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Test Test Thread (For my own ideas)

Discussion in 'Test threads' started by Revolution and Renovation, Dec 7, 2016.

  1. Revolution and Renovation

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    Star Wars: The New Repblic - Outer Rim Adventures (Uses Fate Accelerated)

    I. Intro

    A long, long time ago in a Galaxy far, far away, the embers of war have cooled as a new generation has grown in relative peace and prosperity after the almost total defeat of the evil Galactic Empire. The New Republic, the successor of the Rebel Alliance that had fought so hard to free the Galaxy, has allowed entire planets and sectors to opt out of membership in the new galactic government, as proof that it really did stand for freedom, liberty, and independence. This has brought both benefits, as large portions of the Galaxy are now able to rule themselves, and costs, as they have to pay for their own protection...if they can.

    For with the withdrawal of the New Republic from large spaces of the Galaxy, came the return of criminal syndicates, pirates, and slavers, people who live and die by the blaster. The Guavian Death Gang, the remnants of the Hutts, and the Rinnrivin Di Cartel were only a few of the groups that came out of the woodwork to terrorize the Outer Rim, and in response to this, the Alissa Sector, on the far southeast of the Galaxy, began taking measures for its own defense.

    Cobbling together a group of local militias, adventurers, and even a few pirates willing to turn against their own, the various planetary governments of the Alissa Sector gathered a vigilante force, the Alissa Sector Protection Forces, whose goal was simple; protect the sector from all threats...

    II. The Alissa Sector

    The Alissa Sector is composed of fifty star systems with multiple habitable or terraformed planets and moons of every conceivable biome, all settled before the Galactic Republic's existence, and put to a variety of uses, from agriculture, to industry, and even the construction of civilian starships. One of the ancient battlefields of the Hundred-Year-Darkness*, the Sector is also a place where old mysteries of Jedi and Sith and the Force can be found, some a boon, others a danger that must be locked away or destroyed, and a few can be both. Now verging into anarchy thanks to the decentralization of the New Republic's framework, the Alissa Sector has put its hope in the Protection Forces in order to restore peace and prosperity. Notable planets in the sector include:

    Show Spoiler
    Alissa Prime - Named after a Human Queen regnant, Sanc Alissa, Alissa Prime is a centre of art, culture, and sophistication, with elegant ziggurats, palaces, gardens and temples placed amidst rolling forests filled with genetically engineered widlife. Said wildlife is almost always tame and friendly to humans, except for special beasts designed to present a challenge while hunting. Founding myths say that Alissa Prime was originally a barren, lifeless world, but was terraformed by an unknown device that used The Force to seed and nurture life, a detail made more interesting by the fact that Alissa Prime lacks a natural magnetic field, and has to depend on two giant structures, the Polar Lamps, to project a planetary shield against small asteroids, solar wind, and radiation.

    Firuzshah - According to more myths, Sanc Alissa had a son named Firuzshah, who colonized the space around a barren, but resource-rich planet and built a set of shipyards around it; nothing that can equal the facilities closer to the Core and the Mid Rim, but enough to produce a rudimentary fleet in the days of old. In more recent eras, the Firuzshah shipyards had forgotten their old history, manufacturing cargo haulers, merchant vessels, and space yachts instead. But now, with the Alissa Sector left to protect itself, Firuzshah has begun producing armed vessels once more, providing awkward-looking, but servicable craft that the Protection Forces can call an 'armada'.

    Viva-Eliza - A desert world with little cloud cover and possessed of ample access to a powerful sun, strong winds, geothermal vents, and strong water currents, Viva-Eliza is a factory world that prides itself on producing a minimum of pollution and waste when manufacturing everything from consumer goods to weapons. With the removal of both Imperial and New Republic fleets and patrols from the sector, Viva-Eliza produces more arms and ammunition than ever before, while relying on a network of space stations, old military craft, and even converted merchant ships and space yachts provided by Firuzshah's shipyards to defend itself from marauders.

    Wellspring - Not your typical agri-world, because Wellspring is not actually a planet, but a gigantic cylindrical space station dedicated to hydroponic farming and asteroid mining, and, when an enterprising mercenary suggested the transformation of several sections into dense, lethal jungle, tundra, and other artificial biospheres, a training ground for top-quality ground forces. All of this is protected by the formidable network of guns and missiles built into the exterior of Wellspring, as well as the Stray Foray, an Imperial Star Destroyer captured by pirates and smugglers and sold to Wellspring's defense force, after being painted blue and gold, of course.

    Dominus Nox et Lux - An ancient world that was a site of a many battles in the Hundred-Year Darkness, Dominus Nox is split into two continents, one, Lux, a lush wonderland of light, life, and beauty, and the other, Nox, a hellscape of blasted lands, toxic swamps, dense woods and jungles filled with abominations that defy the laws of nature, and both contain ruins of old cities and temples, guarded over by ancient traps and technology that functions today. However, Lux's ruins were the easier to work in, with the result that most ancient technology inside had been taken out of the world already, sometimes even with the assent of their guardians. That left Nox as the only source of relics and adventure...and dangers that must not see the light of day.

    *Yes, the HYD is still part of Disney Canon.


    III. Rules

    Show Spoiler

    1.) No godmodding, powerplaying, metagaming, etc. etc.
    2.) Note, there will be sexual themes in this RP, but anything above nudity is forbidden, because I don't want us to get banned.
    3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
    4.) You can control NPCs when I explicitly say that you can control them.
    5.) That said, you are allowed to create two major NPCs, with Special Stats of their own, as well as the player character.
    6.) Please notify me if you will be gone longer than a few days, I myself will let you guys know if I will be gone.
    7.) I reserve the right to kill off Custom Factions made by inactive Players, or fold them into a larger faction. Same for characters.


    IV. What is Fate Accelerated?

    Fate Accelerated is a 'generic role-playing system' that can be repurposed for almost any setting, and requires only a few dice rolls, offering minimal obstruction to Role-playing. It works by eschewing static traits like Strength or Intelligence in facor of 'Aspects', facts about your character that can be an advantage or disadvantage, 'Approaches', aka methods of how to do things (like Careful, Clever, Flashy, etc), and Stunts, which grant a bonus in a limited situation (for example, the Idol Singer stunt grants a bonus to all use of the Flashy approach to wow a crowd).

    Fate Accelerated Free Downloads.

    V. Fate Accelerated Cheat Sheet

    GoogleDoc is here.

    VI. Character Creation
    Show Spoiler

    High Concept (A sentence that defines your character):
    Trouble (Not necessarily a character flaw, just something that makes your life difficult or complicated):
    Extra Aspect (Something about your character you can draw on to increase your skills):
    Name:
    Apperance:
    Approaches (1 Good, 2 Fair, 2 Average, 1 Mediocre, select from among Careful, Clever, Flashy, Forceful, Quick, Sneaky):
    Refresh: Automatically 3
    Stunt(s):
     
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    Dawn of a New Age - The Return of Magic

    I. Intro

    Many stories exist of ancient civilizations, of monsters, magic, and mayhem. But these are not just legends. 10,000 years ago, Magic was the dominant force on this planet, and was as common as science is today. There is a cycle that determines which force will be in control of civilization, but thanks to the actions of humanity at Atlantis and Babel, that cycle has been thrown askew, with Earth being cut off from Magic longer than usual. But now, something has changed.

    People have begun experiencing visions of winged, angelic beings called Malakim, some beautiful, others terrifying, and some both. Shortly after, those who have seen these beings, whether in dreams or in waking life, began manifesting strange, supernatural gifts, gifts each connected to a facet of existence. These powers have attracted attention both good and bad, as the world's governments have sought to capture and contain these 'Magi'.

