Forged in Iron

Forged in Iron Open

A new war is on the verge of breakout after society recovered from a nuclear catastrophe.

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Owner: TheHollowed
Game Masters: TheHollowed
Tags: futuristic, post-apocalyptic, western (Add Tags »)
Requires Approval: Yes

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Introduction

(Just a note, the extensive Weapon Customization is just an idea I've dabbled with. If it ends up too much of a hassle, I will revise the Character Sheets and remove Weapon Sheets.)
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Backstory

The story of the Apocalypse is a common one, where a descending economy and increased demands for oil erupts into an all-out war. Known as none other than the 'Oil War', the disputes only really were between the major economic powers, U.S.A, China, and Russia. Early disputes reflected more of a second Cold War, but were quickly broadened into human combat, as there simply was not enough oil to power the newly-discovered Droid technology that was supposed to end Human casualties in war.

The Oil War continued for a long sixty five years, the longest war recorded to date. Battle still raged as alternative fuels were founded, but which soon caused Earth's already dwindling natural rescources to face extinction. Thus, another war was spawned from the Oil War, this war dragging in nearly every other country not involved in the Oil War. The two became one great War, known as the Battle for Earth, as worldly dominance could be in the views of the victors.

However, the war ended with a stalemate as the first Nuclear Stike was launched, the country who was first to attack has been long since forgotten. Through MPPs (Mutual Protection Pacts), a single Nuclear attack brought about a Nuclear Apocalypse, which ended the War within a few hours.
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However, as happens with all wars, there were survivors. The few survivors of the war quickly flocked to join one another and form primitive communities. Forward a single century, and these communitites are now sprawling cities, the survivors of the War gone with time. For these new cities, the Apocalypse had come and gone.

The level of technology was nothing near what it was before the war. When battles needed to be fought, they were fought in medieval-style combat, with rusted swords and pipes and shields with metal armor, but as time advanced, so did man's enginuity.

Scavengers brought back pre-war artifacts and books from old Weapon Manufacturers that allowed Weapon-smiths to forge deadly weapons used before the war, and then some. Such knowledge was shared throughout the Wastelands of Earth, and within a few hundred years, Weapon Manufacturers were re-created.

However, the level of civil protection is not- and probably never will be- at the level it once was. Only able to use the supplies avaliable, Cities around the Wastes pertain a 'Western' theme, as spoken of in pre-war Books and Magazines.

Forward a final one hundred years, now nearly a millenium since the War, and several major factions of the Wastelands now struggle for territory in what used to be the United States of America.
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Setting
Alright, as I have just said above, the alleged Apocalypse has come and gone and socienty is now slowly reforming. Battles and wars are fought, and people are born and die just as they had long ago before the war.

At first, the level of "War Technology" reflected the Feudal Ages, when Knights would use swords and shields and wear heavy plate armor, though this quickly advanced. As pre-war books were discovered and studied, weaponsmiths learned how to forge guns once again, though only those that were used very far back in the American Revolution and American Civil War.

So as newer technology was constantly discovered, weapons still kept that 'Old West' style. Revolvers, Repeaters, Flintlocks, Muskets, you name it.

Though such advancements didnt happen to settlements and cities. They could not- and probably never will- return to the level of technology they were before the war. As such, they too keep an 'Old West' theme. And even the style of clothing has kept the recurring theme as well.

Drugs hav evolved, as well. Now called 'Mutagenics', they have been known to bestow a vast array of strange abilities and quirks upon a human. Each Mutagenic reacts differently to a person's blood, meaning one ability won't be the same as the next.

All of this simply put, think old-west style warriors with futuristic technology that looks like old-west weapons. As for Mutagenics, think something like Superpowers.
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Now for the plot. The beginning plot will put your character at a settlement built around Hoover Dam, known as Trimbull. Its neighboring village of tribals that call themselves the Ik'Tia Clan are a constant annoyance to the town as cattle is stolen, houses are shot at, and travelers are robbed. Furthermore, the large faction of Mutagenic-injected Bandits known as the Keepers of the Apocalypse, or KOTA, have recently set up a new settlement south of Trimbull which has been more active than normal recently.

Your character can belong to any of the factions listed below, but eventually, their morals and factions endeavors aside, they will work together with the other players towards a common goal.
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Factions

Excerta- Any common low-life, low-profile thug that has injected Mutagenics into his bloodstream is welcome in Excerta. They focus solely on creating new Mutagenics or modifying already known Injectors. They will do whatever they have to do to get their hands on Mutagenics, including murder.

