic.php?p=36756007#p36756007
Last edited by Dragos Bee on Mon Mar 08, 2021 10:24 pm, edited 1 time in total.
I am only here for RPs, so please don't PM me unless it's business related to Roleplaying.

User avatar
Beutarch
Chargé d'Affaires
 
Posts: 361
Founded: Sep 13, 2016
Father Knows Best State

Postby Beutarch » Tue Mar 09, 2021 2:27 pm

Tribe/City-State: Castrum Cervii, The Stag's Camp
Symbol/Flag: The Cervii are easily identified by their use of bastardized Legion standards, usually featuring an elk in place of the Legion's bull.
Claimed territory: The Camp is located atop the ruins of a pre-war settlement known as Elk City.
Population: The city-state consists of 848 citizens and 254 publicly and privately owned slaves, in addition to around 1000 non-citizens living in vassalized tribes.
Leadership: Tribune Vitellius
History: Around 2315, a detachment of Legion exploratores entered Oklahoma. Traveling on Route 66, the scouts soon came across Elk City, which at the time, was occupied by a gang of raiders. Initially displeased with the state of the province, the exploratores would leave upon completing their survey. For several years thereafter, the city continued to serve as a haven for raiders, existing in the Legion only as a dot on a map. Following the fall of the NCR and the ascendancy of the Legion, however, expansion efforts into Oklahoma were resumed. In 2320, a cohort of legionaries marched along Route 40 once again, this time intending to subjugate and annex the region. Upon reaching Elk City, the unit's commanding officer ordered his men to expel the raiders. After an afternoon of bloody fighting, the city was all but razed and any raider who had not already fled or died was mounted upon a cross.

Having dispensed their draconian justice, the cohort made camp in the still smoldering ruins of the raider's den. Christened with an appropriately Legion-esque name, Castrum Cervii, the site would come to be an important staging ground for the Legion's forces as they pacified the surrounding region. Within a handful of years, the Bull's presence in Oklahoma could be felt nearly everywhere. Enslaved work-gangs rebuilt America's highways, linking the new province to the rest of Caesar's bustling empire. Traders and colonists would follow, sparking economic growth. Oklahoma's many tribes were obliged to offer tribute and hostages to the local governor, and in return the Legion's fighting men purged the province of raiders and other roving criminals. The Stag's Camp, like every other permanent Legion encampment, soon solidified and grew. Dirt roads and cracked pavement were covered in new cobblestones, cloth tents replaced with timber buildings. At length, the provincial capital would be moved to the former site of Oklahoma City, but the Camp would remain a hub of Legion activity.

Though the Legion outclassed nearly every society already in the region on an organizational level, provincial governors found themselves waging a persistent low-intensity war against a number of tribes who resisted Caesar's rule. Notably, the Legion suffered a grave defeat at the hands of a Dunkaner named Wernur. Long though to be a backwater unworthy of serious military consideration, the sting of that battle prompted a dramatic increase in the number of legionaries garrisoned in the region. Bolstered by the reinforcements, the Legion's governor embarked on a punitive campaign against the Dunkans and associated tribes. Though successful, the campaign was ended prematurely as the Legion's focus shifted to the threat of the Enclave.

Few, if any, battles between the Legion and the Enclave were fought in the province, and the Legion's presence was reduced to a level befitting such a low priority theater. During the closing days of the conflict, however, Oklahoma City was destroyed. Already having lost contact with Flagstaff, the provincial governor and his men had decided to lay low and wait to see what had become of the Legion's leadership. Thus, they were taken by surprise when an Enclave Vertibird flew overhead, dropping a half dozen mini-nukes out of its side hatch.

In the Camp, meanwhile, a military tribune would struggle to process the sight of the city he had just left burn on the horizon. Dispatched to the Camp to oversee the safe travel of a grain shipment, the tribune would soon learn from survivors of the blast that he was now the highest ranking, living member of the Legion in Oklahoma. Consolidating the scattered Legion forces around the camp, Vitellius, the tribune, did his best to stave off desertion and the collapse of order. This proved to be a near-impossible task, as previously loyal tribes rose in revolt and as it became increasingly evident that Flagstaff had been rendered nothing more than a crater. Nonetheless motivated, Vitellius continued to work in order to maintain his base of power in Oklahoma.