    In a world that is growing worse, the chaos caused by the Return of Magic might yet unravel an already tense situation...but the Malakim do not want Humanity to destroy itself, and so have given additional guidance to a group of Magi, asking them to turn the tide, to arrest the headlong decline of the world into a 'crapsack' state. Will you answer the call? If so, let the world enter the next phase of its destiny...

    Welcome to Dawn of a New Age, the RP. In this RP, magic has begun appearing in the modern world. Your characters are a group of 'Firsters', some of the first people to develop magical abilities. You will be forced onto the run from the US Government, who is looking to acquire your powers and use them as a weapon of war.

    ------

    Note; this RP was originally made by Flamelord, but he gave me permission as long as no one, and I repeat no one mentions him.

    II. Magic

    There are six disciplines of Magic:

    High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).

    World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.

    Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.

    Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...

    Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the apocalypse, basically, no time travel. Time stop, however, is a possibility...

    Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
    Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.

    Signup Form

    Name: What’s your characters name?
    Age: How old is your character?
    Physical Description: What does your character look like?
    Place any photo’s here.
    Important items: What possessions are important to your character?
    Short Bio: Tell us your characters story up to this point.
    Skills/Flaws: What are your characters strengths and weaknesses? You need two of each.
    Spell List: Six spells only!
     
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    Middle-earth: The Dominion of Men - An Open World RP by Revolution and Renovation

    It is the end of the Third Age, and much wonder has left the world. With the departure of Frodo Baggins at the Grey Havens, an epic tale has ended, in both triumph and tragedy. But despite the budding power of the Reunited Kingdom, the scars of war still tear through the landscape, as well as the minds of many. For Evil has not been vanquished forever, merely stilled for a time. And though foresight tells of the 'Dominion of Men', the road to said dominion has many pitfalls...

    As the Reunited Kingdom mends its strength, turmoil is brewing in the ruins of Mordor, as the Human slaves of Nurnen rise up against their captors, who in the meantime have their own plans for reuniting the dominion of Sauron and crowning themselves the next Dark Lord. While it is nigh-impossible that they would succeed, as the forces of the West themselves have proven, the nigh-impossible has been accomplished before.

    To the East and the South, the kingdoms of the Easterlings and Haradrim are embroiled in turmoil, as those that worship Sauron are faced with those who remember the true creator of the Race of Men, the One Above All Thrones Forever. Coup, rebellion, intrigue and strife are their wont, but there still remain those strong enough to look to the still-recovering Reunited Kingdom...and see easy prey. If they ally with whatever Orc Warlord manages to gain preemeinence in Mordor, then the deeds of the Fellowship would be all for nothing...

    And to the North, the Kingdom of East Lorien and the Kingdom of Thraduil live in coexistence alongside the Lonely Mountain and Dale, ruled now by Thorin III Stonehelm and Bard II of Dale, but face the remaining Orcs of the Misty Mountains, as well as the remnants of Moria, where despite the death of the Balrog, the Goblins still live in large enough number to pose a threat, a threat that is magnified by the fact that Lothlorien no longer has its magical protection.

    Evil still lurks, Good is still vigilant, and all face this very fact: The world of Middle-Earth is now their oyster, but it is true for everyone else, and safely exploting it would not be always possible...

    -------

    So, basically, this is a bookverse Lord of the Rings RP set after the events of the last book. This is an open world RP where you can play as anyone you like from the Books, or an Original Character, as long as it's not someone uber-powerful like Aragorn or the Two Blue Wizards, who are my NPCs.

    The RP's 'plot', instead of being advanced through a specific storyline, will instead be furthered through 'General Events', spreading across Middle-earth, which everyone would then react to...or not, if they choose. Not merely that, but the goal for this RP is 'Group GMing', where most of the activity is driven by the players.

    Character Sheet:

    Name:
    Race (Elf, Human, Dwarf, Hobbit, etc):
    Appearance:
    Age:
    Sex:
    Skills:
    Short bio:

    Rules:

    1.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without an energy shield (which is impossible unless you're a Wizard), or really good armor.
    2.) You can be, sigh, villainous, but not psychotic. Your character must be able to work with others, even if its just to use them as meatshields or pack mules.
    4.) At the same token, I'd like there to be at least one intelligent, competent, and somewhat diplomatic 'good guy' in the group.
    5.) Be polite to others.
    6.) No Movieverse stuff! No references to things that happened only in the Movies, like Faramir wanting to take the Ring!
    7.) Stuff from Shadow of Mordor is only allowed if severely modified; aka if Celebrindimor is not evil, Gondor does not act like an evil Empire, and, well, things like that.
    8.) Aragorn and the Two Blue Wizards are my GMPCs, as they are too powerful. Radagast is, however, open, as well as King Thranduil (don't portray him like in the Movies!), Celeborn, and others.
    9.) Only Wizards can do Fireballs! Men, Elves, and Dwarves can create Enchanted Items, and Wraiths from Shadow of Mordor can do mind control and illusions, but only Wizards can do Fireballs and over-overt Magic!
     
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    NPC Character Sheet

    Name: Theodore Narra

    Appearance:
    [​IMG]

    Age: 51, but looks 21 thanks to Anti-Aging treatments.

    Sex: Male.

    Skills: Theodore's foremost skill is administration and logistics, as the brains behind Haven's attempt to expand its holdings on the Surface, he is a master at ensuring that supplies, money, and arms get to wherever it's needed - not an easy task considering Haven's need to keep itself secret. Though generally open and honest, Theodore knows how to govern his image, and what he projects is the aura of a benevolent leader, one who cares for the city and his people...which makes it easy to forget that he can and is able to kill, whether with guns, knives, or even his own, mysterious NC.

    Short bio: One of the first 'Adventurers' from Haven to make it to the surface, Theodore made his first apperances as a mysterious NC Pilot who saved Independent settlements and villages in exchange for information and supplies, and was strangely ignorant of how things worked aboveground, although he was clearly a vagabond, albeit one with an amazingly good salvaged NC. Making it to the ruins of Darwin, Australia, Theodore encountered Red-Star for the first time, but managed to pass himself off as a new mercenary, and thus found himself serving them in exchange for money and more information. Finding Red-Star's methods and ideology distasteful, Theodore took the first opportunity to defect to Denver-Vegas, then Volkov, before finding his way to Al-Amir Group of Companies.

    There, he found a way back to Haven again, through another secret tunnel, where he immidiately became a celebrity, with his experiences providing valuable information about the world outside. He was 24 then, and two years later, he would depart again to search for more information about the surface, as well as help build a network of proxies that would increase Haven's land-bound wealth. Varius Independent settlements, outlaw bands, mercenaries, the Adventurers from Haven bound them together to create a force capable of taming the Australian Outback...and catching the ire of Red-Star in the process.

    For although the rule of that corporation was largely nominal, it could not tolerate a rival power taking advantage of the island's still-immense natural resources, and so it sent a force to destroy the nascent 'Confederation', still not knowing that Haven was behind all this.
    This force was a relatively small flotilla, composed of cruisers, transports, and a couple of light carriers. But it was technologically superior to the alliance that Theodore had helped build, and Red-Star was confident of victory. They were soon to be proven wrong.

    In several months' time, Theodore had lured the enemy force into the Australian Outback, isolated whatever allies they found, and began dealing them a death of a thousand cuts, using tactics learned from Al-Amir, as well as constructing hidden factories and supply depots in Australia's wasteland. He then, with a small squad of Haven NCs, which were secretly as advanced as the corporates' but managed to hide it, devastated Red-Star's own supply lines and patrols. before, in an ambitious amphibious strike, turning against the Red-Star Fleet, disabling most of its ships, but careful not to destroy so many that the Corporates stopped underestimating them.