Their leader, Reynold 'Evil-Eye' McBrown, is a well known and highly bountied criminal, accused of many counts of genocide and murder, all of which are Mutagenic related.

Larza- The Larza are also Mutagenic- centered, like Excerta. However, they focus on only organized crime, like assassinations and the like. Think Old West Mafia.

Their leader, 'Blackhart', is also well known and has quite a price on his head. No one knows for sure his real name nor anyone closely associated with him, like family or good friends. It is rumored by some that he has never existed.

Overtime: Overtime is a mid-sized and deadly band of thieves that prefer to fight with modified, bladed hockey-sticks. They are usually seen clad in old hockey gear, and haver their headquarters set up in an old ice-arena.

Their current leader is unknown, and seem to rely on a institutional system of 'Crime and Punishment' for organization.

Keepers of the Apocalypse: The Keepers of the Apocalypse, or KOTA, as they are known, are Mutant extremists, injecting themselves with ungodly amounts of Mutagenics and killing basically any non-mutants. They prefer to use their abilities on the frontline with Melee weapons, and as such have become experts in melee combat. They are commonly seen as groups of raiders and have a very 'tribal' look about them. (If you choose to have your player in this faction, they must either play out or include somewhere that they are an exile to be accepted into the party.)

Overwatch: Some of the best equipped mercenaries out in the new world, as well as the largest band and most diverse. They will accept nearly anybody, as long as they have one useful ability (Whether combat-related or not) that other members may benefit from. (Think of it as a 'Balanced' faction.)

The leader of Overwatch, 'Father', is a very powerful and wealthy man.

Drifters: The Drifters are made up of any survivor who 'Drifts' from place to place across the New World, looking for work and at the same time new or better gear. They usually tend to be Bounty Hunters, Guides, or Mapmakers, and are fairly nomadic.

Redemption Road: The Major Bounty program of the New World. They are responsible for the creation, management, tracking, and hunting of any currently known Bounties, as well as any renegade military operative that has slipped away from Valor. No one wants to end up on said list.

There is a rather popular saying among those whom are hunted, 'Don't wanna make a wrong turn onto Redemption Road!'.

Valor: Basically the Military power and Democracy of the New World. They take up the responsibility to unite their forces with Technicians, Rangers, and-in some cases- Redemption Road to offer a more peacful seeming New World.

Their military operatives are also some of the best-equipped, as Valor has easy access to some well-kept and manufactured technology.

Valor is often spear-headed by seperate Generals, all of which are well trained.

Technicians: Often refered to as 'Techs', they are responsible for most of the Medical advancements and Biological Warfare of the New World, providing hospitals with medical supplies and warbands with custom-made chemicals that can greatly harm the human body.

The Technicians are lead by one Seth Styiles, whom was the first to invent the now commonly-distributed Acid Grenade.

Rangers: Think Special Forces. They are a seperate and highly trained faction that has been known to work closely with Valor.

Each Nightkin operative is a master of the covert kill. Their leader, Hector 'Deadeye' Richmond, is no exception. It is said that he was the one who ultimately severed ex-faction 'Boneclaws' by swiftly assassinating many of their high-ranking members as well as their late leader, Simeon Littlejon.
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Weapon Creation
Keep in mind that this is pending, and if it becomes too much of a hassle I will remove it.

Ranged Weapons-

Firing Methods:
-Wheel Lock [Kind of like a lighter. Think flintlock, but with a small gear-like wheel instead]
-Flintlock (Pretty self-explanatory. For those who aren't sure, you have to "cock" the gun after every shot. All flintlocks are single shot weapons.
-Lever-Action (Also self-explanatory. The weapon must have its lever descended or ascended to allow the empty bullet cartridge to come out to keep it from jamming the weapon.)
-Revolving Ammunition Cylinder (How Revolvers Fire)
-Automatic Weapon (Again, self-explanatory)
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Weapon Archetypes-

Handguns- Also refered to as 'Sidearms'. Handguns consist of basically any one handed, pistol-like weapon (This does include Machine Pistols!). Nearly every citizen of the New World is known to carry at least one of these. After all, they are the Patriot's choice...

Long-Barrelled Rifles- Any rifle whose barrel has been extended upon creation to allow greater accuracy and rang eat the cost of fire rate. These tend to be Sniper-esque weapons, better used with a Marksman than someone who prefer to run in guns blazing.