As the Legion's roads began to crumble and the lawlessness of post-war America began to return to Oklahoma, Vitellius oversaw the transition of the Camp from a glorified supply depot to a venerable fortress, a beacon of civilization in the wastes. Now, the title of Tribune has passed to his son, a young man of 25 years. The choice of succession was not without controversy, and detractors within the Camp's walls often refer to their leader, derisively, as "the Fawn."

Society: In the years since the collapse of the Legion, those in Oklahoma who still carry legionary standards and swing gladii have grown into a distinct people. The greatest difference between the Cervii and the old Legion is the status of the legionary. Unlike the old Legion, each and every one of the Stag's soldiers is a free man. Morale is derived from a personal connection to the community rather than coercion, and as such, legionaries are appointed to public offices with near exclusivity. This situation has fostered a dominating martial tradition, in which soldiers are viewed as above the average citizen.

The people who inhabit the Camp are typically referred to as the "Cervii" or "Elk." In order to differentiate them from the average citizen, legionaries (and the Tribune) are known as "Stags."

That is not to say, however, that slavery does not exist in the Camp. A relatively small number of slaves are kept on a permanent basis, and only freed with their master's express consent. Despite this, the bulk of the Camp's physical labor is performed not by slaves, but by tribals from the Cervii's vassals, who serve for a period of time as part of their tribe's tribute. The members of the vassal tribes, are treated variably, largely depending on the conduct of their tribe and the way in which they were subjugated. For instance, those from a tribe who came to a peaceful settlement with the Tribune would be treated more favorably than a tribe who resisted and was broken through force.

Non-citizen tribals are referred to on an individual basis by the name of their tribe, or, collectively as "Peregrini."

C: 2/10
R: 6/10
O: 6/10
W: 7/10
S: 4/10

RP Sample: Here
Last edited by Beutarch on Tue Mar 16, 2021 1:51 pm, edited 2 times in total.
I have no idea what to put here.
I guess I am a P2TM Prole, a F7 hermit and an II normie.

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New York Times Democracy

Postby Kelmet » Tue Mar 09, 2021 2:36 pm

Accepted, both you you :)
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Illegal Galaxies
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Anarchy

Postby Illegal Galaxies » Tue Mar 09, 2021 4:49 pm

Probably won't app for this one, who knows though. Will keep an eye out if you guys start something more character driven
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Kelmet
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New York Times Democracy

Postby Kelmet » Tue Mar 09, 2021 5:22 pm

Illegal Galaxies wrote:Probably won't app for this one, who knows though. Will keep an eye out if you guys start something more character driven

I do have plans for a character driven one at some point. TG me if you want the links to the page were we plan and such.
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The Imperial Warglorian Empire
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Inoffensive Centrist Democracy

WIP

Postby The Imperial Warglorian Empire » Tue Mar 09, 2021 9:45 pm

Not sure if I'll even join, but I'll just leave this here to occasionally work on in the meantime


Tribe/City-State: The Order of Marx
Symbol/Flag:
Image

Claimed territory: Area around the University of Oklahoma
Population: 2,500
Leadership: Supreme Council of the Holy Soviet
History:
Society: (what is life like? What are your cultural practices and spiritual beliefs)
C: 5/10
R: 5/10
O: 5/10
W: 5/10
S: 5/10

RP Sample: (Link or a few paragraphs.)
Last edited by The Imperial Warglorian Empire on Tue Mar 09, 2021 9:46 pm, edited 1 time in total.
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Wasi State
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Inoffensive Centrist Democracy

Postby Wasi State » Wed Mar 10, 2021 1:17 pm

Tribe/City-State: Tribe of the En-Cave
Symbol/Flag:
Image

Claimed territory: Broken Arrow
Population: 2500
Leadership: John Frum
History: The Tribe of the En-Cave of Broken Arrow once started as a mere community of survivors in Broken Arrow just after the Great War, however as order and societal decay managed to take hold and even mutations from the radioactive fallout and background FEV became rampant, much of the population suffered and perished, eventually leaving only a handful of family units remaining as they hid in the ruins of the city their ancestors had once freely lived in, like ghosts hiding in a metaphorical 'caves' in the wake of the nation that once stood.