    And so Red-Star withdrew, allowing Australia to be the first large region freed from Corporate Control (not including the various Independents and virtual Nation-States in the Middle East and Africa, as well as the Latin American Warlords). This was something that Red-Star would have continued to do something about, if not for a series of renewed skirmishes with Volkov, Denver-Vegas, and Fairbanks; at the end of the day, 'Oz', for now, was just too much of a 'backwater' to focus much attention on.

    But in the midst of triumph was tragedy, for several of Theodore's teammates had died in the final strike, and in actions beforehand. This included close friends and even a lover, and Theodore was eager to get back to Haven, where he can rest and recover from the ordeal of combat...and begin the next round of plans to liberate more of the surface.

    He knew that the 'Big Bad MegaCorps' were not going to tolerate any more territory out of their hands, especially not ones that were actually valuable in their eyes. But at the same time, Australia was not enough; the region of Oceania was not enough. It would take years, centuries, even, but the MegaCorps had to be brought down before there can be peace, before Haven can have peace. And so, he proposed a most risky plan: Include outsiders in Haven's plans; there was only so much that can be done with Havenite 'Adventurers'. No, outsiders were needed in order to provide the information and experience needed to actually make 'World Liberation' work.

    And so, Theodore sent agents to the surface, agents whose goals were to build more networks aboveground, as well as find people, malcontents and mercenaries, who were willing to work for his city, for a cause 'like none other'...

    Notes: Music

    NC: Progenetos, Capabilities Unknown.
     
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    Name Alexander Sky

    Appearance
    [​IMG]

    Age 24

    Role Assault

    Personality Alexander is embittered and cynical, as well as someone who feels guilt over crimes he committed in his old life, back when he was brainwashed - said crimes involve sending a captured 16-year old pilot to be tortured and enslaved just after his first mission, an action repeated many times in his career as a corporate slave. Even now, he is skeptical of Haven's intentions, as well as its prospects of being a world power; he can see how power can corrupt even the most well-meaning, as well as the odds stacked against the settlement. However, he resents the corporations, especially Red-Star, more, and is willing to work for Haven City because it really is a better alternative.

    Backstory Alexander Sky's parents were Europeans from Paragon or Volkov who had been captured by Red-Star in inter-corporate struggles, and enslaved. Forced to breed in captivity, they conceived Alexander, who, from a young age, was, yes, precociously intelligent, but also obedient, with a submissiveness enhanced through brainwashing that began from a young age (six or so). He was taught that he was an inferior being due to his European origins as well as his parents' prior opposition to Red-Star, and that the only way he can make up for his inferiority is to obey his masters in all things, including piloting an NC one day against the enemies of Red-Star.

    One day, he got that chance, being given an NC called the Phoenix, which he customized to his specifications; his first taste of freedom. Piloting it through several missions where he served the Red-Star faithfully, capturing many pilots to share his fate of enslavement, while at the same time...doubt grew in his mind, doubt that he was doing the right thing. Even 'remedial' brainwashing seemed to delay the onset of the doubts only slightly, but as his successes grew, Red-Star decided to use Alexander for as long as possible, then kill him once he was no longer useful and take his mech to give to another. But not even they can count on the speed with which their 'pet' pilot just...snapped.

    One day, on one of his last solo missions, a solo mission intended to be a suicide operation, Alexander vanished. His tracking devices just no longer worked, his mech no longer sent in comms, to everyone, the only proof that he wasn't dead were the fact that they never found the mech or his corpse, as well as a message of apology he sent his former Operator, a message that said:

    I am sorry, but I realize now, that I cannot be a slave anymore, that freedom and independence, although they carry risks, are sweet for those who would hold on to them. I know now that I no longer want to serve Red-Star and make war for them. I want to fight for myself now, no one else. You have been a kinder person than my other masters, but I want no master now, no one to bind me.

    Rumors would appear of Alexander acting as an Independent, attacking Red-Star assets as a mercenary. In time, however, his first true concrete appearance would be at Haven City, having been approached by some of the anarchic society's 'adventurers'...

    Tactical Preference & Skills Alexander is a jack-of-all-trades, master of one - assault and melee combat, where he excels in tearing off the weapons of enemy mechs, so as to enable them to be captured. Away from his mech, the young man has picked up an array of skills both combat and non-combat; combat ones include pistols, and carbines; no harder arms, although Alexander is good with the Jian (Chinese Longsword). He is also moderately skilled in unarmed combat (a mix of various martial arts). However, where he truly shines is outside of combat, where he knows History (at least what can be known), Cooking, and playing the Violin.

    Notes Alexander has a 90% Sync Ratio.

    Alexander is Bisexual.

    Alexander's Theme Song

    More Music

    Text Color Default
     
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    Flashback, Six Years Ago

    It was an uncharacteristically cool and windy day near the city that used to be known as Tokyo, now ruined iron skeletons with an entrance to a successor underneath the earth. The "Red-Star Corporation", one of the Ruling Companies that long ago built the Burrows, controlled these lands with an iron fist, using brainwashing and peer pressure to control their population of corporate slaves.
    One man, Alexander, was in his cockpit and checking pre-launch procedure. His mission was being relayed to him over his NC's comms. The Phoenix, his NC, was in the Burrow's hangar area, which had many sub-divisions used for NC's, jets, surface-crawlers, and various other vehicles. The Mecha was fully functional and operating at maximum capacity.

    Alexander waited obediently for his commands; from a young age, obdience had been drilled into him for survival and security.
    The 18-year old boy was recieving readings from his Neural Combatant, all systems were go and his synchro score was at a very respectable ninety-percent. His NC maneuvered fluidly with every movement, and indeed, if the control systems weren't desensitized, it'd 'breath' and slightly twitch just as its' pilot does. He was now recieving audio feedback from his comm-links; his 'Operator' was an older fellow by the name of 'Shao-Lung', although, if the rumors were true this wasn't his real name at all.

    Shao's old yet warrior-like voice began speaking, "Ah, good, all systems green? Good, good. As usual, I'll be your operator for this mission. You shall launch and rendezvous with the Third Defensive Army, specifically a battalion of infantry and main battle tanks who have been hounded by a damnable Denver-Vegas NC, identity unknown."

    Alexander nodded; he was a good slave.

    "I hear and obey." No bravado. Bravado was for Asians; he was an inferior European whose parents had been captured in inter-corporate struggles.

    "Indeed you do; I shall tell you that Denver-Vegas, as you should know, stereotypically use heavy armor and large, revolver-like kinetic weapons. Weave through their attacks and go for the jugular."

    "I will, sir," said Alexander. "They will fall before the Red Star." He then nodded again, before asking:"Am I permitted to take prisoners?" Alexander wanted to introduce others to the joys of serving their betters, as he himself had been taught.

    "Mmm... If you can, drag the D-V NC back here. Whole thing." Shao added, "if the cockpit is blown to pieces, though, don't even bother. You'll be launching in... three minutes. So, any questions on the operation? More specifically, you'll escort them at low power until the D-V NC comes out to play, when it does, do what you will. If there's anything you want to get off your chest, do it now." The man laughed, "At least, if it involves the mission at hand! Kehahah."

    "Nothing more, sir," Alexander said.

    "Really? Strange.. strapping young lads such as yourself usually want to talk about things before you go out and rip another man's throat out." He breathed in and must've grabbed something, before setting it back down again and continuing. "Just.. traditional. Not to mention talking to another NC before you do battle. Something NC pilots always have done, always will I presume."

    "You 'Pluggers' sure are a weird bunch with all those little unwritten rules. So, which of them do you know anyway, if any of them?"

    "Master," spoke Alexander, "I know nothing, except that I should not talk about matters not my ken." Shao seemed to chuckle at that.
    "Well... if I'm your master, you have my permission. How else do you burn away ignorance aside from correcting it as it comes?"