Short-Barrelled Rifles- Any rifle whose barrel has been '"cut-off" or shortened to allow a hightened fire rate and reduced recoil at the cost of accuracy. These tend to be Sub-machine guns and Repeaters, and are better used for someone who needs to shoot a lot more bullets and worry about accuracy later. Short-barrelled weapons usually have large clip sizes to compensate for their fast fire rate.

Shotguns- Pretty self-explanatory. Most models are used for close-quarters combat, weather inside or not. They very in terms of size of shot, called Gauges. They also can be double-barelled, pump-action, bolt-action, lever-action, semi-automatic, or fully-automatic.

Steam-Celled Weapons- Steam-Celled weapons are weapons that have been crafted to allow a Steam Battery (Also called 'Cells') to function. When activated, the Steam Battery generates and heavily pressurizes steam to propell whatever cartridge is inside the barrel, regardless of caliber. (Think steampunk weapons). These are most often seen as Grenade-Launcher type weapons, as well as short-range rocket launchers.
on.
Heavy Weapons- While most of the larger, more dealier weapons such as Laser or Rocket firearms were lost when the apocalypse came, there are small remnants being manufactured by one company. Hellfire, Inc. currently has the only 'Heavy Weapon' line of firearms that range from mini-gun like weapons that weigh a TON, to Carbide Lasers added onto certain weapons to burn victims from the inside out.

These weapons are heavy, their ammo is scarce or difficult to make, and are quite rare. (And if your character has one, it will take up TWO weapon slots instead of one.)
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Munitions:

-Smart Munitions: When a soldier points his weapon at a target and pulls the trigger to fire, the range and target info is automatically programmed into the munition prior to it's leaving the barrel of the weapon and after which it speeds toward it's target. It is able, in-flight, to make some course adjustments to compensate for target movement, i.e. ducking for cover, and seeks its target. (Use these sparingly, please!)

-Assault Rifle Cartridge: Any one of a growing family of small-caliber, shortcase-length cartridges which are designed for high rate-of-fire assault weapons. These were developed to reduce recoil, to make automatic fire more controlled and to enable personnel to carry more ammunition to support the high rate of consumption with those weapons.

-Ball Round: Originally referring to round balls as opposed to shot or shell in early muskets or artillery.

-Boat-Tailed Bullet: A bullet whose base is tapered similar in profile to a boat's stern. The purpose is to
reduce ballistic drag. This has also been referred to as a taper-heel bullet.

-Crispin Cartridge: A distinctive type of rimfire cartridge where the fulminate is contained in an annular ring nearly midway between the base and mouth of the cartridge. The most common type is the .50 caliber version intended for use in converted Civil War carbines.

-Flechette Cartridge: A cartridge loaded with one or multiple finned steel dartlike projectiles.

-Flobert: - A small-caliber (9mm or smaller) rimfire cartridge, usually used for indoor shooting in Europe. Shot versions were used for collecting bird specimens.

-Pinfire: A cartridge having a protruding pin, usually at right angles to thebase of the cartridge and projecting through the side of the case. Impact of the hammer on this pin causes internal ignition.

-Steam-Propelled Cartridge: A variant of a rimfire round that has small insicions in the base, rim, and head to allow heavily pressurized steam to enter, very rapidly expand, and propel the bullet.
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Weapon Mods:

-Sub-Caliber Cartridge - Also called 'Chambers', A hollow device of cartridge dimensions, often rifled,to enable the use of a smaller bullet. (Basically, a barrel you attatched to your gun to use a bullet not originally designed for the weapon. Like using a Ball-round for a machine gun, or something.)

Barrel Extensions - Only for use with Short-Barrel Rifles or Handguns. These are quickly locked in place to the tip of the original barrel of the firearm to allow temporarily increased accuracy.

Extended Stocks- An attatchable, foldable stock that can be added onto a weapon (That doesn't already have a stock) to reduce recoil. Many of these are improvised, such as a cut-off crutch or made from old pieces of PBC pipe.

Holographic Scope- A small, virtually weightless variant of a reflex scope that has three reticle options.

Thermal Scope- A variant of night-vision scopes, captures infrared radiation and converts it to visible light to allow visual heat signatures at the cost of detailed images.

Telescopic Scope- The general day-time optics scope. Magnifies from up to x4 to x24, depending on the manufacturer.

Reflex Scope- A scope addon that sports a reticle that can move as fast as the user, which makes having these very good for fring at moving targets. These do not, however, offer zoom options.