For centuries they hid away in the sewers and decrepit ruins, devolving from suburban homeowners to pale shadows of men and women with each passing generation. Local raiders and scavengers avoided their section of the ruins of Broken Arrow at all costs, with rumors having spread that they were practically feral and diseased, whether this was founded or not was entirely proven. However given their pale states and worrying genetic makeup, it's safe to say the centuries weren't too kind to them.

On a fateful day however which the tribe would later call "Indi-Penance Day," a heavily damaged Vertibird belonging to the Enclave eventually crashed landed straight through the asphalt street and right into the sewers below where the Tribe's main gathering spot was. Killing several tribesmen in the impact and subsequent partial collapse of the Broken Arrows sewers, and killing all but one of the Enclave soldiers aboard.

As the Soldier rose from the rubble, the Tribesmen have never anything like him before, and had considered him to have been a fallen angel don in black armor with devil horns, like "Lou-Cefer" from the ancient texts. The Soldier, John (from the Enclave), after suffering from massive cranial trauma from the crash, eventually came to like being worshipped as a deity by these backwater sewer dwellers as he recovered, with the power eventually going to his damaged head. Eventually proclaiming that he was sent by God as punishment for his misdeeds from his previous life, but with the help of Tribe, could redeemed themselves by scourging the wasteland of its 'filth.'

This got the Tribe pretty riled up, considering they had spent the better part of the apocalypse hiding and cowering in fear from anything that looked at them funny. So with the help of John Frum assuming de facto leadership of the Tribe, the En-Cave were eventually trained up and organized by the Black Devil himself, and after stripping the Vertibird and John's deceased squad for anything of use (which wasn't much).

The Tribe then made their place in the world by securing Broken Arrow by ensuring the subsequent annihilation of their rivals in the area. Whether how long this Tribe would last under John Frum's aggressive and 'unholy' leadership, has yet to be seen.

Society: Due to being forced to live in rather unsanitary ruins and sewer systems for most of its existence, the Tribe have developed a distrust to outright xenophobia towards the other residents of Broken Arrow who had occasionally hunted them as 'dangerous game.' Due to this the Tribe had believed themselves to be a cursed people who wouldn't be able to secure a proper homeland for them to live in, and forced to live in squalor, no matter how well they tried to clean themselves in their ritualistic routines.

Despite any popular wastelander beliefs however, the Tribe absolutely loathe mutants and signs of mutations of any sort, and are the very reason why Ghouls are very rare to find in the Broken Arrow area. In fact they hate being compared to packs of sewer ghouls possibly even more, since their long history of radiation based plagues and afflictions being a blight on them.

With John's recent leadership, the Tribe had taken to adopting the mannerism and 'rituals' to what they essentially believed to be a fallen angel, and had since 'readopted' a sense of pre-war Americana, and even taken up reading the ancient texts again that make reference to "Lou-Cefer." Seeing as how the texts were apparently 'correct' after all. Additionally they have slowly began to utilized their training and drills from John into their everyday lives, seeing it as rites that John had bestowed upon them to follow religiously in their ongoing 'crusade.'