    "Thank you, master," said Alexander. "So...if I may ask, what are the unwritten rules?"

    "Well, the most major ones, you're just meant to open up comms with any other NC you meet, even enemies. You don't see them aboslutely every day, and oftentimes even NC's on different sides of the same war are nearly friends. Indeed, one of my previous pilots, was a confidant for one in Paragon. He didn't tell me what secrets he knew, but he wasn't the type to lie about things such as that. Even masterless NC's such Who Dropped the Soap, Sineater, Love's Embrace, and especially Little-Wings deserve that respect."

    "Sir!" shouted Alexander, "such indiscretion is allowed?!"

    "Yes, actually."

    "And, who is Little-Wings?

    "Old friend of mine, very respected. A great and honourable warrior,", he attained an air of nostalgia, "I wish he was on our side. I haven't seen him in years, but if you do meet him, tell him I send my regards?"

    "I will give him all my respect as well, Master, and yes," said Alexander.

    "Oh, another thing, it's simply customary to refer to yourself as your NC's codename while on the field of battle; something about respecting the machine. Aside from those two big points, I suppose the unwritten rules aren't set in stone."

    "Thank you, sir, Phoenix out?" Alexander sought approval.

    Shao-Lung laughed, giving the wanted approval, "Good, you're presentable as a student!", he snorted before going back to being somewhat more serious. "In any case, now's the time. Commence launching procedures, the hangar is already lifting."

    The floor the NC was on began slowly rising, as the ceiling opened up, door after door sliding upwards to allow the slowly moving elevator towards the surface. Alexander readied himself, ready to make his master proud.

    The Phoenix and its' pilot soon reached the surface, and a 'destination pointer' could be seen in Alexander's vision, showing him the way. "Alright, I'll try and mark things of note, too. I can't do this often; there's infrastructure necessary to do things like that. Consider it an occasional homefield advantage!"

    "Thank you, sir!" Alexander said, before zooming off. He went at speeds that would be too dangerous for anyone that didn't have his sync level; his NC, due to its' focus on maneuverability and speed, quickly reached a mighty respectable top speed of almost 1500 meters per second, after a few moments of accelerating.

    Once Alexander felt himself close enough to the people he was supposed to rendezvous with, the 18-year old boy slowed himself down so as not to injure any of them with a sonic boom when he finally halted. The Phoenix was currently in a 'cruise mode', and in combat, couldn't reach speeds such as this easily, if at all; in 'combat mode' it would hover around 900. Still, the quickly moving NC reached the operational zone quite soon enough, and began slowing down 20 kilometers out; already seeing signs of battle and indicators 'planted' by his Operator to tell him things

    The Phoenix was hailed by an unknown contact, and while that was connecting his Operator gave him some info as Alexander began following the movements of the enemy mech, trying to detect said enemy's sync rate.
    "Damn, I've heard of this man; Nathaniel I think is his name, he knows what he's doing, for the most part. The same tactic of 'dodge and charge' applies, though. Just get close and start ripping parts off, you'll be fine."
    Alexander nodded, then opened comms to Nathaniel. "Hello! New Pilot here!" he said. "I was told to open comms before battle, so I'm doing that?"

    The NC was a big, heavily armored brute and held two rifles in the hands, firing slug after slug at Red-Star tanks and shooting head-mounted smallarms to take out infantry units. He was finishing up if anything, though. Seems like the scattered remnants of Defense Brigade 3 won't be of much help.

    Nathaniel scoffed, "This is Sixshot, you're fucking with me? First thing you say is that you have no idea what you're doing?". He was a younger man himself, although not as much. Obviously more experienced, and cynical.

    "That's either an amusing little truth", the young man seemed to get his hopes up, "Or you're trying to screw with my head before we even start?"

    "I know how to fight; I just don't know how to talk to anyone who's not master or fellow slave!" Alexander spoke, before rushing at Sixshot, then doing a roll in the air that would take him to the enemy VC's left, while the Sixshot destroyed one last threatening MBT and focused his attention on the Phoenix.

    Sixshot fired a few heavy battle rifle rounds but they found no purchase; the Phoenix dodged the attacks and slid across the sand to the Sixshot's side, a perfect position to slice something off. Phoenix obliged, moving to claw off one of Sixshot's rifles.

    The Sixshot tried to bat away the Phoenix's large, thermal claw yet couldn't in time. The unit's left battle rifle was torn in half nearly immediately, but the heavily armored NC dashed backwards and opened up podules on its' shoulders and knees, revealing many smaller-caliber guns. Right before firing, Shao-Lung only managed to scream:

    "DODGE, NOW!" before the Sixshot pulled the trigger. Alexander shot up, towards the sky!

    The Sixshot's close-range buckshot barrage came a second too late as the Phoenix flew upwards; in response, the enemy NC boosted backwards, making some notable distance and giving it ample opportunity to pull out a thick, folding blade from a holster on the NC's hip.

    "Close-range, huh? I've got the advantage, mook."

    Shao-Lung commented "I think it's obvious that's a bluff, press-on!"

    This time, the Phoenix zig-zagged towards the enemy, moving so fast it seemed like a flash-step, before rolling towards the right, then moving up, in order to claw at the shoulder.

    The red close-combat NC quickly moved towards its opponent, rolling and landing to the right of the Sixshot before going in straight to the shoulder. The heat-assisted reinforced claw went straight through, then embedded itself in the shoulder. Pulling back out, it brought the Sixshot's entire right arm with it. Pressing his advantage, Phoenix threw the Sixshot's arm at the mech's head!

    While Nathaniel was crying out in anguish, the Phoenix tossed the siege-ready NC's own arm right at the head, making it stumble and lose any balance it once had, falling flat on its' ass for now. Phoenix then put his microwave gun hand on the cockpit to force a surrender.
    Nathaniel coughed. "Fuck.. how embarassing. Who the hell are you?"

    "My name is Alexander Sky, new pilot of the Phoenix VC. I'm 18-years old. I'm European, my parents were captured by the Red Star."

    "...Well, gee-", Nathaniel paused, in pain, "I need a fucking lifestory."

    "How old are you?"

    "That's the first question you fucking ask?" Nathanial spat, "Weirdo.."

    "The rest can be asked back in base," spoke Alexander, "It's a security risk to ask questions while in the open," he continued, using his other arm to remove the mech's weapons.

    Shao-Lung stopped that train. "I believe you should start packing him up for storage, or whatever you deem necessary.". Alex's Master seemed to be happy, "Damn, you did that flawlessly, and your first try against another NC? I do hope this isn't a fluke!"
    "Thank you, sir!" Alexander almost chirped.

    "Good Job, if I say so myself. Rest easy when you come back, you certainly earned such."
    "You heard that, Nathaniel!" spoke Alexander, having finished taking away the mech's weapons, before beginning to drag him back to the base. "And thanks, master!"

    And with that, Alex began moving on, saying to Nathaniel: "You'll be disarmed and brought to The Room, where the Masters will make you obey! Then depending on how good you do, you'll either work in the mines, or if you're really good, even work with me!"

    When the Phoenix returned with a prize, the Hangar was already prepared for it when he came back. Men in uniform got Nathanial out and handcuffed, before bringing him to deeper into the Burrow's bowels to be interrogated, or even indoctrinated. As for Alexander, he was given approval by his Operator, and was sent back to his own quarters.
     
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  7. Revolution and Renovation

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    Political Parties of Haven

    Democratic Union Party of Haven - Haven's largest party by a slight margin, rivalled only by the Remember Austrlia Party (and earlier in the past 500 years, others), the DUPH stands for "social equality, justice and the freedom of belief", and, mostly - mostly - adheres to its principles. Promoting a society based on 'Self-Reliance, Liberty, and Shared Benefit', the DUPH has been charged with being overbearing and even coercive, and there were periods where it was that. Nevertheless, it has fought for the peace, prosperity, and survival of Haven for half a millenium now; a record unrivalled in the history of Democracy.