Silencers- An attatched silencer does NOT make the weapon's shot silent. These are most often used on night mission to reduce or completely void the muzzle flash from firing. These are attatchable and detatchable.

Bayonette- Attatcheable and detatchable knife-like blade added to the end of the barell of a rifle to allow melee combat. The only alternatives to these are melee weapons themselves.
(I may add more to this list eventually)
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Melee Weapons-

Weapon Archetypes-

Improvised- Should be somewhat self-explanatory. Any improvised object that is capable of killing a human being.

Sport Gear- Things such as baseball bats, hockey sticks, golf clubs, and the like. These ar often modified slightly to increase the weapon's deadlieness, as Overtime has done to their hockey sticks.

Hammers- Range from Ballepine Hammers to Claw Hammers, as well as two-handed hammers as well, such as Sledgehammers or even a cemented pole.

Swords- Also include knives. Any edged weapon capable of cutting and utter killing of a human being can be considered a sword or knife.

Tools- Tools are modified to fit weapon standards. These include things like Bonesaws, Hedge Trimmers, Lawnmower Blades, Gardening Hoes, and the like.
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Grenades-

Contents: Grenades can be filled with either of the following: Explosives or Chemicals. Explosives can be modified to increase blast range, and chemcials can be made to induce a variety of effects to the victims in its range. These can be thrown or launched via Launcher.
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Character/Weapon Sheets

General Information;
Name: Self explanatory

Age:Also Self explanatory

Sex: Male, Female or Mutant. Anyone whom has injected themselves with Mutagenics are considered Mutants.

Faction Information;
Faction: What faction your character is associated with

Training: Any extensive training your character has received goes here. Mind the fact that not all factions offer training...

Personal Information;
Fears/Phobias: Note the fact that any fear your character has that effects the way he lives is a phobia, not a fear.

General Personality: Self explanatory. Try to include their reactions to friends and strangers.

Charisma: Charming, Neutral or Agressive. Basically, how your character would go about persuading someone. Would they attempt to charm them? Perhaps bribe them to be Neutral? Or maybe threaten them and be Agressive?

Brief Background: Explain why and when they joined the faction they are in, as well as why they came to the Hoover Dam settlement.

Equipment Information;

Weapon 1: Weapon Sheet goes Here

Weapon 2: Weapon Sheet goes Here

Weapon 3: Weapon Sheet goes Here
(Keep in mind that Heavy Weapons require TWO weapon slots instead of one...)
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WEAPON SHEET: (I will offer new weapon choices in the game, but not often. Your weapons are more than just tools. They're things you've learned to trust. They are all custom made to fit you.)

Weapon Name: The name you character has given this weapon

Weapon Category: Ranged or Melee

Weapon Archetype: See above for list of Archetypes

Weapon Firing Method: For Ranged Weapons only. See above for list and info.

Weapon Munition: What type of ammo your weapon uses. This also goes for what your grenades are filled with, should you choose to have any. See above for lists.

Weapon Modifications: This goes for all weapons. List for Ranged weapons above, feel free to get creative with Melee and Throwing.

Brief History of the Weapon: How your character found, bought, or made this weapon, and why it is significant to him/her.

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And thats all! Have fun and be creative with your characters! I will have mine created, soon.

Rules

-RPGateway Standards; No trolling, spamming, arguing, obscenity, etc..
-Please be moderately active if you are looking to participate
-You can create as many charaters as your little heart desires, as long as you can kep up with them!
-Please make In-Character posts at least one paragraph in length
-Have fun! Or at least pretend...

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Forged in Iron: Out Of Character (OOC)

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Most recent OOC posts in Forged in Iron

Re: [OOC] Forged in Iron

@Lurelle- Ranged Weapons- Weapons in general, actually, are totally optional. If you feel like you want to make an unarmed, charming, talk-y character, feel free. So making a character with only Melee Weapons is perfectly fine.

And I also removed the Animal Gut Cartridge from the list ;).


Re: [OOC] Forged in Iron

Sounds good aside from animal gut cartridges. Those would leave so much carbon and shit on the inside of your gun it wouldn't even be funny.


Re: [OOC] Forged in Iron

Hi!
I was interested in joining your roleplay .. and I wanted to know if having a Ranged Weapon is required, because I'm not too well acquainted with guns and things...
Or if just a melee weapon is okay to have with a character.


[OOC] Forged in Iron

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