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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...
     

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