    Remember Australia Party - Not everyone is pleased by Haven taking political, economic, and cultural ideas from a place as far away as Northern Syria, Northern Syria in the early 21st Century, no less. And they have a right not to be, because Haven is underneath Australia, not Rojava. The people of the Remember Australia Party have a hodgepodge of political and economic views, some merely advocating 'Democratic Confederalism with an Australian Face', others advocating for a return to indirect Democracy, and some few advocating coming back to an actual Free Market and a repeal of the rules regarding sharing property (private property is allowed in Haven, but only with a voluntary recompense to the community; if one wants both private property and not pay recompense, they get a fully-armed populace pointing their guns at them).

    Justice and Development Party - A widely growing party composed of expansionists, the JDP are a group who believe strongly in Haven's moral superiority over all Humans stuck in either Corporate, Plutocratic Rule or Mindless Anarchy. They believe in the expansion of Haven into the surface through force, and taking over the Corporations' dominions, something that they believe they can administer better than 'those plutocrats'.

    Isolation Party of Haven - Another, widely growing party composed of isolationists, the IPH are a mix of sane people who have calculated that taking the Corporations and their superior resources head-on would just get them killed, and blatant Xenophobes who believe that people from outside Haven would contaminate their culture and DNA, and that they'd be best off staying underground. Oppose the JDP bitterly, but also have animosity towards the DUPH.

    Federation Party of Haven - The fifth major party in Havenite Politics, the Federation Party of Haven regards themselves as the only party who realizes that the system of direct democracy will not work in an expanded Haven, and have the facts to prove it. With the liberation of Australia, the party has begun to cry out for the division of the liberated territories into a Federation, in which Haven would be First Among Equals, as well as keep its unique political system as part of said Federation. Frequently allies with the JDP and ISH whenever it is convinient, and poaches the more sane members from the two parties every so often.

    National Union Party of Haven - A small party allied with the DUPH, in the ruling coalition, they are the smallest political group in the city, but has sway in contested areas. Their main ideological difference is that Haven should lend services to people only when it's needed, not universally and all the time. Basically, selective welfare. Unpopular with areas that are only middle-class, and also divided between (relatively) rich districts who want social services abolished entirely, and (relatively) poor districts who feel that the rich can take care of themselves...
     
  8. Revolution and Renovation

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    Dawn of a New Age - The Return of Magic

    I. Intro

    Intro (open)
    Many stories exist of ancient civilizations, of monsters, magic, and wonders. But these are not just legends. 10,000 years ago, Magic was the dominant force on this planet, and was as common as science is today. There is a cycle that determines which force will be in control of civilization, but thanks to the actions of humanity at Atlantis and Babel, that cycle has been thrown askew, with Earth being cut off from Magic longer than usual. But now, something has changed.

    People have begun experiencing visions of winged, angelic beings called Malakim, some beautiful, others terrifying, and some both. Shortly after, those who have seen these beings, whether in dreams or in waking life, began manifesting strange, supernatural gifts, gifts each connected to a facet of existence. These powers have attracted attention both good and bad, as the world's governments have sought to capture and contain these 'Magi'.

    In a world that is growing worse, the chaos caused by the Return of Magic might yet unravel an already tense situation...but the Malakim do not want Humanity to destroy itself, and so have given additional guidance to a group of Magi, asking them to turn the tide, to arrest the headlong decline of the world into a 'crapsack' state. Will you answer the call? If so, let the world enter the next phase of its destiny...

    Welcome to Dawn of a New Age, the RP. In this RP, magic has begun appearing in the modern world. Your characters are a group of 'Firsters', some of the first people to develop magical abilities. You will be forced onto the run from the US Government, who is looking to acquire your powers and use them as a weapon of war.


    ------

    Note; this RP was originally made by Flamelord, but he gave me permission as long as no one, and I repeat no one mentions him.

    II. Magic

    Magic (open)


    There are six disciplines of Magic:

    High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).

    World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.

    Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.

    Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...

    Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the past, basically, no time travel. Time stop, however, is a possibility...

    Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
    Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.

    You have six spells available, but the more schools you pick, the weaker they will be, as a rule.


    Counterspell/Dispel Magic rules. (open)


    Countering and Dispelling Magic
    Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.


    Enchantment Rules (open)

    Enchantment Rules
    Enchantment requires High Magic and a spell that you or a part member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.


    Perfected Electrum (open)

    Perfected Electrum
    Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). Thus, Perfected Electrum is made only in very small quantities, under the watchful eye of the most powerful states...


    Group Spells (open)


    Group Spells
    Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.
    Example Spell:
    Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy and negotiate with Angels/Gods/Demons for the permanent return of the Soul (they must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Ressurection cannot be Enchanted into Items.


    III. What if I don't want to play a Mage?

    Champions (open)

    Champions are people who are immune to all Magic, whether beneficial or destructive, and who began appearing all over the world at the same time Magi do. Unlike Magi, Champions are not visited by Malakim, instead, they see visions of past lives as epic heroes, such as Gilgamesh or Samson or even Achilles, after which they instinctively realize that they are immune to all Magic directed at them. Not merely that, but Magi, when encountering a Champion, find themselves growing unfocused and distracted; this is even worse when they are of compatible sexual orientation to the Champion. This is because of the Champions' past lives as epic heroes and heroines in a society that viewed martial deeds as attractive.


    Platinum (open)

    Platinum, a very rare and precious metal, is also immune to all magic; this is the opposite of Gold, Silver, and Electrum, which 'conduct' Magic very effectively. The cause of this is unknown, as the heroic epics of old do not mention Platinum. Nevertheless, the fact that Platinum is anti-magic is a fact; while Magic can conjure and transmute Platinum, it cannot do anything else; magical heat cannot melt it, nor can it be changed to another material. Not merely that, but when a Mage touches Platinum, they experience a feeling of unnatural cold, one that is innately discomforting.


    IV. Rules

    Show Spoiler

    1.) No godmodding, powerplaying, metagaming, etc. etc.
    2.) Any mature scenes, aka anything above nudity, must be taken to PMs.
    3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
    4.) No talking about IRL Politics. Ever.
    5.) Please notify me if you will be gone longer than a few days, I myself will let you guys know if I will be gone.
    6.) Again, six spells; the more schools of Magic you have, the weaker they'll be, and vice versa. You can get more as the plot goes on.
    7.) Yes, Magic and Banality can be gained through artificial means.


    V. Character Sheet Skeleton

    Character Sheet Skeleton (open)
    Name: What’s your characters name?
    Age: How old is your character?
    Physical Description: What does your character look like?
    Place any photo’s here.
    Important items: What possessions are important to your character?
    Short Bio: Tell us your characters story up to this point.
    Starting Faction: Mages, US Gov't, or your own Faction.
    Spell List: 6 Spells overall.
     
  9. Revolution and Renovation

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    NCQuest (Neural Combatant Quest) - A Mecha RP

    Note: The original owner of the idea on another site, LHG100, gave me permission.

    | OVERVIEW |​
    Ends and Beginnings (open)
    It is the year 2677, five hundred years after the nukes fell, and the dream of an enlightened, humane age ran by mutual respect and cooperation was finally put to rest.

    Humanity survived in two places: First were the Independents, a motley band of unimportant cities, rural towns, and even entire nation-states that were too unimportant or neutral to receive a direct nuking (although fallout, nuclear winter, and the breaking of vital infrastructure befell them later).
    Second were the Burrows, large underground cities filled with advanced technology, where the old elite of the world had retreated, ready to take back the surface once the radiation had died down.