C: 3/10
R: 3/10
O: 4/10
W: 8/10
S: 7/10

RP Sample: https://forum.nationstates.net/viewtopic.php?p=38139379#p38139379
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Kelmet
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New York Times Democracy

Postby Kelmet » Wed Mar 10, 2021 3:14 pm

Wasi State wrote:Tribe/City-State: Tribe of the En-Cave
Symbol/Flag:
Claimed territory: Broken Arrow
Population: 2500
Leadership: John Frum
History: The Tribe of the En-Cave of Broken Arrow once started as a mere community of survivors in Broken Arrow just after the Great War, however as order and societal decay managed to take hold and even mutations from the radioactive fallout and background FEV became rampant, much of the population suffered and perished, eventually leaving only a handful of family units remaining as they hid in the ruins of the city their ancestors had once freely lived in, like ghosts hiding in a metaphorical 'caves' in the wake of the nation that once stood.

For centuries they hid away in the sewers and decrepit ruins, devolving from suburban homeowners to pale shadows of men and women with each passing generation. Local raiders and scavengers avoided their section of the ruins of Broken Arrow at all costs, with rumors having spread that they were practically feral and diseased, whether this was founded or not was entirely proven. However given their pale states and worrying genetic makeup, it's safe to say the centuries weren't too kind to them.

On a fateful day however which the tribe would later call "Indi-Penance Day," a heavily damaged Vertibird belonging to the Enclave eventually crashed landed straight through the asphalt street and right into the sewers below where the Tribe's main gathering spot was. Killing several tribesmen in the impact and subsequent partial collapse of the Broken Arrows sewers, and killing all but one of the Enclave soldiers aboard.

As the Soldier rose from the rubble, the Tribesmen have never anything like him before, and had considered him to have been a fallen angel don in black armor with devil horns, like "Lou-Cefer" from the ancient texts. The Soldier, John (from the Enclave), after suffering from massive cranial trauma from the crash, eventually came to like being worshipped as a deity by these backwater sewer dwellers as he recovered, with the power eventually going to his damaged head. Eventually proclaiming that he was sent by God as punishment for his misdeeds from his previous life, but with the help of Tribe, could redeemed themselves by scourging the wasteland of its 'filth.'

This got the Tribe pretty riled up, considering they had spent the better part of the apocalypse hiding and cowering in fear from anything that looked at them funny. So with the help of John Frum assuming de facto leadership of the Tribe, the En-Cave were eventually trained up and organized by the Black Devil himself, and after stripping the Vertibird and John's deceased squad for anything of use (which wasn't much).

The Tribe then made their place in the world by securing Broken Arrow by ensuring the subsequent annihilation of their rivals in the area. Whether how long this Tribe would last under John Frum's aggressive and 'unholy' leadership, has yet to be seen.

Society: Due to being forced to live in rather unsanitary ruins and sewer systems for most of its existence, the Tribe have developed a distrust to outright xenophobia towards the other residents of Broken Arrow who had occasionally hunted them as 'dangerous game.' Due to this the Tribe had believed themselves to be a cursed people who wouldn't be able to secure a proper homeland for them to live in, and forced to live in squalor, no matter how well they tried to clean themselves in their ritualistic routines.

Despite any popular wastelander beliefs however, the Tribe absolutely loathe mutants and signs of mutations of any sort, and are the very reason why Ghouls are very rare to find in the Broken Arrow area. In fact they hate being compared to packs of sewer ghouls possibly even more, since their long history of radiation based plagues and afflictions being a blight on them.

With John's recent leadership, the Tribe had taken to adopting the mannerism and 'rituals' to what they essentially believed to be a fallen angel, and had since 'readopted' a sense of pre-war Americana, and even taken up reading the ancient texts again that make reference to "Lou-Cefer." Seeing as how the texts were apparently 'correct' after all. Additionally they have slowly began to utilized their training and drills from John into their everyday lives, seeing it as rites that John had bestowed upon them to follow religiously in their ongoing 'crusade.'

C: 3/10
R: 3/10
O: 4/10
W: 8/10
S: 7/10

RP Sample: https://forum.nationstates.net/viewtopic.php?p=38139379#p38139379

Accepted.
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Wasi State
Diplomat
 
Posts: 787
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Inoffensive Centrist Democracy

Postby Wasi State » Wed Mar 10, 2021 11:36 pm

Lit.