    Controlled first by the remnants of the Great Powers of the pre-war era, then by the ‘Nuclear Security Firms’ that had built and operated the bunkers, the Burrows became company towns in all but name. This was made worse by the fact that the CEOs of the Nuclear Security Firms had used transhuman upgrades to extend their lives, and these were driving them insane, making them lose the belief that a happy and content populace were more productive.

    The War was taken as proof that the only values that mattered were strength, talent, and power, and that ‘Protecting the Weak’ was a luxury at best, an obstacle to true virtue at most. If the weak truly deserved not to be hurt, then they would become strong; until then, those who held strength were free to do whatever they wanted, regardless of whether it corroded their psyches in the end.

    When the Burrows and the Nuclear Security Firms, now calling themselves the Ruling Corporations, finally emerged to greet the Independents...it was a disaster.


    The Reemergence (open)
    During the War, before the launch of Weapons of Mass Destruction, a new technology, the ‘Neural Net’, had made war machines based on the human form somehow practical, as this mysterious innovation allowed the pilots of said humanoid mechs to call forth feats of impossible prowess, prowess that cannot just be attributed to perfect communication between man and machine. The name of this type of weapon, the first Mecha, was the Neural Combatant, or NC, and it was soon a name to be feared.

    While it was true that even the Burrows and Ruling Corporations cannot duplicate the technology of the NCs’ cores, they can, however, make better bodies for said cores, producing mecha that were a match for what machines survived on the surface to fall into the Independents’ hands. And so, the First NC War started, with armies of ‘Super-NCs’ and corporate footsoldiers streaming out from the Burrows to shatter the Independents and their inferior weaponry and ‘obsolete’ NCs.

    Over time, the majority of Independents bent the knee or fell, except for holdouts like Fortress Switzerland and the Underground State of Israel, who had Burrow-like redoubts and the facilities to upgrade their own NCs’ bodies, New Rojava, which was just out of the way, and a scattered string of settlements in Alaska that lasted long enough for the Ruling Corporations to fall out with each other over the division of the world.

    On the verge of total victory, the Ruling Corporations began fighting each other while middle management took the spoils. Their armies, which along with NCs, now included recruits and conscripts from both Burrow and conquered territory, began clashing with each other in hard, brutal battles, all the while as new technologies were developed, old technologies rediscovered, and infrastructure rebuilt.

    But the burdens foisted upon both Burrow-dweller and former Independent were unending, lightened only when a Middle Manager happened upon the notion that contentment and health equalled productivity and brought a few decades’ respite to his branch. Atrocity was a fact of life, whether as perpetrator or victim. Then...the most unlikely thing happened.


    Rebirth of Sanity (open)
    It all started with Katlego Kgosi, the CEO of Tshwane Mining Inc and the ruler of Africa. The first one to move his headquarters to Earth’s surface, Katlego Kgosi felt the sight of open space, and the feel of fresh air and sunlight on his face, changing him. And he ordered his Middle Management and Tech Divisions to give him a different set of enhancements, one that would better adapt his body to living on the surface instead of underground.

    This succeeded beyond Katlego’s wildest hopes, and he was able to enjoy the world outside again. But these new enhancements also returned his former values of peace, order, and the preservation of workers’ capacity to produce by taking care of them. They also brought to light just who had the real power in Tshwane Mining Inc - the Board of Directors.

    Using his remaining assets, Katlego contacted the remaining Independents of Africa, who, led by New Nigeria and the Second Empire of Ethiopia, were waging a desperate defense against Tshwane’s main forces. He would give these nations the locations of caches of NC cores and bodies, if they helped him take back his company from the ones who had usurped them, in fact, he would give them the location of a large cache of NC Cores and a bunch of bodies to fit them in, as a show of good faith!

    And so, in a brutal war that lasted three years, punctuated by intrigue and power plays within Pretoria’s newly rebuilt spires, the first Ruling Corp to regain sanity restored hope to the world.


    Hope Retruns (open)
    Before The War, the UN built its own True Burrow in Australia, constructed not just by one large corporation, but by multiple smaller ones. Delved on the very surface of the Earth’s mantle, deeper than the other Burrows, this settlement, called Haven, had its own changes and upheavals, but ones not caused by the corporatist ideology. Rather, what would later dominate the ‘New UN’s’ ideology were the ideologies of Democratic Confederalism, Syndicalism, and Limited Capitalism, which would lead to a society that, though raucous and chaotic at times, was vibrant and productive.

    Haven would reemerge later into the world, only to find that the Australian surface had been occupied by the local Ruling Corporation, Red-Star, which was now extracting tribute from the inhabitants. However, because of the perceived lack of danger in the region, only the weakest of Red-Star’s NCs were among the occupiers, giving Haven a local advantage as they had a great stash of unused NC Cores. But, despite demands for action, Haven’s Leadership chose to wait, study, and send out agents to the surface to find out more about the enemy’s capabilities.

    These Agents had their own NCs...at a time period where more of the Ruling CEOs had recovered their sanity and were acting against their own Middle Management by giving out NC Technology to malcontents, mercenaries, and anyone who would help them take back their organizations. So they were able to blend in long enough to gain the information needed to strike back, making their own reemergence at a time when Red-Star was distracted by war with its neighbors, and leading a revolt that took the south of the Australian continent, liberating the local debt-slaves and establishing Democratic Confederalism on the surface...

    And this leads us to the present, where a world of possibilities is becoming apparent...will they lead to more despair, or to hope?

    |INFORMATION|​

    Information about Mechs and NCs (open)

    Neural Combatants are large, heavily armed and armored war machines that use the principles of main battle tanks, combat aircraft, and infantry all together to create a highly advanced and effective ‘super-machine’. NC’s are controlled primarily by the thoughts of the user, more specifically a ‘Neural Net’ serves as the main computer and operator of the machine, which is controlled by an individual using a ‘Neural Plug’ usually implanted in the base of the neck.

    Although very complex machines when put together, they can be pulled apart and modified surprisingly easily. Large changes to an NC do however cause ‘phantom pain’ to the pilot when plugged back in, due to the neural plug ‘expecting’ a different physical makeup, interpreting the changes as battle damage before getting used to it.

    NC’s are commonly made out of six parts; The propulsion unit, more simply known as the legs, which contain the primary non-flight method of movement and commonly fuel tanks, and in some cases lighter weapons. The arms carry the heaviest non-specialist armaments in most cases, alongside targeting equipment. The head of an NC contains the obvious, such as (simple) radar and the most powerful sensory equipment, alongside mapping software. The chest holds the neural net itself, covering the cockpit, and the primary micro-fusion generator.

    The fusion generator itself directly powers the thruster array situated around the chest of your standard NC, yet other vernier setups are common, such as ‘wing’ arrays. Legs also hold additional thrusters or even additional power setups often enough as well, if it’s deemed necessary by the NC’s pilot or architect.

    Additional, more powerful radars or sensory equipment mounted externally from the main body parts are also fairly abundant. In total, NC’s can carry up to eight weapon systems or optional equipment packages, although ‘filling out every slot’ is amusingly expensive and needless to most NC pilots. The most common points to mount are each hand, the shoulders, two miniature weapons in the head, two on the hips, and two on the back.

    In the end, though, the effectiveness of an NC depends on the synchronization score of the neural net with the pilot. Both ends of the spectrum offer advantages and disadvantages, with the lowest, 50% synchronization, giving higher pain tolerance and minimal mental strain to changing your NC’s physical makeup. The other end, 90 - 100%, enhances the ability to sense with the NC’s sensors and move it just as, if not more, fluidly than your own body. The downside of having a high synchro score, include strange sensations and being able to feel pain far more vividly, while those at the low end have to fight to move their NC’s limbs and not being able to ‘feel’ as clearly.