Also, will we have a map btw?
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Kelmet
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New York Times Democracy

Postby Kelmet » Wed Mar 10, 2021 11:48 pm

Wasi State wrote:Lit.

Also, will we have a map btw?

We will, I have a map guy who hopes to have an application up relatively soon.
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Syndic Australia
Spokesperson
 
Posts: 192
Founded: Sep 12, 2020
Left-wing Utopia

Postby Syndic Australia » Thu Mar 11, 2021 8:35 am

Kelmet wrote:
Wasi State wrote:Lit.

Also, will we have a map btw?

We will, I have a map guy who hopes to have an application up relatively soon.


It is I, the map guy in question, and here is the map so far (I will add the faction locations once things are ready to kick off): https://imgur.com/WT9fPft

And here is my app so far:

Tribe/City-State: Turner Tower
Symbol/Flag: TBA
Claimed territory: Just the Founders Tower in northern OKC (labeled as Turner Tower on the map) and the adjacent few blocks.
Population (max of 2500): ~180
Leadership: The Tower Council

History (How did you come to be?): The Turner Tower, also known as the United Founders Life Tower or simply the Founders Tower, was built in 1964 and was the first skyscraper to be constructed outside of Oklahoma City's downtown. A 20 story architectural icon, built in the classic Googie style that never-ever went out of style ever, it features a (once) rotating restaurant at its top - the second ever built, after the Space Needle - and was also certified as a nuclear fallout shelter by the United States Military. Whilst it was originally built as an office building, its 'form over functionality' stylings deterred many businesses from the property and, after over a century of malfortune, it was refurbished as a residential tower, becoming the gleaming spire in the centre of the new Turner Park neighborhood development in 2074. The neighborhood - an upscale gated/gentrified suburb - was named after, and funded by, local property magnate Tobais Turner, who had even almost returned the revolving restaurant to an operation state when, in October of 2077, the bombs fell...

True to its certification, the Turner Tower served as a nuclear fallout shelter for a lucky few members of the local community - including Turner himself, but not his family. His children were at school, his brother at their office in downtown, and his wife out running errands, and all were either killed in the aftermath of nuclear armageddon or mercifully de-atomized in the initial strikes. Over the first few days, as surviving residents and other Oklahomans trickled into the tower, many quickly succumbing to the heavy radiation they had been exposed to, Turner waited anxiously for any sign of his family - none arrived.

After a week had passed, and it was clear that there was no help coming - from the government, military, or anyone - the survivors in Turner Tower started to panic. Residents demanded that Turner - who they had assumed to be their leader - organize groups to scavenge for food and medical supplies - as the tower's stocks were dwindling - and to kick out non-residents. Turner, reluctantly accepting leadership, began organizing non-residents into work-gangs - led by residents - to scavenge the surrounding city. He also, more importantly to him, ordered these resident-supervisors to focus on areas around where he knew his family to have last been, before the bombs. The non-residents were, understandably, not happy about being pressed into labor, but had little choice as Turner's residents were armed and in control of the remaining supplies.

The turnover of non-residents in the first few months' scavenging mission was high - many deaths from radiation, skirmishes with other survivors, accidents, and malnutrition - but needy survivors were still turning up at the now walled - as opposed to gated - bounds of Turner's domain. Refusing to give up, Turner would have his scavengers retread already scavenged locations and go out of their way to check any and all locations he could think of where his family could've conceivably taken shelter.

By the time a year had passed, even Turner's trusted residents had begun to grow discontent with his increasingly reckless orders and the resulting loss of life, with some residents now being lost in incredibly dangerous missions into downtown. Rations were meager and whilst the residents had success in growing some food it was nowhere near enough to support the whole population. Turner was facing two major threats - a rebellion by his residents, and a rebellion by their indentured workers. Being a man of business, and finally accepting that his family was gone, he did what he considered the most helpful thing he could do in the situation - reveal the secret stash of supplies he had been keeping for his family, lock himself in his office, and go out on his own terms.