    The Corporations and Haven​

    North America (open)
    Denver-Vegas Incorporated:

    Denver-Vegas is the legal heir to the United States of America, with its CEO, George Allen, still holding the title of ‘President’. The ruler of most of the Continental United States and Mexico, as well as the overlord of South America’s Independents, Denver-Vegas still keeps several of the features of a Nation-State, such as Elections, a ‘Senate’ (which is staffed only by Corporate officials, although they do change the actual seat-holders from time to time), and a ‘Supreme Court’ (also staffed only by Corporates). However, beneath the spectacle, the real power remains in the plutocrats and oligarchs, who use a combination of bread, circuses, and bullets to maintain control of their people.
    In the Arcologies built by Denver-Vegas all over the land, bright lights, racing tracks, and lotteries both excite and disorient the common ‘citizen’, as the Corporations regularly hold large and spectacular ‘public entertainment programs’ where food and drink are distributed for free as the audience watch volunteers and prisoners participating in the yearly ‘Reality Games’, an event in which said prisoners and volunteers are hunted down by NCs in a closed-off area of wilderness, where a network of surveillance cameras and drones track every movement by the ‘contestants’. This is sent back to the Arcologies, where even the peons are allowed to sit in comfort as they and their children cheer at the violence.

    Outside the Arcologies, Denver-Vegas cements control by giving a surprising amount of power to the smaller towns and hamlets in the new rural America. These smaller towns and hamlets are allowed ‘the right to bear arms’, as long as they have nothing that can bring down an NC, and are also allowed to set their own laws. This, of course, is in exchange of selling their products to Denver-Vegas only and having to watch the ‘Reality Games’ on D-V provided televisions; the latter part is something that was accepted with enthusiasm.

    And finally, Denver-Vegas’ CEO is one of the few people left in the world who technically controls two companies, not just one. In a decision made during the surrender of the last Independents on the former Continental United States, George Allen, in his capacity as a private individual, founded a smaller, more private corp on what was once the Independent Alliance of New California. This corp, Paradise Garden Company, was ostensibly meant to research agricultural tech but is rumored to be researching the ‘restoration of biodiversity to Earth’, aka making new forms of mutated life to replace the species Humanity drove extinct...

    Denver-Vegas relies on two things: Durability and Firepower. Note however that due to a decree by the President-CEO during one of his days of madness, the Corporation is forbidden from using Energy Weapons, or at least, visible ones. Thus, most forms of offense rely on the use of railguns, missiles, and high explosives, delivered via numerous, durable, vehicles and NCs. However, they do not neglect the need for speed, and a small but notable percentage of D-V NCs are ‘Hunter-Killers’, fast humanoid machines who launch volley after volley of heat-seeking micro-missiles at a target, before closing in with Dueling Blades.

    Fairbanks LTD:

    Fairbanks rules over the most northern third of the Americas, with a few holdings in Greenland. Believing that the only ‘wrong’ field of inquiry is Nuclear Research (and only because it resulted in the apocalypse), Fairbanks is structured around supporting a ruling class of technocrats and scientists, descendants of the Massachusetts Institute of Technology and similar institutions. This ruling class is supposed to research terraformation, infrastructure, health, and other positive-sounding things, but being sandwiched between Denver-Vegas and Paragon has made sure that much of their budget is spent on ‘super weapons’, including manufactured diseases, chemical agents, and other unethical and inhumane means of warfare.

    However, all the wonder-weapons in the world would not compensate for a lack of resources and manpower, and that is where true pragmatism rules in Fairbanks. Instead of subjugating Independents outright (and thus drawing the suspicion of Denver-Vegas), it instead gives their people a deal; give them resources and volunteers and get medicine and agriculture in return, or have their crops and livestock attacked with biological weapons. Needless to say, it proves an effective bargain...

    Their NC’s are few and far between, making standardization a difficult prospect at best.


    Europe and the Middle East (open)

    Paragon Industrial & Nuclear:
    The Aristocratic Corp, Paragon Industrial and Nuclear is ‘Neo-Feudal’ in its outlook and values, materialistic, capitalist, and possessed of a strong belief that if ‘innate superiority’ is nonsense, then ‘artificial superiority’ must not be. And so Paragon uses biological enhancements to make its ‘Middle Management’ better than others, forming a ruling class of aristocrats who are smarter and stronger and better-looking than the ‘baselines’ who make up most of the population, as well as the ‘gene-serfs’, which, despite their name, are just baseline humans.

    This ‘class system’ also manifests itself in the allotment of NC Cores and Bodies. Baseline Pilots are allowed to pilot Cores that require a low level of connection between Mecha and Human, for those are seen as ‘useful but expendable’. These ‘Serf-Pilots’ take second-fiddle to the vat-grown ‘Angel-Knights’, who pilot the faster, better mechs. Occupying a position in-between the two are the ‘Agents’, baselines with a high ‘Sync Ratio’ and thus able to connect to very good NCs, but whose ‘low-born’ status prevents them from associating with the ‘Angel-Knights’. These ‘Agents’ are assigned to black-ops jobs all across the globe, in order to act as ‘assassins with mechs’.

    Life for an average Paragon citizen is mostly good, but an aristocrat can theoretically do anything to them, even torture and murder, and get away with only a minor fine paid directly to the CEO’s office for the destruction of her property.

    Their NC’s are sleek and barely resemble actual human beings. Their legs and arms are little more than moving counterbalances, and feather-like heatsinks dominate the standard Paragon NC’s back. This gives them both a strange, alien look alongside a mythical or religious one. This helps the symbolism of being able to fire ‘lightning bolts’ of plasma.

    Al-Amir Group of Companies:

    Urbane, Elegant, and Sophisticated, Al-Amir prides itself on having at last bridged tradition and modernity. Having cast aside past centuries’ reputation of terror and bloodshed, Al-Amir, under its ‘Sultana-CEO’, Raiza-al-Sulayhi, is now as a place for sanctuary, where all those with useful skills are welcome. Governed from the city of Shiraz in Iran, Al-Amir extends its reach from Afghanistan to Thrace, having rebuilt the Middle East in its own image.

    However, there is a price to pay for peace and prosperity, and Al-Amir makes it known when it exacts the ‘genius tax’, a requirement for each major city and community, regardless of religion or ethnicity, to hand over to the Ruling Corp’s officials all children who show above-average physical or mental talent. These children are then made ‘property of the corporation’, and educated as warriors or civil servants, before being ‘redistributed’ back to the corporate territories to serve as defenders or administrators.

    In other, less savory, but still ‘normal’ ways does Al-Amir remind people that the world is not beautiful, as despite being a Corporation, it bases its economy on exports and high tariffs — the latter which it can afford because it has the Suez Canal — as well as ‘self-sufficiency’. The outcome of this is that foreign goods enter Al-Amir territory less, and local goods are more expensive, thus, despite peace and relative freedom, the standard of living for the average citizen is poorer than in other places.

    Al-Amir is a Ruling Corp that relies on defense in depth, not just lines of static defense. Behind the borders lie networks of fortresses, behind the fortress networks are heavily-entrenched cities, and behind the cities lie a hostile countryside where every mountain, forest, or stream hides land mines or punji sticks or even just rows of IEDs. All the while, Al-Amir’s main armies shadow the enemy forces, waiting for a decisive battle against worn-out and decimated foes.


    Africa (open)
    Tshwane Mining Inc:

    Led by Katlego Kgosi, the transhuman CEO of the South African Corporation, Tshwane, also called the ‘Blacks and Whites’, rules directly over the southern half of Africa, and is allied with the Independents of the northern half except Egypt, which is ruled by Al-Amir. Actually and actively benevolent, thanks to years of ‘therapy’ on the open surface, Katlego rules over Tshwane with a fair hand, investing in his workers in the belief that keeping them healthy improves productivity.