Now leaderless, those remaining in Turner Tower faced their own quandary - what next? Two factions formed within the residency - those who wished to continue using the ostensibly enslaved outsiders for scavenging, and those who wished to end such a practice. Most had been content to let the moral implications fall squarely on Turner, but now that they themselves would be the ones ordering these people to likely death, a decent number of residents began having second thoughts.

All the while, ghoulification had begun to make its mark on the residents and slaves - as the outsiders really were at this point - alike. Many of the resident taskmasters, and those they commanded out in the ruins, began succumbing to the process, leaving them either ostracised from their peers, or railroaded into the most dangerous expeditions as the 'benefits' of the condition became apparent.

The residents, in the end, never had to make a decision on slavery, as fate had made the decision for them. Attrition had led to the residents burning through the slaves they had, defection had led to many ghouls - slave and slave-master - simply abandoning the tower, and many had chosen the third option to just walk away, out into the wastes. A very few number were left in the tower, not enough to control the slaves, and a final skirmish between the two left the tower uninhabited, Turner's corpse still locked in his office.

The tower remained a locked, enigmatic bastion in the ruined landscape of northern OKC for over a century until 2207, when some of its old residents decided to move back in. A ghoul by the name of Floyd, who had once been one of the original taskmasters, still had one of the keys, and he and a group of fellow ghouls - some of them also former residents or slaves - reoccupied the tower. Small in number, the population was sustainable with the equipment and supplies left behind - enough food could be grown or scavenged without the need for coercion, and the tower retained a purifier.

Over the subsequent decades, the tower and its township has become one of the more prosperous this close to OKC, occupying now not just the tower, but having reclaimed some of the adjacent suburb as well. It houses all the typical amenities of a wasteland settlement - traders, a doctor, law enforcement - and is also home to its own radio station. Floyd still lives there, but the town's leadership is an elected council drawn from amongst its residents.

Society: Life in the Turner Tower is comfortable, relative to a lot of the wasteland, but not without its labors. Most residents work the fields growing an array of post-apocalyptic crops, others work to maintain the tower's power and water purification system - a constant struggle - and others beside man the settlement's defences. Ghouls, once the only residents, now make up a sizeable minority of the population, with the history of the original survivors not well known to most humans. There is no organized religion or local spirituality, though some residents practice their own personal faiths, but some major superstitions still exist - most residents believe the Tower to be haunted and, even after all these years, Turner's office remains locked. As such, of those who live within the tower proper, most who live on the higher floors are ghouls.

As the tower is a regional landmark, plenty of travelers pass through, as do raiders. The tower itself is reasonably well-fortified, and a good sniper's nest, and the old suburb's walls have been partially integrated into those of the settlement. Feral ghouls, some perhaps the remnants of the slaving days, also present a safety hazard and are occasionally encountered within the surrounding ruins, or more commonly in the sewers.

Despite being a waystation for travelers, the settlement is very reluctant to allow new residents - typically, residence requires a buy-in of resources and labor. This is except, of course, someone can prove they used to live there...

C.R.O.W.S.:
C: 2/10
R: 7/10
O: 5/10
W: 4/10
S: 7/10
May 7° - The Australics, the National Europic Football Team, departs for Talamia to compete in the inaugural DSAFF Comrades' Cup. | May 1° - The nation begins its week-long celebration of the 101° anniversary of the May Day Revolution.

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Wasi State
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Founded: Mar 25, 2019
Inoffensive Centrist Democracy

Postby Wasi State » Thu Mar 11, 2021 9:27 am

Quite the extensive map I have to say, already can't wait for things to start getting filled in once we eventually start.
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Syndic Australia
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Posts: 192
Founded: Sep 12, 2020
Left-wing Utopia

Postby Syndic Australia » Thu Mar 11, 2021 9:41 am

Wasi State wrote:Quite the extensive map I have to say, already can't wait for things to start getting filled in once we eventually start.


I know more about Oklahoma now than any one human should :P

If a location interests you, I can probably tell you more about it, but of course Kelmet has the final say on lore so consider anything I say only semi-cannon.
May 7° - The Australics, the National Europic Football Team, departs for Talamia to compete in the inaugural DSAFF Comrades' Cup. | May 1° - The nation begins its week-long celebration of the 101° anniversary of the May Day Revolution.