    However, not all is well. Not all approve of the alliance that Katlego forged with the African Independents, which allows them to do whatever they want as long as they accept Tshwane’s ‘diplomatic protection’. Basically, the African Independents count as part of Tshwane in legal terms, meaning that the other Ruling Corps cannot invade them willy-nilly. But in exchange for this, the obligations by the African Independents to Tshwane are very low, just permission for Tshwane to buy supplies and recruit volunteers in their territory.

    And of course, there is factional warfare within Tshwane’s main structure itself, with two factions, the ruling ‘Human Investment Faction’, which believes that safe and happy workers work harder, and the ‘Hybrid Vigor Faction’, which believes that mixed-race people are the true Master Race. Katlego Kgosi has suppressed the latter grouping as best as he could, but due to the fact that most of Tshwane’s elite are mixed-race, including him, it is hard to root out all supporters without alienating many people.

    Tshwane Mining Inc’s most fearsome weapons are ‘Diamond-Boron Munitions’, with the (artificial) diamonds providing penetrative power, and the Boron providing incendiary and explosive force. These munitions are deployed from longer ranges than most other Corporations’, as Tshwane believes in the efficiency of destroying the enemy before they can reach you. Nevertheless, in an age where Melee Combat is viable again in NC-scale, they keep several specialized mechs with diamond-covered chainblades, just in case people get through their field of fire.


    Asia (open)

    Bahadur Raj Corporate Pact:

    A group of three corporations that, on their own, can count as a Mega-Corp, the Bahadur Corporate Pact counts as 'one' Ruling Company for diplomatic purposes; the pride and hubris of the remaining seven corporations would permit no less than eight mutually recognized 'Sovereign Corporations', whatever the facts on the ground are. But enough of that; the Pan-Indian Corporate Pact's three Corporations, despite their ruthlessness towards enemies, are forced to be more valuing of their employees' welfare than the other Ruling Megacorps, either because one of the members of the Pact is Tata, a Corporation that has not lost all of its focus on 'giving back to the world', or because the fact that there is more than one potential employer means that employees have more than one option for their livelihoods.

    The Pan-Indian Corporate Pact can field very advanced NCs, but the underlying theme of their military is not centered around said NCs, but rather on their NC Carriers, vast flying/hovering fortresses that can carry wings of said advanced NCs.

    Red Star Shelter Solutions:

    Red Star controls the majority of Mainland Asia, Japan, and until recent events involving Havenite proxies, held a claim over Australia. They are a proud collective where the people at the bottom rung are usually happy with their lot in life, either through brainwashing or peer pressure. The individual doesn’t exist, not even as strong as it should be in the highest portions of the command structure. Below the lowest executive nobility and military officers, they are effectively a communist ‘state’, ironic for a Corporation.

    They are highly interested in Neural Nets’ very nature, and if any strides are being made in the Neural portion of NC’s, they are the most likely source. Their pilots have a superb connection with their NC’s, which have the highest number of melee weapons in any Ruling Companies’ NC forces. Their Neural Combatants resemble ancient warriors or demons the most, for the fear factor.

    Volkov Nuclear Security Systems:

    Volkov Security. The very strongest of the Ruling Companies, nothing goes on without them interfering in some form, either behind the shadows or in the open if necessary. They make certain that everything in their territory is used, and they have control of the world in their sights at all times. Everyone in their conglomerate is worked to the breaking point, and those who fail to deliver are discarded in cruel experimentation or plainly shot in the brainpan before being replaced. The board of directors is constantly infighting, seeking to please their mysterious C.E.O., who has been controlling them from outside any Burrow or installation, apparently in a hidden and secure area away from prying eyes. Nobody knows where exactly he is, but he makes sure his direct inferiors know who’s in charge.

    Their NC’s and other military material are all highly specialized machines, making an overview moot. However they’re constructed, they have one ultimate goal in mind and are built to be as best suited for that purpose as possible.


    Australasia (open)

    Haven/Free Australia/New UN:

    Created by the remnants of the UN, Haven City is a Burrow underneath Sydney, Australia where much-lost knowledge and technology remains, and where the New United Nations Command uses the lessons learned from the preceding centuries in order to avoid the mistakes and impotence of its previous incarnation. After an intelligence campaign meant to gain information about the surface, Haven built up a network of secret allies among the various techno-barbarian tribes, independent settlements, and warlord states of the Australian Continent, which had been giving tribute to Red-Star before Haven’s emissaries came and promised liberation.

    And they granted it. In a carefully coordinated uprising, Haven’s network of allies overthrew Red-Star’s tribute collectors, then fended off the counterattack by the Asian Mega-Corp, establishing themselves as a power in the region. Now, organizing themselves into a series of Federal Cantons and Communes, Haven prepares to undermine the world order…

    Haven Mecha are made up of designs stolen from various MegaCorps, as well as ‘Original Generation’ designs crafted for their Aces, which are specialized for each Ace’s personal psychology and skills.

    Haven, as mentioned, has a large stash of NC cores, but not NC bodies...


    Minor Organizations and Groups
    New Rojava (Kurdish State in West Syria)
    Fortress Switzerland
    The Underground State of Israel
    ------
    Here are the rules on characters and NC's: (last rules, I swear.)
    You can have up to two characters, an NC pilot and a close friend/lover/anything else.
    Name:
    Appearance:
    Age:
    Personality:
    Backstory:
    Tactical Preferences and Skills:
    Notes:
    ------
    NC:
    Code-name:
    Appearance:
    Body Type: (Bipedal, Hover, Tank-Tread, .etc)
    Type of NC: (General-Purpose, Interception, Assault, .etc)
    Equipment & Armaments:
    -----
    Character Types needed:
    Field-Captain:
    Long-ranged Specialist:
    Utility:
    Support:
    Assault:
    Heavy:
     
    Last edited: Jul 2, 2017
  10. Revolution and Renovation

    Revolution and Renovation recrυιт recrυιт

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    Basically, here is where we plan a Digimon RP that avoids a complicated setup or cheap gimmicks while maintaining depth and room for imagination. An RP that will hopefully be enjoyed by multiple people and attract more players to this subforum. This RP has yet to be fully planned out, but that is so that suggestions by potential players can be taken into account or even added to the setting and storyline.

    Here are the Themes:

    The Good Die Young - You were a kid. Ordinary, extraordinary, genius or idiot, you were a kid who wanted things to be fair and make people hurt less. And you died for it. Perhaps it was an accident, maybe someone killed you because of your 'meddling', but the fact remains: You are dead.

    But Death Isn't The End - Then you wake up in a clean, grassy field, wildflowers blooming all around. Strange creatures, creatures you may have seen on Television, roam peacefully, and one of them walks up to you...and talks. You have a Digimon Partner now, a being bonded to you, your friend and defender.

    You Have A Second Chance - As it turns out, you were called here by the Idea of Good, a AI created to embody the best traits of Humanity as its creators saw it: Courage, Friendship, Love, Kindness, Sincerity, Reliability, Hope, Light, and Kindness. This entity has brought you back from death in order to give you a task: Fight against a corruption so great, the living and the dead are endangered.

    To Gain A New Future, One Must Earn It - You must fight in the Digital World, a realm of both wonder and danger, to root out this sickness. Encountering mysteries, battles, and tests, one must persevere against all odds, for they know this: If the Digital and Real Worlds can be saved...they can get back what they lost, and more.

    So, what do you think? You die, you wake up in the Digital World, and a friendly AI gives you a quest. Not too complicated, right?
     

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