******* "In truth and solidarity, Australia advances"
******* Australic Consulic Program
******* Fremantle Intl. Transport Hub
******* Australic National Factbooks

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Beutarch
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Posts: 361
Founded: Sep 13, 2016
Father Knows Best State

Postby Beutarch » Thu Mar 11, 2021 9:43 am

Wasi State wrote:Quite the extensive map I have to say, already can't wait for things to start getting filled in once we eventually start.

I agree, not exactly the Vic2 province map that I was expecting.

Looks good.
I have no idea what to put here.
I guess I am a P2TM Prole, a F7 hermit and an II normie.

Proud member of the
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Kelmet
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Posts: 8510
Founded: Dec 07, 2012
New York Times Democracy

Postby Kelmet » Thu Mar 11, 2021 10:54 am

Syndic Australia wrote:
Wasi State wrote:Quite the extensive map I have to say, already can't wait for things to start getting filled in once we eventually start.


I know more about Oklahoma now than any one human should :P

If a location interests you, I can probably tell you more about it, but of course Kelmet has the final say on lore so consider anything I say only semi-cannon.

Couldn't ask for a better wing man :hug:
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Wasi State
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Posts: 787
Founded: Mar 25, 2019
Inoffensive Centrist Democracy

Postby Wasi State » Thu Mar 11, 2021 12:26 pm

Now OP I am quite curious as to what level that each point into each CROWS stat corresponds to what exactly, cause atm I just have an abstract idea as to what I have, but don't have anything concrete to go off of.
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Kelmet
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Posts: 8510
Founded: Dec 07, 2012
New York Times Democracy

Postby Kelmet » Thu Mar 11, 2021 2:41 pm

Wasi State wrote:Now OP I am quite curious as to what level that each point into each CROWS stat corresponds to what exactly, cause atm I just have an abstract idea as to what I have, but don't have anything concrete to go off of.

What do you have in mind?

Right now is kinda an honor system that I trust you guys not to abuse.
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Wasi State
Diplomat
 
Posts: 787
Founded: Mar 25, 2019
Inoffensive Centrist Democracy

Postby Wasi State » Thu Mar 11, 2021 3:00 pm

Kelmet wrote:
Wasi State wrote:Now OP I am quite curious as to what level that each point into each CROWS stat corresponds to what exactly, cause atm I just have an abstract idea as to what I have, but don't have anything concrete to go off of.

What do you have in mind?

Right now is kinda an honor system that I trust you guys not to abuse.

Oh I was just wondering if you had basic descriptions for what each point in which stat translated to, in the same as how Fallout NV did the description for each point into SPECIAL stats.

Image

Like I imagined one point into Supplies would translate to basically scrap or debris being repurposed into highly crude tools. But would ten points into it be essentially commonplace energy weapons and refitted pre-war stuff? I was basically wondering if there was any 'hard' coded descriptions for what the points into CROWS translated to you had in mind already.
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Kelmet
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Posts: 8510
Founded: Dec 07, 2012
New York Times Democracy

Postby Kelmet » Thu Mar 11, 2021 3:36 pm

Wasi State wrote:
Kelmet wrote:What do you have in mind?

Right now is kinda an honor system that I trust you guys not to abuse.

Oh I was just wondering if you had basic descriptions for what each point in which stat translated to, in the same as how Fallout NV did the description for each point into SPECIAL stats.

Image

Like I imagined one point into Supplies would translate to basically scrap or debris being repurposed into highly crude tools. But would ten points into it be essentially commonplace energy weapons and refitted pre-war stuff? I was basically wondering if there was any 'hard' coded descriptions for what the points into CROWS translated to you had in mind already.

I love the idea.
I feel bad now that I didn't do that, it was left vague and i must have overlooked it in the effort to do everything else.

If you don't mind TG me, perhaps we can figure something out?
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